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1087e236
T
three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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1087e236
编写于
11月 05, 2011
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Improved normal calculation on IcosahedronGeometry
UVs are hard indeed.
上级
45707694
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
19 addition
and
61 deletion
+19
-61
src/extras/geometries/IcosahedronGeometry.js
src/extras/geometries/IcosahedronGeometry.js
+19
-61
未找到文件。
src/extras/geometries/IcosahedronGeometry.js
浏览文件 @
1087e236
...
...
@@ -78,34 +78,40 @@ THREE.IcosahedronGeometry = function ( subdivisions ) {
f3
(
a
,
b
,
c
,
tempFaces
);
}
tempScope
.
faces
=
tempFaces
.
faces
;
//tempScope.uvs = tempFaces.uvs
;
tempScope
.
faceVertexUvs
[
0
]
=
tempFaces
.
faceVertexUvs
[
0
]
;
}
scope
.
faces
=
tempScope
.
faces
;
//scope.uvs = tempScope.uvs
;
scope
.
faceVertexUvs
[
0
]
=
tempScope
.
faceVertexUvs
[
0
]
;
this
.
computeCentroids
();
this
.
computeFaceNormals
();
this
.
computeVertexNormals
();
this
.
computeFaceNormals
(
true
);
function
v
(
x
,
y
,
z
)
{
var
length
=
Math
.
sqrt
(
x
*
x
+
y
*
y
+
z
*
z
);
var
i
=
scope
.
vertices
.
push
(
new
THREE
.
Vertex
(
new
THREE
.
Vector3
(
x
/
length
,
y
/
length
,
z
/
length
)
)
);
//var uv = getUv(x, y, z);
//temp_uv.push(uv);
return
i
-
1
;
}
function
f3
(
a
,
b
,
c
,
inscope
)
{
inscope
.
faces
.
push
(
new
THREE
.
Face3
(
a
,
b
,
c
)
);
/*inscope.uvs.push( [new THREE.UV( temp_uv[a].u, temp_uv[a].v ),
new THREE.UV( temp_uv[b].u, temp_uv[b].v ),
new THREE.UV( temp_uv[c].u, temp_uv[c].v )
] );
*/
var
v1
=
scope
.
vertices
[
a
].
position
;
var
v2
=
scope
.
vertices
[
b
].
position
;
var
v3
=
scope
.
vertices
[
c
].
position
;
var
face
=
new
THREE
.
Face3
(
a
,
b
,
c
);
face
.
vertexNormals
.
push
(
v1
.
clone
().
normalize
(),
v2
.
clone
().
normalize
(),
v3
.
clone
().
normalize
()
);
inscope
.
faces
.
push
(
face
);
inscope
.
faceVertexUvs
[
0
].
push
(
[
new
THREE
.
UV
(
Math
.
atan2
(
v1
.
z
,
v1
.
x
)
/
Math
.
PI
,
v1
.
y
),
new
THREE
.
UV
(
Math
.
atan2
(
v2
.
z
,
v2
.
x
)
/
Math
.
PI
,
v2
.
y
),
new
THREE
.
UV
(
Math
.
atan2
(
v3
.
z
,
v3
.
x
)
/
Math
.
PI
,
v3
.
y
)
]
);
}
function
getMiddlePoint
(
p1
,
p2
)
{
...
...
@@ -120,54 +126,6 @@ THREE.IcosahedronGeometry = function ( subdivisions ) {
return
i
;
}
/*function getUv(x,y,z) {
var u,v;
var px,py,pz,d;
d = Math.sqrt( x*x+y*y+z*z );
px = x/d;
py = y/d;
pz = z/d;
var normalisedX = 0;
var normalisedZ = -1;
if (((px * px) + (pz * pz)) > 0) {
normalisedX = Math.sqrt((px * px) / ((px * px) + (pz * pz)));
if (px < 0) {
normalisedX = -normalisedX;
}
normalisedZ = Math.sqrt((pz * pz) / ((px * px) + (pz * pz)));
if (pz < 0) {
normalisedZ = -normalisedZ;
}
}
if (normalisedZ == 0) {
u = ((normalisedX * Math.PI) / 2);
} else {
u = Math.atan(normalisedX / normalisedZ);
if (normalisedZ < 0) {
u += Math.PI;
}
}
if (u < 0) {
u += 2 * Math.PI;
}
u /= 2 * Math.PI;
v = (-py + 1) / 2;
return {u:u,v:v};
}*/
}
THREE
.
IcosahedronGeometry
.
prototype
=
new
THREE
.
Geometry
();
...
...
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