提交 18863f61 编写于 作者: M Mr.doob

Added util for converting Geometry to BufferGeometry. Thx @spite.

上级 02b1361f
/**
* @author spite / http://www.clicktorelease.com/
* @author mrdoob / http://mrdoob.com/
*/
THREE.BufferGeometryUtils = {
fromGeometry: function geometryToBufferGeometry( geometry ) {
var vertices = geometry.vertices;
var faces = geometry.faces;
var faceVertexUvs = geometry.faceVertexUvs;
var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
var triangles = 0;
for ( var i = 0; i < faces.length; i ++ ) {
triangles += faces[ i ] instanceof THREE.Face3 ? 1 : 2;
}
console.log( faces.length, triangles );
var bufferGeometry = new THREE.BufferGeometry();
bufferGeometry.attributes = {
position: {
itemSize: 3,
array: new Float32Array( triangles * 3 * 3 )
},
normal: {
itemSize: 3,
array: new Float32Array( triangles * 3 * 3 )
}
/*
color: {
itemSize: 3,
array: new Float32Array( triangles * 3 * 3 )
}*/
}
if ( hasFaceVertexUv === true ) {
bufferGeometry.attributes.uv = {
itemSize: 2,
array: new Float32Array( triangles * 3 * 2 )
};
var uvs = bufferGeometry.attributes.uv.array;
}
var positions = bufferGeometry.attributes.position.array;
var normals = bufferGeometry.attributes.normal.array;
// var colors = bufferGeometry.attributes.color.array;
var i2 = 0, i3 = 0;
for ( var i = 0; i < faces.length; i ++ ) {
var face = faces[ i ];
var a = vertices[ face.a ];
var b = vertices[ face.b ];
var c = vertices[ face.c ];
positions[ i3 ] = a.x;
positions[ i3 + 1 ] = a.y;
positions[ i3 + 2 ] = a.z;
positions[ i3 + 3 ] = b.x;
positions[ i3 + 4 ] = b.y;
positions[ i3 + 5 ] = b.z;
positions[ i3 + 6 ] = c.x;
positions[ i3 + 7 ] = c.y;
positions[ i3 + 8 ] = c.z;
var na = face.vertexNormals[ 0 ];
var nb = face.vertexNormals[ 1 ];
var nc = face.vertexNormals[ 2 ];
normals[ i3 ] = na.x;
normals[ i3 + 1 ] = na.y;
normals[ i3 + 2 ] = na.z;
normals[ i3 + 3 ] = nb.x;
normals[ i3 + 4 ] = nb.y;
normals[ i3 + 5 ] = nb.z;
normals[ i3 + 6 ] = nc.x;
normals[ i3 + 7 ] = nc.y;
normals[ i3 + 8 ] = nc.z;
if ( hasFaceVertexUv === true ) {
var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
uvs[ i2 ] = uva.x;
uvs[ i2 + 1 ] = uva.y;
uvs[ i2 + 2 ] = uvb.x;
uvs[ i2 + 3 ] = uvb.y;
uvs[ i2 + 4 ] = uvc.x;
uvs[ i2 + 5 ] = uvc.y;
}
i3 += 9;
i2 += 6;
if ( face instanceof THREE.Face4 ) {
var d = vertices[ face.d ];
var nd = face.vertexNormals[ 3 ];
positions[ i3 ] = a.x;
positions[ i3 + 1 ] = a.y;
positions[ i3 + 2 ] = a.z;
positions[ i3 + 3 ] = c.x;
positions[ i3 + 4 ] = c.y;
positions[ i3 + 5 ] = c.z;
positions[ i3 + 6 ] = d.x;
positions[ i3 + 7 ] = d.y;
positions[ i3 + 8 ] = d.z;
normals[ i3 ] = na.x;
normals[ i3 + 1 ] = na.y;
normals[ i3 + 2 ] = na.z;
normals[ i3 + 3 ] = nc.x;
normals[ i3 + 4 ] = nc.y;
normals[ i3 + 5 ] = nc.z;
normals[ i3 + 6 ] = nd.x;
normals[ i3 + 7 ] = nd.y;
normals[ i3 + 8 ] = nd.z;
if ( hasFaceVertexUv === true ) {
var uvd = faceVertexUvs[ 0 ][ i ][ 3 ];
uvs[ i2 ] = uva.x;
uvs[ i2 + 1 ] = uva.y;
uvs[ i2 + 2 ] = uvc.x;
uvs[ i2 + 3 ] = uvc.y;
uvs[ i2 + 4 ] = uvd.x;
uvs[ i2 + 5 ] = uvd.y;
}
i3 += 9;
i2 += 6;
}
}
bufferGeometry.computeBoundingSphere();
return bufferGeometry;
}
}
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