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2f5303fb
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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2f5303fb
编写于
7月 13, 2011
作者:
Z
zz85
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
fixes for reversed faces
上级
3d365cdb
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
50 addition
and
13 deletion
+50
-13
src/extras/geometries/ExtrudeGeometry.js
src/extras/geometries/ExtrudeGeometry.js
+30
-9
src/extras/geometries/Path.js
src/extras/geometries/Path.js
+15
-2
src/extras/geometries/Shape.js
src/extras/geometries/Shape.js
+5
-2
未找到文件。
src/extras/geometries/ExtrudeGeometry.js
浏览文件 @
2f5303fb
...
...
@@ -22,7 +22,9 @@ THREE.ExtrudeGeometry = function( shape, options ) {
var
scope
=
this
;
var
bezelPoints
=
[];
var
reverse
=
THREE
.
FontUtils
.
Triangulate
.
area
(
vertices
)
>
0
;
console
.
log
(
reverse
);
var
i
,
vert
,
vlen
=
vertices
.
length
,
face
,
flen
=
faces
.
length
,
...
...
@@ -86,16 +88,18 @@ THREE.ExtrudeGeometry = function( shape, options ) {
var
j
,
k
,
l
,
m
;
//
Faces Sides
//
Sides Faces
contour
.
push
(
contour
[
0
]
);
// in order not to check for boundary indices every time
//
contour.push( contour[ 0 ] ); // in order not to check for boundary indices every time
i
=
contour
.
length
;
while
(
--
i
>
0
)
{
while
(
--
i
>
=
0
)
{
lastV
=
contour
[
i
];
// TO OPTIMISE. Reduce this step of checking vertices.
/*
for ( j = 0; j < vlen; j++ ) {
if ( vertices[ j ].equals( contour[ i ] ) ) break;
...
...
@@ -106,11 +110,22 @@ THREE.ExtrudeGeometry = function( shape, options ) {
if ( vertices[ k ].equals( contour[ i - 1 ] ) ) break;
}
}*/
//TOREMOVE
//console.log('a', i,j, i-1, k);
j
=
i
;
//if (j==vertices.length) j = 0;
k
=
i
-
1
;
if
(
k
<
0
)
k
=
vertices
.
length
-
1
;
//console.log('b', i,j, i-1, k,vertices.length);
// Create faces for the z-sides of the text
f4
(
j
,
k
,
k
+
vlen
,
j
+
vlen
);
// REverse
//f4( k, j, j + vlen, k + vlen);
}
...
...
@@ -128,14 +143,20 @@ THREE.ExtrudeGeometry = function( shape, options ) {
}
function
f3
(
a
,
b
,
c
)
{
scope
.
faces
.
push
(
new
THREE
.
Face3
(
a
,
b
,
c
)
);
if
(
reverse
)
{
scope
.
faces
.
push
(
new
THREE
.
Face3
(
c
,
b
,
a
)
);
}
else
{
scope
.
faces
.
push
(
new
THREE
.
Face3
(
a
,
b
,
c
)
);
}
}
function
f4
(
a
,
b
,
c
,
d
)
{
scope
.
faces
.
push
(
new
THREE
.
Face4
(
a
,
b
,
c
,
d
)
);
if
(
reverse
)
{
scope
.
faces
.
push
(
new
THREE
.
Face4
(
d
,
c
,
b
,
a
)
);
}
else
{
scope
.
faces
.
push
(
new
THREE
.
Face4
(
a
,
b
,
c
,
d
)
);
}
}
...
...
src/extras/geometries/Path.js
浏览文件 @
2f5303fb
...
...
@@ -21,13 +21,13 @@ THREE.PathActions = {
LINE_TO
:
'
lineTo
'
,
QUADRATIC_CURVE_TO
:
'
quadraticCurveTo
'
,
// BEZIER quadratic CURVE
BEZIER_CURVE_TO
:
'
bezierCurveTo
'
,
// BEZIER cubic CURVE
CSPLINE_T
O
:
'
cSplineTo
'
// TODO cardinal splines
CSPLINE_T
HRU
:
'
cSplineTo
'
// TODO cardinal splines
};
/* Create path using straight lines to connect all points */
THREE
.
Path
.
prototype
.
fromPoints
=
function
(
vectors
)
{
THREE
.
Path
.
prototype
.
fromPoints
=
function
(
vectors
/*Array of Vector*/
)
{
var
v
=
0
,
vlen
=
vectors
.
length
;
...
...
@@ -71,6 +71,13 @@ THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
};
THREE
.
Path
.
prototype
.
splineThru
=
function
(
pts
/*Array of Vector*/
)
{
var
args
=
Array
.
prototype
.
slice
.
call
(
arguments
);
this
.
actions
.
push
(
{
action
:
THREE
.
PathActions
.
CSPLINE_THRU
,
args
:
args
}
);
}
// TODO ARC
/* Return an array of vectors based on contour of the path */
THREE
.
Path
.
prototype
.
getPoints
=
function
(
divisions
)
{
...
...
@@ -184,6 +191,10 @@ THREE.Path.prototype.getPoints = function( divisions ) {
}
break
;
case
THREE
.
PathActions
.
CSPLINE_THRU
:
break
;
}
...
...
@@ -194,6 +205,8 @@ THREE.Path.prototype.getPoints = function( divisions ) {
};
THREE
.
Path
.
prototype
.
getMinAndMax
=
function
()
{
var
points
=
this
.
getPoints
();
...
...
src/extras/geometries/Shape.js
浏览文件 @
2f5303fb
...
...
@@ -22,8 +22,11 @@ THREE.Shape.prototype.constructor = THREE.Path;
/* Returns vertices of triangulated faces | get faces */
THREE
.
Shape
.
prototype
.
triangulate
=
function
()
{
return
THREE
.
FontUtils
.
Triangulate
(
this
.
getPoints
(),
true
);
var
pts
=
this
.
getPoints
();
if
(
THREE
.
FontUtils
.
Triangulate
.
area
(
pts
)
>
0
)
{
pts
=
pts
.
reverse
();
};
return
THREE
.
FontUtils
.
Triangulate
(
pts
,
true
);
};
...
...
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