提交 56e4b204 编写于 作者: M Mr.doob

Updated builds.

上级 d5c57ee8
......@@ -8845,6 +8845,154 @@ THREE.BufferGeometry.prototype = {
},
fromGeometry: function ( geometry, settings ) {
settings = settings || { 'vertexColors': THREE.NoColors };
var vertices = geometry.vertices;
var faces = geometry.faces;
var faceVertexUvs = geometry.faceVertexUvs;
var vertexColors = settings.vertexColors;
var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
var positions = new Float32Array( faces.length * 3 * 3 );
this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
var normals = new Float32Array( faces.length * 3 * 3 );
this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
if ( vertexColors !== THREE.NoColors ) {
var colors = new Float32Array( faces.length * 3 * 3 );
this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
}
if ( hasFaceVertexUv === true ) {
var uvs = new Float32Array( faces.length * 3 * 2 );
this.addAttribute( 'uvs', new THREE.BufferAttribute( uvs, 2 ) );
}
for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
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;
if ( hasFaceVertexNormals === true ) {
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;
} else {
var n = face.normal;
normals[ i3 ] = n.x;
normals[ i3 + 1 ] = n.y;
normals[ i3 + 2 ] = n.z;
normals[ i3 + 3 ] = n.x;
normals[ i3 + 4 ] = n.y;
normals[ i3 + 5 ] = n.z;
normals[ i3 + 6 ] = n.x;
normals[ i3 + 7 ] = n.y;
normals[ i3 + 8 ] = n.z;
}
if ( vertexColors === THREE.FaceColors ) {
var fc = face.color;
colors[ i3 ] = fc.r;
colors[ i3 + 1 ] = fc.g;
colors[ i3 + 2 ] = fc.b;
colors[ i3 + 3 ] = fc.r;
colors[ i3 + 4 ] = fc.g;
colors[ i3 + 5 ] = fc.b;
colors[ i3 + 6 ] = fc.r;
colors[ i3 + 7 ] = fc.g;
colors[ i3 + 8 ] = fc.b;
} else if ( vertexColors === THREE.VertexColors ) {
var vca = face.vertexColors[ 0 ];
var vcb = face.vertexColors[ 1 ];
var vcc = face.vertexColors[ 2 ];
colors[ i3 ] = vca.r;
colors[ i3 + 1 ] = vca.g;
colors[ i3 + 2 ] = vca.b;
colors[ i3 + 3 ] = vcb.r;
colors[ i3 + 4 ] = vcb.g;
colors[ i3 + 5 ] = vcb.b;
colors[ i3 + 6 ] = vcc.r;
colors[ i3 + 7 ] = vcc.g;
colors[ i3 + 8 ] = vcc.b;
}
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;
}
}
this.computeBoundingSphere()
return this;
},
computeBoundingBox: function () {
if ( this.boundingBox === null ) {
......
因为 它太大了无法显示 source diff 。你可以改为 查看blob
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册