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6119bda7
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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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6119bda7
编写于
7月 23, 2013
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
Added Face/Vertex Colors handling to BufferGeometryUtils.fromGeometry.
上级
33a66f0a
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
86 addition
and
11 deletion
+86
-11
examples/js/BufferGeometryUtils.js
examples/js/BufferGeometryUtils.js
+86
-11
未找到文件。
examples/js/BufferGeometryUtils.js
浏览文件 @
6119bda7
...
...
@@ -5,11 +5,14 @@
THREE
.
BufferGeometryUtils
=
{
fromGeometry
:
function
geometryToBufferGeometry
(
geometry
)
{
fromGeometry
:
function
geometryToBufferGeometry
(
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
triangles
=
0
;
...
...
@@ -20,8 +23,6 @@ THREE.BufferGeometryUtils = {
}
console
.
log
(
faces
.
length
,
triangles
);
var
bufferGeometry
=
new
THREE
.
BufferGeometry
();
bufferGeometry
.
attributes
=
{
...
...
@@ -34,11 +35,20 @@ THREE.BufferGeometryUtils = {
itemSize
:
3
,
array
:
new
Float32Array
(
triangles
*
3
*
3
)
}
/*
color: {
}
var
positions
=
bufferGeometry
.
attributes
.
position
.
array
;
var
normals
=
bufferGeometry
.
attributes
.
normal
.
array
;
if
(
vertexColors
!==
THREE
.
NoColors
)
{
bufferGeometry
.
attributes
.
color
=
{
itemSize
:
3
,
array
:
new
Float32Array
(
triangles
*
3
*
3
)
}*/
};
var
colors
=
bufferGeometry
.
attributes
.
color
.
array
;
}
...
...
@@ -53,10 +63,6 @@ THREE.BufferGeometryUtils = {
}
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
++
)
{
...
...
@@ -95,6 +101,42 @@ THREE.BufferGeometryUtils = {
normals
[
i3
+
7
]
=
nc
.
y
;
normals
[
i3
+
8
]
=
nc
.
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
];
...
...
@@ -118,7 +160,6 @@ THREE.BufferGeometryUtils = {
if
(
face
instanceof
THREE
.
Face4
)
{
var
d
=
vertices
[
face
.
d
];
var
nd
=
face
.
vertexNormals
[
3
];
positions
[
i3
]
=
a
.
x
;
positions
[
i3
+
1
]
=
a
.
y
;
...
...
@@ -132,6 +173,8 @@ THREE.BufferGeometryUtils = {
positions
[
i3
+
7
]
=
d
.
y
;
positions
[
i3
+
8
]
=
d
.
z
;
var
nd
=
face
.
vertexNormals
[
3
];
normals
[
i3
]
=
na
.
x
;
normals
[
i3
+
1
]
=
na
.
y
;
normals
[
i3
+
2
]
=
na
.
z
;
...
...
@@ -144,6 +187,38 @@ THREE.BufferGeometryUtils = {
normals
[
i3
+
7
]
=
nd
.
y
;
normals
[
i3
+
8
]
=
nd
.
z
;
if
(
vertexColors
===
THREE
.
FaceColors
)
{
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
vcd
=
face
.
vertexColors
[
3
];
colors
[
i3
]
=
vca
.
r
;
colors
[
i3
+
1
]
=
vca
.
g
;
colors
[
i3
+
2
]
=
vca
.
b
;
colors
[
i3
+
3
]
=
vcc
.
r
;
colors
[
i3
+
4
]
=
vcc
.
g
;
colors
[
i3
+
5
]
=
vcc
.
b
;
colors
[
i3
+
6
]
=
vcd
.
r
;
colors
[
i3
+
7
]
=
vcd
.
g
;
colors
[
i3
+
8
]
=
vcd
.
b
;
}
if
(
hasFaceVertexUv
===
true
)
{
var
uvd
=
faceVertexUvs
[
0
][
i
][
3
];
...
...
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