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66b83497
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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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66b83497
编写于
1月 27, 2014
作者:
M
Mr.doob
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差异文件
Removed commented out code.
上级
5bc6d1f4
变更
1
隐藏空白更改
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并排
Showing
1 changed file
with
0 addition
and
141 deletion
+0
-141
src/extras/core/Shape.js
src/extras/core/Shape.js
+0
-141
未找到文件。
src/extras/core/Shape.js
浏览文件 @
66b83497
...
...
@@ -316,90 +316,6 @@ THREE.Shape.Utils = {
},
triangulateShape_OLD
:
function
(
contour
,
holes
)
{
var
shapeWithoutHoles
=
THREE
.
Shape
.
Utils
.
removeHoles
(
contour
,
holes
);
var
shape
=
shapeWithoutHoles
.
shape
,
allpoints
=
shapeWithoutHoles
.
allpoints
,
isolatedPts
=
shapeWithoutHoles
.
isolatedPts
;
var
triangles
=
THREE
.
FontUtils
.
Triangulate
(
shape
,
false
);
// True returns indices for points of spooled shape
// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
//console.log( "triangles",triangles, triangles.length );
//console.log( "allpoints",allpoints, allpoints.length );
var
i
,
il
,
f
,
face
,
key
,
index
,
allPointsMap
=
{},
isolatedPointsMap
=
{};
// prepare all points map
for
(
i
=
0
,
il
=
allpoints
.
length
;
i
<
il
;
i
++
)
{
key
=
allpoints
[
i
].
x
+
"
:
"
+
allpoints
[
i
].
y
;
if
(
allPointsMap
[
key
]
!==
undefined
)
{
console
.
log
(
"
Duplicate point
"
,
key
);
}
allPointsMap
[
key
]
=
i
;
}
// check all face vertices against all points map
for
(
i
=
0
,
il
=
triangles
.
length
;
i
<
il
;
i
++
)
{
face
=
triangles
[
i
];
for
(
f
=
0
;
f
<
3
;
f
++
)
{
key
=
face
[
f
].
x
+
"
:
"
+
face
[
f
].
y
;
index
=
allPointsMap
[
key
];
if
(
index
!==
undefined
)
{
face
[
f
]
=
index
;
}
}
}
// check isolated points vertices against all points map
for
(
i
=
0
,
il
=
isolatedPts
.
length
;
i
<
il
;
i
++
)
{
face
=
isolatedPts
[
i
];
for
(
f
=
0
;
f
<
3
;
f
++
)
{
key
=
face
[
f
].
x
+
"
:
"
+
face
[
f
].
y
;
index
=
allPointsMap
[
key
];
if
(
index
!==
undefined
)
{
face
[
f
]
=
index
;
}
}
}
return
triangles
.
concat
(
isolatedPts
);
},
// end triangulate shapes
/*
* Modified Triangulation.
*
...
...
@@ -766,64 +682,7 @@ THREE.Shape.Utils = {
return
triangles
.
concat
();
},
// end triangulate shapes
/*
triangulate2 : function( pts, holes ) {
// For use with Poly2Tri.js
var allpts = pts.concat();
var shape = [];
for (var p in pts) {
shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
}
var swctx = new js.poly2tri.SweepContext(shape);
for (var h in holes) {
var aHole = holes[h];
var newHole = []
for (i in aHole) {
newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
allpts.push(aHole[i]);
}
swctx.AddHole(newHole);
}
var find;
var findIndexForPt = function (pt) {
find = new THREE.Vector2(pt.x, pt.y);
var p;
for (p=0, pl = allpts.length; p<pl; p++) {
if (allpts[p].equals(find)) return p;
}
return -1;
};
// triangulate
js.poly2tri.sweep.Triangulate(swctx);
var triangles = swctx.GetTriangles();
var tr ;
var facesPts = [];
for (var t in triangles) {
tr = triangles[t];
facesPts.push([
findIndexForPt(tr.GetPoint(0)),
findIndexForPt(tr.GetPoint(1)),
findIndexForPt(tr.GetPoint(2))
]);
}
// console.log(facesPts);
// console.log("triangles", triangles.length, triangles);
// Returns array of faces with 3 element each
return facesPts;
},
*/
isClockWise
:
function
(
pts
)
{
...
...
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