提交 66b83497 编写于 作者: M Mr.doob

Removed commented out code.

上级 5bc6d1f4
......@@ -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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