提交 6b4d6b11 编写于 作者: M Mr.doob

OBJExporter: Minor clean up.

上级 36394ef1
......@@ -45,7 +45,7 @@ THREE.OBJExporter.prototype = {
var faces = geometry.faces;
var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
var hasVertexUvs = (faces.length === faceVertexUvs.length);
var hasVertexUvs = faces.length === faceVertexUvs.length;
if ( hasVertexUvs ) {
......@@ -53,7 +53,7 @@ THREE.OBJExporter.prototype = {
var vertexUvs = faceVertexUvs[ i ];
for ( var j = 0; j < vertexUvs.length; j ++ ) {
for ( var j = 0, jl = vertexUvs.length; j < jl; j ++ ) {
var uv = vertexUvs[ j ];
......@@ -71,7 +71,7 @@ THREE.OBJExporter.prototype = {
var normalMatrixWorld = new THREE.Matrix3();
normalMatrixWorld.getNormalMatrix( mesh.matrixWorld );
for ( var i = 0, l = faces.length; i < l; i ++ ) {
var face = faces[ i ];
......@@ -79,10 +79,11 @@ THREE.OBJExporter.prototype = {
if ( vertexNormals.length === 3 ) {
for ( var j = 0; j < vertexNormals.length; j ++ ) {
for ( var j = 0, jl = vertexNormals.length; j < jl; j ++ ) {
var normal = vertexNormals[ j ].clone();
normal.applyMatrix3( normalMatrixWorld );
var normal = vertexNormals[ j ].clone ();
normal.applyMatrix3( normalMatrixWorld ).normalize();
output += 'vn ' + normal.x + ' ' + normal.y + ' ' + normal.z + '\n';
nbNormals ++;
......@@ -91,8 +92,8 @@ THREE.OBJExporter.prototype = {
} else {
var normal = face.normal.clone ();
normal.applyMatrix3( normalMatrixWorld ).normalize();
var normal = face.normal.clone();
normal.applyMatrix3( normalMatrixWorld );
for ( var j = 0; j < 3; j ++ ) {
......@@ -108,15 +109,15 @@ THREE.OBJExporter.prototype = {
// faces
for ( var i = 0, j = 1, l = faces.length; i < l; i ++, j += 3 ) {
var face = faces[ i ];
output += 'f ';
output += ( indexVertex + face.a + 1 ) + '/' + (hasVertexUvs ? ( indexVertexUvs + j ) : '') + '/' + ( indexNormals + j ) + ' ';
output += ( indexVertex + face.b + 1 ) + '/' + (hasVertexUvs ? ( indexVertexUvs + j + 1 ) : '') + '/' + ( indexNormals + j + 1 ) + ' ';
output += ( indexVertex + face.c + 1 ) + '/' + (hasVertexUvs ? ( indexVertexUvs + j + 2 ) : '') + '/' + ( indexNormals + j + 2 ) + '\n';
output += ( indexVertex + face.a + 1 ) + '/' + ( hasVertexUvs ? ( indexVertexUvs + j ) : '' ) + '/' + ( indexNormals + j ) + ' ';
output += ( indexVertex + face.b + 1 ) + '/' + ( hasVertexUvs ? ( indexVertexUvs + j + 1 ) : '' ) + '/' + ( indexNormals + j + 1 ) + ' ';
output += ( indexVertex + face.c + 1 ) + '/' + ( hasVertexUvs ? ( indexVertexUvs + j + 2 ) : '' ) + '/' + ( indexNormals + j + 2 ) + '\n';
}
......
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