提交 8ac72b34 编写于 作者: A alteredq

Refactored CTMLoader to use BufferGeometry.computeVertexNormals (for when CTM...

Refactored CTMLoader to use BufferGeometry.computeVertexNormals (for when CTM file doesn't have normals).

Still some more cleanup should be possible, e.g. it would be nice to get rid of GL context dependency.
上级 15a3f8e9
......@@ -207,8 +207,6 @@ THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
var scope = this;
var keepArrays = true,
computeNormals = true,
normalizeNormals = true,
reorderVertices = true;
scope.materials = [];
......@@ -235,86 +233,6 @@ THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
}
//console.log( "vertices", vertexPositionArray.length/3 );
//console.log( "triangles", vertexIndexArray.length/3 );
// compute face normals from scratch
// (must be done before computing offsets)
if ( vertexNormalArray === undefined && computeNormals ) {
var nElements = vertexPositionArray.length;
vertexNormalArray = new Float32Array( nElements );
var vA, vB, vC, x, y, z,
pA = new THREE.Vector3(),
pB = new THREE.Vector3(),
pC = new THREE.Vector3(),
cb = new THREE.Vector3(),
ab = new THREE.Vector3();
for ( var i = 0; i < vertexIndexArray.length; i += 3 ) {
vA = vertexIndexArray[ i ];
vB = vertexIndexArray[ i + 1 ];
vC = vertexIndexArray[ i + 2 ];
x = vertexPositionArray[ vA * 3 ];
y = vertexPositionArray[ vA * 3 + 1 ];
z = vertexPositionArray[ vA * 3 + 2 ];
pA.set( x, y, z );
x = vertexPositionArray[ vB * 3 ];
y = vertexPositionArray[ vB * 3 + 1 ];
z = vertexPositionArray[ vB * 3 + 2 ];
pB.set( x, y, z );
x = vertexPositionArray[ vC * 3 ];
y = vertexPositionArray[ vC * 3 + 1 ];
z = vertexPositionArray[ vC * 3 + 2 ];
pC.set( x, y, z );
cb.sub( pC, pB );
ab.sub( pA, pB );
cb.crossSelf( ab );
vertexNormalArray[ vA * 3 ] += cb.x;
vertexNormalArray[ vA * 3 + 1 ] += cb.y;
vertexNormalArray[ vA * 3 + 2 ] += cb.z;
vertexNormalArray[ vB * 3 ] += cb.x;
vertexNormalArray[ vB * 3 + 1 ] += cb.y;
vertexNormalArray[ vB * 3 + 2 ] += cb.z;
vertexNormalArray[ vC * 3 ] += cb.x;
vertexNormalArray[ vC * 3 + 1 ] += cb.y;
vertexNormalArray[ vC * 3 + 2 ] += cb.z;
}
if ( normalizeNormals ) {
for ( var i = 0; i < nElements; i += 3 ) {
x = vertexNormalArray[ i ];
y = vertexNormalArray[ i + 1 ];
z = vertexNormalArray[ i + 2 ];
var n = 1.0 / Math.sqrt( x * x + y * y + z * z );
vertexNormalArray[ i ] *= n;
vertexNormalArray[ i + 1 ] *= n;
vertexNormalArray[ i + 2 ] *= n;
}
}
}
// reorder vertices
// (needed for buffer splitting, to keep together face vertices)
......@@ -458,7 +376,6 @@ THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
scope.offsets.push( { start: start, count: i - start, index: minPrev } );
// indices
var vertexIndexArray16 = new Uint16Array( vertexIndexArray );
......@@ -534,7 +451,24 @@ THREE.CTMLoader.prototype.createModelBuffers = function ( file, callback ) {
Model.prototype = Object.create( THREE.BufferGeometry.prototype );
callback( new Model() );
var geometry = new Model();
// compute vertex normals if not present in the CTM model
if ( geometry.vertexNormalArray === undefined ) {
geometry.computeVertexNormals();
geometry.vertexNormalBuffer = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, geometry.vertexNormalBuffer );
gl.bufferData( gl.ARRAY_BUFFER, geometry.vertexNormalArray, gl.STATIC_DRAW );
geometry.vertexNormalBuffer.itemSize = 3;
geometry.vertexNormalBuffer.numItems = geometry.vertexNormalArray.length;
}
callback( geometry );
};
......
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