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d5c57ee8
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
提交
d5c57ee8
编写于
5月 22, 2014
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
Moved BufferGeometryUtils.fromGeometry to BufferGeometry. See #4835.
上级
60bdcaba
变更
4
隐藏空白更改
内联
并排
Showing
4 changed file
with
151 addition
and
185 deletion
+151
-185
editor/index.html
editor/index.html
+0
-2
editor/js/Menubar.Edit.js
editor/js/Menubar.Edit.js
+3
-1
examples/js/utils/BufferGeometryUtils.js
examples/js/utils/BufferGeometryUtils.js
+0
-182
src/core/BufferGeometry.js
src/core/BufferGeometry.js
+148
-0
未找到文件。
editor/index.html
浏览文件 @
d5c57ee8
...
@@ -34,8 +34,6 @@
...
@@ -34,8 +34,6 @@
<!-- WIP -->
<!-- WIP -->
<script
src=
"../examples/js/utils/BufferGeometryUtils.js"
></script>
<script
src=
"../examples/js/exporters/BufferGeometryExporter.js"
></script>
<script
src=
"../examples/js/exporters/BufferGeometryExporter.js"
></script>
<script
src=
"../examples/js/exporters/TypedGeometryExporter.js"
></script>
<script
src=
"../examples/js/exporters/TypedGeometryExporter.js"
></script>
<script
src=
"../examples/js/exporters/GeometryExporter.js"
></script>
<script
src=
"../examples/js/exporters/GeometryExporter.js"
></script>
...
...
editor/js/Menubar.Edit.js
浏览文件 @
d5c57ee8
...
@@ -40,6 +40,7 @@ Menubar.Edit = function ( editor ) {
...
@@ -40,6 +40,7 @@ Menubar.Edit = function ( editor ) {
// convert to BufferGeometry
// convert to BufferGeometry
var
object
=
editor
.
selected
;
var
object
=
editor
.
selected
;
if
(
object
.
geometry
instanceof
THREE
.
Geometry
)
{
if
(
object
.
geometry
instanceof
THREE
.
Geometry
)
{
if
(
object
.
parent
===
undefined
)
return
;
// avoid flattening the camera or scene
if
(
object
.
parent
===
undefined
)
return
;
// avoid flattening the camera or scene
...
@@ -48,9 +49,10 @@ Menubar.Edit = function ( editor ) {
...
@@ -48,9 +49,10 @@ Menubar.Edit = function ( editor ) {
delete
object
.
__webglInit
;
// TODO: Remove hack (WebGLRenderer refactoring)
delete
object
.
__webglInit
;
// TODO: Remove hack (WebGLRenderer refactoring)
object
.
geometry
=
THREE
.
BufferGeometryUtils
.
fromGeometry
(
object
.
geometry
);
object
.
geometry
=
new
THREE
.
BufferGeometry
()
.
fromGeometry
(
object
.
geometry
);
editor
.
signals
.
objectChanged
.
dispatch
(
object
);
editor
.
signals
.
objectChanged
.
dispatch
(
object
);
}
}
}
}
...
...
examples/js/utils/BufferGeometryUtils.js
已删除
100644 → 0
浏览文件 @
60bdcaba
/**
* @author spite / http://www.clicktorelease.com/
* @author mrdoob / http://mrdoob.com/
*/
THREE
.
BufferGeometryUtils
=
{
fromGeometry
:
function
geometryToBufferGeometry
(
geometry
,
settings
)
{
if
(
geometry
instanceof
THREE
.
BufferGeometry
)
{
return
geometry
;
}
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
hasFaceVertexNormals
=
faces
[
0
].
vertexNormals
.
length
==
3
;
var
bufferGeometry
=
new
THREE
.
BufferGeometry
();
bufferGeometry
.
attributes
=
{
position
:
{
itemSize
:
3
,
array
:
new
Float32Array
(
faces
.
length
*
3
*
3
)
},
normal
:
{
itemSize
:
3
,
array
:
new
Float32Array
(
faces
.
length
*
3
*
3
)
}
}
var
positions
=
bufferGeometry
.
attributes
.
position
.
array
;
var
normals
=
bufferGeometry
.
attributes
.
normal
.
array
;
if
(
vertexColors
!==
THREE
.
NoColors
)
{
bufferGeometry
.
attributes
.
color
=
{
itemSize
:
3
,
array
:
new
Float32Array
(
faces
.
length
*
3
*
3
)
};
var
colors
=
bufferGeometry
.
attributes
.
color
.
array
;
}
if
(
hasFaceVertexUv
===
true
)
{
bufferGeometry
.
attributes
.
uv
=
{
itemSize
:
2
,
array
:
new
Float32Array
(
faces
.
length
*
3
*
2
)
};
var
uvs
=
bufferGeometry
.
attributes
.
uv
.
array
;
}
for
(
var
i
=
0
,
i2
=
0
,
i3
=
0
;
i
<
faces
.
length
;
i
++
,
i2
+=
6
,
i3
+=
9
)
{
var
face
=
faces
[
i
];
var
a
=
vertices
[
face
.
a
];
var
b
=
vertices
[
face
.
b
];
var
c
=
vertices
[
face
.
c
];
positions
[
i3
]
=
a
.
x
;
positions
[
i3
+
1
]
=
a
.
y
;
positions
[
i3
+
2
]
=
a
.
z
;
positions
[
i3
+
3
]
=
b
.
x
;
positions
[
i3
+
4
]
=
b
.
y
;
positions
[
i3
+
5
]
=
b
.
z
;
positions
[
i3
+
6
]
=
c
.
x
;
positions
[
i3
+
7
]
=
c
.
y
;
positions
[
i3
+
8
]
=
c
.
z
;
if
(
hasFaceVertexNormals
===
true
)
{
var
na
=
face
.
vertexNormals
[
0
];
var
nb
=
face
.
vertexNormals
[
1
];
var
nc
=
face
.
vertexNormals
[
2
];
normals
[
i3
]
=
na
.
x
;
normals
[
i3
+
1
]
=
na
.
y
;
normals
[
i3
+
2
]
=
na
.
z
;
normals
[
i3
+
3
]
=
nb
.
x
;
normals
[
i3
+
4
]
=
nb
.
y
;
normals
[
i3
+
5
]
=
nb
.
z
;
normals
[
i3
+
6
]
=
nc
.
x
;
normals
[
i3
+
7
]
=
nc
.
y
;
normals
[
i3
+
8
]
=
nc
.
z
;
}
else
{
var
n
=
face
.
normal
;
normals
[
i3
]
=
n
.
x
;
normals
[
i3
+
1
]
=
n
.
y
;
normals
[
i3
+
2
]
=
n
.
z
;
normals
[
i3
+
3
]
=
n
.
x
;
normals
[
i3
+
4
]
=
n
.
y
;
normals
[
i3
+
5
]
=
n
.
z
;
normals
[
i3
+
6
]
=
n
.
x
;
normals
[
i3
+
7
]
=
n
.
y
;
normals
[
i3
+
8
]
=
n
.
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
];
var
uvb
=
faceVertexUvs
[
0
][
i
][
1
];
var
uvc
=
faceVertexUvs
[
0
][
i
][
2
];
uvs
[
i2
]
=
uva
.
x
;
uvs
[
i2
+
1
]
=
uva
.
y
;
uvs
[
i2
+
2
]
=
uvb
.
x
;
uvs
[
i2
+
3
]
=
uvb
.
y
;
uvs
[
i2
+
4
]
=
uvc
.
x
;
uvs
[
i2
+
5
]
=
uvc
.
y
;
}
}
bufferGeometry
.
computeBoundingSphere
();
return
bufferGeometry
;
}
}
src/core/BufferGeometry.js
浏览文件 @
d5c57ee8
...
@@ -80,6 +80,154 @@ THREE.BufferGeometry.prototype = {
...
@@ -80,6 +80,154 @@ THREE.BufferGeometry.prototype = {
},
},
fromGeometry
:
function
(
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
hasFaceVertexNormals
=
faces
[
0
].
vertexNormals
.
length
==
3
;
var
positions
=
new
Float32Array
(
faces
.
length
*
3
*
3
);
this
.
addAttribute
(
'
position
'
,
new
THREE
.
BufferAttribute
(
positions
,
3
)
);
var
normals
=
new
Float32Array
(
faces
.
length
*
3
*
3
);
this
.
addAttribute
(
'
normal
'
,
new
THREE
.
BufferAttribute
(
normals
,
3
)
);
if
(
vertexColors
!==
THREE
.
NoColors
)
{
var
colors
=
new
Float32Array
(
faces
.
length
*
3
*
3
);
this
.
addAttribute
(
'
color
'
,
new
THREE
.
BufferAttribute
(
colors
,
3
)
);
}
if
(
hasFaceVertexUv
===
true
)
{
var
uvs
=
new
Float32Array
(
faces
.
length
*
3
*
2
);
this
.
addAttribute
(
'
uvs
'
,
new
THREE
.
BufferAttribute
(
uvs
,
2
)
);
}
for
(
var
i
=
0
,
i2
=
0
,
i3
=
0
;
i
<
faces
.
length
;
i
++
,
i2
+=
6
,
i3
+=
9
)
{
var
face
=
faces
[
i
];
var
a
=
vertices
[
face
.
a
];
var
b
=
vertices
[
face
.
b
];
var
c
=
vertices
[
face
.
c
];
positions
[
i3
]
=
a
.
x
;
positions
[
i3
+
1
]
=
a
.
y
;
positions
[
i3
+
2
]
=
a
.
z
;
positions
[
i3
+
3
]
=
b
.
x
;
positions
[
i3
+
4
]
=
b
.
y
;
positions
[
i3
+
5
]
=
b
.
z
;
positions
[
i3
+
6
]
=
c
.
x
;
positions
[
i3
+
7
]
=
c
.
y
;
positions
[
i3
+
8
]
=
c
.
z
;
if
(
hasFaceVertexNormals
===
true
)
{
var
na
=
face
.
vertexNormals
[
0
];
var
nb
=
face
.
vertexNormals
[
1
];
var
nc
=
face
.
vertexNormals
[
2
];
normals
[
i3
]
=
na
.
x
;
normals
[
i3
+
1
]
=
na
.
y
;
normals
[
i3
+
2
]
=
na
.
z
;
normals
[
i3
+
3
]
=
nb
.
x
;
normals
[
i3
+
4
]
=
nb
.
y
;
normals
[
i3
+
5
]
=
nb
.
z
;
normals
[
i3
+
6
]
=
nc
.
x
;
normals
[
i3
+
7
]
=
nc
.
y
;
normals
[
i3
+
8
]
=
nc
.
z
;
}
else
{
var
n
=
face
.
normal
;
normals
[
i3
]
=
n
.
x
;
normals
[
i3
+
1
]
=
n
.
y
;
normals
[
i3
+
2
]
=
n
.
z
;
normals
[
i3
+
3
]
=
n
.
x
;
normals
[
i3
+
4
]
=
n
.
y
;
normals
[
i3
+
5
]
=
n
.
z
;
normals
[
i3
+
6
]
=
n
.
x
;
normals
[
i3
+
7
]
=
n
.
y
;
normals
[
i3
+
8
]
=
n
.
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
];
var
uvb
=
faceVertexUvs
[
0
][
i
][
1
];
var
uvc
=
faceVertexUvs
[
0
][
i
][
2
];
uvs
[
i2
]
=
uva
.
x
;
uvs
[
i2
+
1
]
=
uva
.
y
;
uvs
[
i2
+
2
]
=
uvb
.
x
;
uvs
[
i2
+
3
]
=
uvb
.
y
;
uvs
[
i2
+
4
]
=
uvc
.
x
;
uvs
[
i2
+
5
]
=
uvc
.
y
;
}
}
this
.
computeBoundingSphere
()
return
this
;
},
computeBoundingBox
:
function
()
{
computeBoundingBox
:
function
()
{
if
(
this
.
boundingBox
===
null
)
{
if
(
this
.
boundingBox
===
null
)
{
...
...
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