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e10ace16
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three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
e10ace16
编写于
4月 05, 2018
作者:
T
Takahiro
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
GLTFExporter: Ensure normalized normal attribute
上级
9b0ae03f
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
93 addition
and
0 deletion
+93
-0
examples/js/exporters/GLTFExporter.js
examples/js/exporters/GLTFExporter.js
+93
-0
未找到文件。
examples/js/exporters/GLTFExporter.js
浏览文件 @
e10ace16
...
...
@@ -103,6 +103,7 @@ THREE.GLTFExporter.prototype = {
var
extensionsUsed
=
{};
var
cachedData
=
{
attributes
:
new
Map
(),
materials
:
new
Map
(),
textures
:
new
Map
()
...
...
@@ -202,6 +203,86 @@ THREE.GLTFExporter.prototype = {
}
/**
* Checks if normal attribute values are normalized.
*
* @param {THREE.BufferAttribute} normal
* @returns {Boolean}
*
*/
function
isNormalizedNormalAttribute
(
normal
)
{
if
(
cachedData
.
attributes
.
has
(
normal
)
)
{
return
false
;
}
for
(
var
i
=
0
,
il
=
normal
.
array
.
length
;
i
<
il
;
i
+=
3
)
{
var
x
=
normal
.
array
[
i
+
0
];
var
y
=
normal
.
array
[
i
+
1
];
var
z
=
normal
.
array
[
i
+
2
];
var
length
=
Math
.
sqrt
(
x
*
x
+
y
*
y
+
z
*
z
);
// 0.0005 is from glTF-validator
if
(
Math
.
abs
(
length
-
1.0
)
>
0.0005
)
return
false
;
}
return
true
;
}
/**
* Creates normalized normal buffer attribute.
*
* @param {THREE.BufferAttribute} normal
* @returns {THREE.BufferAttribute}
*
*/
function
createNormalizedNormalAttribute
(
normal
)
{
if
(
cachedData
.
attributes
.
has
(
normal
)
)
{
return
cachedData
.
textures
.
get
(
normal
);
}
var
attribute
=
normal
.
clone
();
var
array
=
attribute
.
array
;
var
v
=
new
THREE
.
Vector3
();
for
(
var
i
=
0
,
il
=
array
.
length
;
i
<
il
;
i
+=
3
)
{
v
.
set
(
array
[
i
],
array
[
i
+
1
],
array
[
i
+
2
]
);
if
(
v
.
x
===
0
&&
v
.
y
===
0
&&
v
.
z
===
0
)
{
// if values can't be normalized set (1, 0, 0)
v
.
setX
(
1.0
);
}
else
{
v
.
normalize
();
}
array
[
i
]
=
v
.
x
;
array
[
i
+
1
]
=
v
.
y
;
array
[
i
+
2
]
=
v
.
z
;
}
cachedData
.
attributes
.
set
(
normal
,
attribute
);
return
attribute
;
}
/**
* Get the required size + padding for a buffer, rounded to the next 4-byte boundary.
* https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#data-alignment
...
...
@@ -944,6 +1025,16 @@ THREE.GLTFExporter.prototype = {
};
var
originalNormal
=
geometry
.
getAttribute
(
'
normal
'
);
if
(
originalNormal
!==
undefined
&&
!
isNormalizedNormalAttribute
(
originalNormal
)
)
{
console
.
warn
(
'
THREE.GLTFExporter: Creating normalized normal attribute from the non-normalized one.
'
);
geometry
.
addAttribute
(
'
normal
'
,
createNormalizedNormalAttribute
(
originalNormal
)
);
}
// @QUESTION Detect if .vertexColors = THREE.VertexColors?
// For every attribute create an accessor
for
(
var
attributeName
in
geometry
.
attributes
)
{
...
...
@@ -975,6 +1066,8 @@ THREE.GLTFExporter.prototype = {
}
if
(
originalNormal
!==
undefined
)
geometry
.
addAttribute
(
'
normal
'
,
originalNormal
);
// Skip if no exportable attributes found
if
(
Object
.
keys
(
attributes
).
length
===
0
)
{
...
...
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