提交 e5ece925 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #10598 from Mugen87/dev

Geometries: Simplification and Refactoring
......@@ -27,7 +27,7 @@ function EdgesGeometry( geometry, thresholdAngle ) {
// helper variables
var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
var edge = [ 0, 0 ], hash = {};
var edge = [ 0, 0 ], edges = {};
var key, keys = [ 'a', 'b', 'c' ];
// prepare source geometry
......@@ -51,7 +51,7 @@ function EdgesGeometry( geometry, thresholdAngle ) {
var sourceVertices = geometry2.vertices;
var faces = geometry2.faces;
// now create a data structure (hash) where each entry represents an edge with its adjoining faces
// now create a data structure where each entry represents an edge with its adjoining faces
for ( var i = 0, l = faces.length; i < l; i ++ ) {
......@@ -65,13 +65,13 @@ function EdgesGeometry( geometry, thresholdAngle ) {
key = edge.toString();
if ( hash[ key ] === undefined ) {
if ( edges[ key ] === undefined ) {
hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
} else {
hash[ key ].face2 = i;
edges[ key ].face2 = i;
}
......@@ -81,18 +81,18 @@ function EdgesGeometry( geometry, thresholdAngle ) {
// generate vertices
for ( key in hash ) {
for ( key in edges ) {
var h = hash[ key ];
var e = edges[ key ];
// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) {
if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
var vertex = sourceVertices[ h.vert1 ];
var vertex = sourceVertices[ e.index1 ];
vertices.push( vertex.x, vertex.y, vertex.z );
vertex = sourceVertices[ h.vert2 ];
vertex = sourceVertices[ e.index2 ];
vertices.push( vertex.x, vertex.y, vertex.z );
}
......
import { BufferGeometry } from '../core/BufferGeometry';
import { BufferAttribute } from '../core/BufferAttribute';
import { Float32BufferAttribute } from '../core/BufferAttribute';
import { Vector3 } from '../math/Vector3';
/**
* @author mrdoob / http://mrdoob.com/
* @author Mugen87 / https://github.com/Mugen87
*/
function WireframeGeometry( geometry ) {
......@@ -11,37 +13,40 @@ function WireframeGeometry( geometry ) {
this.type = 'WireframeGeometry';
var edge = [ 0, 0 ], hash = {};
// buffer
var keys = [ 'a', 'b', 'c' ];
var vertices = [];
// helper variables
var i, j, l, o, ol;
var edge = [ 0, 0 ], edges = {}, e;
var key, keys = [ 'a', 'b', 'c' ];
var vertex;
// different logic for Geometry and BufferGeometry
if ( geometry && geometry.isGeometry ) {
var vertices = geometry.vertices;
var faces = geometry.faces;
var numEdges = 0;
// create a data structure that contains all edges without duplicates
// allocate maximal size
var edges = new Uint32Array( 6 * faces.length );
var faces = geometry.faces;
for ( var i = 0, l = faces.length; i < l; i ++ ) {
for ( i = 0, l = faces.length; i < l; i ++ ) {
var face = faces[ i ];
for ( var j = 0; j < 3; j ++ ) {
for ( j = 0; j < 3; j ++ ) {
edge[ 0 ] = face[ keys[ j ] ];
edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
edge.sort( sortFunction );
edge.sort( sortFunction ); // sorting prevents duplicates
var key = edge.toString();
key = edge.toString();
if ( hash[ key ] === undefined ) {
if ( edges[ key ] === undefined ) {
edges[ 2 * numEdges ] = edge[ 0 ];
edges[ 2 * numEdges + 1 ] = edge[ 1 ];
hash[ key ] = true;
numEdges ++;
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
}
......@@ -49,68 +54,64 @@ function WireframeGeometry( geometry ) {
}
var coords = new Float32Array( numEdges * 2 * 3 );
// generate vertices
for ( var i = 0, l = numEdges; i < l; i ++ ) {
for ( key in edges ) {
for ( var j = 0; j < 2; j ++ ) {
e = edges[ key ];
var vertex = vertices[ edges [ 2 * i + j ] ];
vertex = geometry.vertices[ e.index1 ];
vertices.push( vertex.x, vertex.y, vertex.z );
var index = 6 * i + 3 * j;
coords[ index + 0 ] = vertex.x;
coords[ index + 1 ] = vertex.y;
coords[ index + 2 ] = vertex.z;
}
vertex = geometry.vertices[ e.index2 ];
vertices.push( vertex.x, vertex.y, vertex.z );
}
this.addAttribute( 'position', new BufferAttribute( coords, 3 ) );
} else if ( geometry && geometry.isBufferGeometry ) {
var position, indices, groups;
var group, start, count;
var index1, index2;
vertex = new Vector3();
if ( geometry.index !== null ) {
// Indexed BufferGeometry
// indexed BufferGeometry
var indices = geometry.index.array;
var vertices = geometry.attributes.position;
var groups = geometry.groups;
var numEdges = 0;
position = geometry.attributes.position;
indices = geometry.index;
groups = geometry.groups;
if ( groups.length === 0 ) {
geometry.addGroup( 0, indices.length );
geometry.addGroup( 0, indices.count );
}
// allocate maximal size
var edges = new Uint32Array( 2 * indices.length );
// create a data structure that contains all eges without duplicates
for ( var o = 0, ol = groups.length; o < ol; ++ o ) {
for ( o = 0, ol = groups.length; o < ol; ++ o ) {
var group = groups[ o ];
group = groups[ o ];
var start = group.start;
var count = group.count;
start = group.start;
count = group.count;
for ( var i = start, il = start + count; i < il; i += 3 ) {
for ( i = start, l = ( start + count ); i < l; i += 3 ) {
for ( var j = 0; j < 3; j ++ ) {
for ( j = 0; j < 3; j ++ ) {
edge[ 0 ] = indices[ i + j ];
edge[ 1 ] = indices[ i + ( j + 1 ) % 3 ];
edge.sort( sortFunction );
edge[ 0 ] = indices.getX( i + j );
edge[ 1 ] = indices.getX( i + ( j + 1 ) % 3 );
edge.sort( sortFunction ); // sorting prevents duplicates
var key = edge.toString();
key = edge.toString();
if ( hash[ key ] === undefined ) {
if ( edges[ key ] === undefined ) {
edges[ 2 * numEdges ] = edge[ 0 ];
edges[ 2 * numEdges + 1 ] = edge[ 1 ];
hash[ key ] = true;
numEdges ++;
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
}
......@@ -120,61 +121,53 @@ function WireframeGeometry( geometry ) {
}
var coords = new Float32Array( numEdges * 2 * 3 );
for ( var i = 0, l = numEdges; i < l; i ++ ) {
// generate vertices
for ( var j = 0; j < 2; j ++ ) {
for ( key in edges ) {
var index = 6 * i + 3 * j;
var index2 = edges[ 2 * i + j ];
e = edges[ key ];
coords[ index + 0 ] = vertices.getX( index2 );
coords[ index + 1 ] = vertices.getY( index2 );
coords[ index + 2 ] = vertices.getZ( index2 );
vertex.fromBufferAttribute( position, e.index1 );
vertices.push( vertex.x, vertex.y, vertex.z );
}
vertex.fromBufferAttribute( position, e.index2 );
vertices.push( vertex.x, vertex.y, vertex.z );
}
this.addAttribute( 'position', new BufferAttribute( coords, 3 ) );
} else {
// non-indexed BufferGeometry
var vertices = geometry.attributes.position.array;
var numEdges = vertices.length / 3;
var numTris = numEdges / 3;
position = geometry.attributes.position;
var coords = new Float32Array( numEdges * 2 * 3 );
for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
for ( var i = 0, l = numTris; i < l; i ++ ) {
for ( j = 0; j < 3; j ++ ) {
for ( var j = 0; j < 3; j ++ ) {
// three edges per triangle, an edge is represented as (index1, index2)
// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
var index = 18 * i + 6 * j;
index1 = 3 * i + j;
vertex.fromBufferAttribute( position, index1 );
vertices.push( vertex.x, vertex.y, vertex.z );
var index1 = 9 * i + 3 * j;
coords[ index + 0 ] = vertices[ index1 ];
coords[ index + 1 ] = vertices[ index1 + 1 ];
coords[ index + 2 ] = vertices[ index1 + 2 ];
var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
coords[ index + 3 ] = vertices[ index2 ];
coords[ index + 4 ] = vertices[ index2 + 1 ];
coords[ index + 5 ] = vertices[ index2 + 2 ];
index2 = 3 * i + ( ( j + 1 ) % 3 );
vertex.fromBufferAttribute( position, index2 );
vertices.push( vertex.x, vertex.y, vertex.z );
}
}
this.addAttribute( 'position', new BufferAttribute( coords, 3 ) );
}
}
// build geometry
this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
// custom array sort function
function sortFunction( a, b ) {
......
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