/** * @author mr.doob / http://mrdoob.com/ * @author kile / http://kile.stravaganza.org/ * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ */ THREE.Geometry = function () { this.id = "Geometry" + THREE.GeometryIdCounter ++; this.vertices = []; this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon this.faces = []; this.faceUvs = []; this.faceVertexUvs = []; this.morphTargets = []; this.skinWeights = []; this.skinIndices = []; this.boundingBox = null; this.boundingSphere = null; this.hasTangents = false; }; THREE.Geometry.prototype = { computeCentroids: function () { var f, fl, face; for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; face.centroid.set( 0, 0, 0 ); if ( face instanceof THREE.Face3 ) { face.centroid.addSelf( this.vertices[ face.a ].position ); face.centroid.addSelf( this.vertices[ face.b ].position ); face.centroid.addSelf( this.vertices[ face.c ].position ); face.centroid.divideScalar( 3 ); } else if ( face instanceof THREE.Face4 ) { face.centroid.addSelf( this.vertices[ face.a ].position ); face.centroid.addSelf( this.vertices[ face.b ].position ); face.centroid.addSelf( this.vertices[ face.c ].position ); face.centroid.addSelf( this.vertices[ face.d ].position ); face.centroid.divideScalar( 4 ); } } }, computeFaceNormals: function ( useVertexNormals ) { var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC, cb = new THREE.Vector3(), ab = new THREE.Vector3(); /* for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { vertex = this.vertices[ v ]; vertex.normal.set( 0, 0, 0 ); } */ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; if ( useVertexNormals && face.vertexNormals.length ) { cb.set( 0, 0, 0 ); for ( n = 0, nl = face.vertexNormals.length; n < nl; n++ ) { cb.addSelf( face.vertexNormals[n] ); } cb.divideScalar( 3 ); if ( ! cb.isZero() ) { cb.normalize(); } face.normal.copy( cb ); } else { vA = this.vertices[ face.a ]; vB = this.vertices[ face.b ]; vC = this.vertices[ face.c ]; cb.sub( vC.position, vB.position ); ab.sub( vA.position, vB.position ); cb.crossSelf( ab ); if ( !cb.isZero() ) { cb.normalize(); } face.normal.copy( cb ); } } }, computeVertexNormals: function () { var v, vl, f, fl, face, vertices; // create internal buffers for reuse when calling this method repeatedly // (otherwise memory allocation / deallocation every frame is big resource hog) if ( this.__tmpVertices == undefined ) { this.__tmpVertices = new Array( this.vertices.length ); vertices = this.__tmpVertices; for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { vertices[ v ] = new THREE.Vector3(); } for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; if ( face instanceof THREE.Face3 ) { face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; } else if ( face instanceof THREE.Face4 ) { face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; } } } else { vertices = this.__tmpVertices; for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { vertices[ v ].set( 0, 0, 0 ); } } for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; if ( face instanceof THREE.Face3 ) { vertices[ face.a ].addSelf( face.normal ); vertices[ face.b ].addSelf( face.normal ); vertices[ face.c ].addSelf( face.normal ); } else if ( face instanceof THREE.Face4 ) { vertices[ face.a ].addSelf( face.normal ); vertices[ face.b ].addSelf( face.normal ); vertices[ face.c ].addSelf( face.normal ); vertices[ face.d ].addSelf( face.normal ); } } for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { vertices[ v ].normalize(); } for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; if ( face instanceof THREE.Face3 ) { face.vertexNormals[ 0 ].copy( vertices[ face.a ] ); face.vertexNormals[ 1 ].copy( vertices[ face.b ] ); face.vertexNormals[ 2 ].copy( vertices[ face.c ] ); } else if ( face instanceof THREE.Face4 ) { face.vertexNormals[ 0 ].copy( vertices[ face.a ] ); face.vertexNormals[ 1 ].copy( vertices[ face.b ] ); face.vertexNormals[ 2 ].copy( vertices[ face.c ] ); face.vertexNormals[ 3 ].copy( vertices[ face.d ] ); } } }, computeTangents: function () { // based on http://www.terathon.com/code/tangent.html // tangents go to vertices var f, fl, v, vl, face, uv, vA, vB, vC, uvA, uvB, uvC, x1, x2, y1, y2, z1, z2, s1, s2, t1, t2, r, t, test, tan1 = [], tan2 = [], sdir = new THREE.Vector3(), tdir = new THREE.Vector3(), tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(), n = new THREE.Vector3(), w; for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { tan1[ v ] = new THREE.Vector3(); tan2[ v ] = new THREE.Vector3(); } function handleTriangle( context, a, b, c, ua, ub, uc ) { vA = context.vertices[ a ].position; vB = context.vertices[ b ].position; vC = context.vertices[ c ].position; uvA = uv[ ua ]; uvB = uv[ ub ]; uvC = uv[ uc ]; x1 = vB.x - vA.x; x2 = vC.x - vA.x; y1 = vB.y - vA.y; y2 = vC.y - vA.y; z1 = vB.z - vA.z; z2 = vC.z - vA.z; s1 = uvB.u - uvA.u; s2 = uvC.u - uvA.u; t1 = uvB.v - uvA.v; t2 = uvC.v - uvA.v; r = 1.0 / ( s1 * t2 - s2 * t1 ); sdir.set( ( t2 * x1 - t1 * x2 ) * r, ( t2 * y1 - t1 * y2 ) * r, ( t2 * z1 - t1 * z2 ) * r ); tdir.set( ( s1 * x2 - s2 * x1 ) * r, ( s1 * y2 - s2 * y1 ) * r, ( s1 * z2 - s2 * z1 ) * r ); tan1[ a ].addSelf( sdir ); tan1[ b ].addSelf( sdir ); tan1[ c ].addSelf( sdir ); tan2[ a ].addSelf( tdir ); tan2[ b ].addSelf( tdir ); tan2[ c ].addSelf( tdir ); } for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; uv = this.faceVertexUvs[ f ][ 0 ]; // use UV layer 0 for tangents if ( face instanceof THREE.Face3 ) { handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 ); this.vertices[ face.a ].normal.copy( face.vertexNormals[ 0 ] ); this.vertices[ face.b ].normal.copy( face.vertexNormals[ 1 ] ); this.vertices[ face.c ].normal.copy( face.vertexNormals[ 2 ] ); } else if ( face instanceof THREE.Face4 ) { handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 ); handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 ); this.vertices[ face.a ].normal.copy( face.vertexNormals[ 0 ] ); this.vertices[ face.b ].normal.copy( face.vertexNormals[ 1 ] ); this.vertices[ face.c ].normal.copy( face.vertexNormals[ 2 ] ); this.vertices[ face.d ].normal.copy( face.vertexNormals[ 3 ] ); } } for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { n.copy( this.vertices[ v ].normal ); t = tan1[ v ]; // Gram-Schmidt orthogonalize tmp.copy( t ); tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize(); // Calculate handedness tmp2.cross( this.vertices[ v ].normal, t ); test = tmp2.dot( tan2[ v ] ); w = (test < 0.0) ? -1.0 : 1.0; this.vertices[ v ].tangent.set( tmp.x, tmp.y, tmp.z, w ); } this.hasTangents = true; }, computeBoundingBox: function () { var vertex; if ( this.vertices.length > 0 ) { this.boundingBox = { 'x': [ this.vertices[ 0 ].position.x, this.vertices[ 0 ].position.x ], 'y': [ this.vertices[ 0 ].position.y, this.vertices[ 0 ].position.y ], 'z': [ this.vertices[ 0 ].position.z, this.vertices[ 0 ].position.z ] }; for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) { vertex = this.vertices[ v ]; if ( vertex.position.x < this.boundingBox.x[ 0 ] ) { this.boundingBox.x[ 0 ] = vertex.position.x; } else if ( vertex.position.x > this.boundingBox.x[ 1 ] ) { this.boundingBox.x[ 1 ] = vertex.position.x; } if ( vertex.position.y < this.boundingBox.y[ 0 ] ) { this.boundingBox.y[ 0 ] = vertex.position.y; } else if ( vertex.position.y > this.boundingBox.y[ 1 ] ) { this.boundingBox.y[ 1 ] = vertex.position.y; } if ( vertex.position.z < this.boundingBox.z[ 0 ] ) { this.boundingBox.z[ 0 ] = vertex.position.z; } else if ( vertex.position.z > this.boundingBox.z[ 1 ] ) { this.boundingBox.z[ 1 ] = vertex.position.z; } } } }, computeBoundingSphere: function () { var radius = this.boundingSphere === null ? 0 : this.boundingSphere.radius; for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) { radius = Math.max( radius, this.vertices[ v ].position.length() ); } this.boundingSphere = { radius: radius }; } }; THREE.GeometryIdCounter = 0;