1 | /**
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2 | * @author alteredq / http://alteredqualia.com/
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3 | */
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4 |
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5 | THREE.BufferGeometry = function () {
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6 |
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7 | this.id = THREE.GeometryIdCount ++;
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8 | this.uuid = THREE.Math.generateUUID();
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9 |
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10 | this.name = '';
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11 |
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12 | // attributes
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13 |
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14 | this.attributes = {};
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15 |
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16 | // attributes typed arrays are kept only if dynamic flag is set
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17 |
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18 | this.dynamic = true;
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19 |
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20 | // offsets for chunks when using indexed elements
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21 |
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22 | this.offsets = [];
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23 |
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24 | // boundings
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25 |
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26 | this.boundingBox = null;
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27 | this.boundingSphere = null;
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28 |
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29 | this.hasTangents = false;
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30 |
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31 | // for compatibility
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32 |
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33 | this.morphTargets = [];
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34 |
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35 | };
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36 |
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37 | THREE.BufferGeometry.prototype = {
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38 |
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39 | constructor: THREE.BufferGeometry,
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40 |
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41 | addAttribute: function( name, type, numItems, itemSize ) {
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42 |
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43 | this.attributes[ name ] = {
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44 |
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45 | itemSize: itemSize,
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46 | array: new type( numItems * itemSize )
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47 |
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48 | };
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49 |
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50 | },
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51 |
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52 | applyMatrix: function ( matrix ) {
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53 |
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54 | var positionArray;
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55 | var normalArray;
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56 |
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57 | if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
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58 | if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;
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59 |
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60 | if ( positionArray !== undefined ) {
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61 |
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62 | matrix.multiplyVector3Array( positionArray );
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63 | this.verticesNeedUpdate = true;
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64 |
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65 | }
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66 |
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67 | if ( normalArray !== undefined ) {
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68 |
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69 | var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
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70 |
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71 | normalMatrix.multiplyVector3Array( normalArray );
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72 |
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73 | this.normalizeNormals();
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74 |
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75 | this.normalsNeedUpdate = true;
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76 |
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77 | }
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78 |
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79 | },
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80 |
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81 | computeBoundingBox: function () {
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82 |
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83 | if ( this.boundingBox === null ) {
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84 |
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85 | this.boundingBox = new THREE.Box3();
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86 |
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87 | }
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88 |
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89 | var positions = this.attributes[ "position" ].array;
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90 |
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91 | if ( positions ) {
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92 |
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93 | var bb = this.boundingBox;
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94 | var x, y, z;
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95 |
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96 | if( positions.length >= 3 ) {
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97 | bb.min.x = bb.max.x = positions[ 0 ];
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98 | bb.min.y = bb.max.y = positions[ 1 ];
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99 | bb.min.z = bb.max.z = positions[ 2 ];
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100 | }
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101 |
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102 | for ( var i = 3, il = positions.length; i < il; i += 3 ) {
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103 |
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104 | x = positions[ i ];
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105 | y = positions[ i + 1 ];
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106 | z = positions[ i + 2 ];
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107 |
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108 | // bounding box
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109 |
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110 | if ( x < bb.min.x ) {
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111 |
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112 | bb.min.x = x;
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113 |
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114 | } else if ( x > bb.max.x ) {
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115 |
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116 | bb.max.x = x;
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117 |
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118 | }
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119 |
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120 | if ( y < bb.min.y ) {
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121 |
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122 | bb.min.y = y;
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123 |
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124 | } else if ( y > bb.max.y ) {
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125 |
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126 | bb.max.y = y;
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127 |
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128 | }
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129 |
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130 | if ( z < bb.min.z ) {
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131 |
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132 | bb.min.z = z;
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133 |
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134 | } else if ( z > bb.max.z ) {
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135 |
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136 | bb.max.z = z;
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137 |
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138 | }
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139 |
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140 | }
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141 |
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142 | }
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143 |
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144 | if ( positions === undefined || positions.length === 0 ) {
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145 |
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146 | this.boundingBox.min.set( 0, 0, 0 );
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147 | this.boundingBox.max.set( 0, 0, 0 );
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148 |
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149 | }
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150 |
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151 | },
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152 |
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153 | computeBoundingSphere: function () {
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154 |
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155 | var box = new THREE.Box3();
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156 | var vector = new THREE.Vector3();
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157 |
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158 | return function () {
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159 |
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160 | if ( this.boundingSphere === null ) {
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161 |
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162 | this.boundingSphere = new THREE.Sphere();
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163 |
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164 | }
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165 |
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166 | var positions = this.attributes[ "position" ].array;
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167 |
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168 | if ( positions ) {
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169 |
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170 | box.makeEmpty();
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171 |
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172 | var center = this.boundingSphere.center;
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173 |
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174 | for ( var i = 0, il = positions.length; i < il; i += 3 ) {
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175 |
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176 | vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
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177 | box.addPoint( vector );
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178 |
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179 | }
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180 |
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181 | box.center( center );
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182 |
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183 | var maxRadiusSq = 0;
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184 |
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185 | for ( var i = 0, il = positions.length; i < il; i += 3 ) {
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186 |
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187 | vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
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188 | maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
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189 |
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190 | }
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191 |
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192 | this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
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193 |
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194 | }
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195 |
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196 | }
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197 |
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198 | }(),
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199 |
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200 | computeVertexNormals: function () {
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201 |
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202 | if ( this.attributes[ "position" ] ) {
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203 |
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204 | var i, il;
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205 | var j, jl;
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206 |
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207 | var nVertexElements = this.attributes[ "position" ].array.length;
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208 |
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209 | if ( this.attributes[ "normal" ] === undefined ) {
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210 |
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211 | this.attributes[ "normal" ] = {
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212 |
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213 | itemSize: 3,
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214 | array: new Float32Array( nVertexElements )
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215 |
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216 | };
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217 |
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218 | } else {
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219 |
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220 | // reset existing normals to zero
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221 |
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222 | for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
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223 |
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224 | this.attributes[ "normal" ].array[ i ] = 0;
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225 |
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226 | }
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227 |
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228 | }
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229 |
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230 | var positions = this.attributes[ "position" ].array;
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231 | var normals = this.attributes[ "normal" ].array;
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232 |
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233 | var vA, vB, vC, x, y, z,
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234 |
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235 | pA = new THREE.Vector3(),
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236 | pB = new THREE.Vector3(),
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237 | pC = new THREE.Vector3(),
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238 |
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239 | cb = new THREE.Vector3(),
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240 | ab = new THREE.Vector3();
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241 |
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242 | // indexed elements
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243 |
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244 | if ( this.attributes[ "index" ] ) {
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245 |
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246 | var indices = this.attributes[ "index" ].array;
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247 |
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248 | var offsets = this.offsets;
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249 |
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250 | for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
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251 |
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252 | var start = offsets[ j ].start;
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253 | var count = offsets[ j ].count;
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254 | var index = offsets[ j ].index;
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255 |
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256 | for ( i = start, il = start + count; i < il; i += 3 ) {
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257 |
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258 | vA = index + indices[ i ];
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259 | vB = index + indices[ i + 1 ];
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260 | vC = index + indices[ i + 2 ];
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261 |
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262 | x = positions[ vA * 3 ];
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263 | y = positions[ vA * 3 + 1 ];
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264 | z = positions[ vA * 3 + 2 ];
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265 | pA.set( x, y, z );
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266 |
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267 | x = positions[ vB * 3 ];
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268 | y = positions[ vB * 3 + 1 ];
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269 | z = positions[ vB * 3 + 2 ];
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270 | pB.set( x, y, z );
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271 |
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272 | x = positions[ vC * 3 ];
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273 | y = positions[ vC * 3 + 1 ];
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274 | z = positions[ vC * 3 + 2 ];
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275 | pC.set( x, y, z );
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276 |
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277 | cb.subVectors( pC, pB );
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278 | ab.subVectors( pA, pB );
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279 | cb.cross( ab );
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280 |
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281 | normals[ vA * 3 ] += cb.x;
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282 | normals[ vA * 3 + 1 ] += cb.y;
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283 | normals[ vA * 3 + 2 ] += cb.z;
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284 |
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285 | normals[ vB * 3 ] += cb.x;
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286 | normals[ vB * 3 + 1 ] += cb.y;
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287 | normals[ vB * 3 + 2 ] += cb.z;
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288 |
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289 | normals[ vC * 3 ] += cb.x;
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290 | normals[ vC * 3 + 1 ] += cb.y;
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291 | normals[ vC * 3 + 2 ] += cb.z;
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292 |
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293 | }
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294 |
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295 | }
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296 |
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297 | // non-indexed elements (unconnected triangle soup)
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298 |
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299 | } else {
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300 |
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301 | for ( i = 0, il = positions.length; i < il; i += 9 ) {
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302 |
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303 | x = positions[ i ];
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304 | y = positions[ i + 1 ];
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305 | z = positions[ i + 2 ];
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306 | pA.set( x, y, z );
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307 |
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308 | x = positions[ i + 3 ];
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309 | y = positions[ i + 4 ];
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310 | z = positions[ i + 5 ];
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311 | pB.set( x, y, z );
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312 |
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313 | x = positions[ i + 6 ];
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314 | y = positions[ i + 7 ];
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315 | z = positions[ i + 8 ];
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316 | pC.set( x, y, z );
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317 |
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318 | cb.subVectors( pC, pB );
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319 | ab.subVectors( pA, pB );
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320 | cb.cross( ab );
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321 |
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322 | normals[ i ] = cb.x;
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323 | normals[ i + 1 ] = cb.y;
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324 | normals[ i + 2 ] = cb.z;
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325 |
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326 | normals[ i + 3 ] = cb.x;
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327 | normals[ i + 4 ] = cb.y;
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328 | normals[ i + 5 ] = cb.z;
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329 |
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330 | normals[ i + 6 ] = cb.x;
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331 | normals[ i + 7 ] = cb.y;
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332 | normals[ i + 8 ] = cb.z;
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333 |
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334 | }
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335 |
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336 | }
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337 |
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338 | this.normalizeNormals();
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339 |
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340 | this.normalsNeedUpdate = true;
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341 |
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342 | }
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343 |
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344 | },
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345 |
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346 | normalizeNormals: function () {
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347 |
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348 | var normals = this.attributes[ "normal" ].array;
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349 |
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350 | var x, y, z, n;
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351 |
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352 | for ( var i = 0, il = normals.length; i < il; i += 3 ) {
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353 |
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354 | x = normals[ i ];
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355 | y = normals[ i + 1 ];
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356 | z = normals[ i + 2 ];
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357 |
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358 | n = 1.0 / Math.sqrt( x * x + y * y + z * z );
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359 |
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360 | normals[ i ] *= n;
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361 | normals[ i + 1 ] *= n;
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362 | normals[ i + 2 ] *= n;
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363 |
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364 | }
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365 |
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366 | },
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367 |
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368 | computeTangents: function () {
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369 |
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370 | // based on http://www.terathon.com/code/tangent.html
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371 | // (per vertex tangents)
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372 |
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373 | if ( this.attributes[ "index" ] === undefined ||
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374 | this.attributes[ "position" ] === undefined ||
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375 | this.attributes[ "normal" ] === undefined ||
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376 | this.attributes[ "uv" ] === undefined ) {
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377 |
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378 | console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
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379 | return;
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380 |
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381 | }
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382 |
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383 | var indices = this.attributes[ "index" ].array;
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384 | var positions = this.attributes[ "position" ].array;
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385 | var normals = this.attributes[ "normal" ].array;
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386 | var uvs = this.attributes[ "uv" ].array;
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387 |
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388 | var nVertices = positions.length / 3;
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389 |
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390 | if ( this.attributes[ "tangent" ] === undefined ) {
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391 |
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392 | var nTangentElements = 4 * nVertices;
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393 |
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394 | this.attributes[ "tangent" ] = {
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395 |
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396 | itemSize: 4,
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397 | array: new Float32Array( nTangentElements )
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398 |
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399 | };
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400 |
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401 | }
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402 |
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403 | var tangents = this.attributes[ "tangent" ].array;
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404 |
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405 | var tan1 = [], tan2 = [];
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406 |
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407 | for ( var k = 0; k < nVertices; k ++ ) {
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408 |
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409 | tan1[ k ] = new THREE.Vector3();
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410 | tan2[ k ] = new THREE.Vector3();
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411 |
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412 | }
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413 |
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414 | var xA, yA, zA,
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415 | xB, yB, zB,
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416 | xC, yC, zC,
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417 |
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418 | uA, vA,
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419 | uB, vB,
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420 | uC, vC,
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421 |
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422 | x1, x2, y1, y2, z1, z2,
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423 | s1, s2, t1, t2, r;
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424 |
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425 | var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
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426 |
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427 | function handleTriangle( a, b, c ) {
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428 |
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429 | xA = positions[ a * 3 ];
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430 | yA = positions[ a * 3 + 1 ];
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431 | zA = positions[ a * 3 + 2 ];
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432 |
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433 | xB = positions[ b * 3 ];
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434 | yB = positions[ b * 3 + 1 ];
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435 | zB = positions[ b * 3 + 2 ];
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436 |
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437 | xC = positions[ c * 3 ];
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438 | yC = positions[ c * 3 + 1 ];
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439 | zC = positions[ c * 3 + 2 ];
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440 |
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441 | uA = uvs[ a * 2 ];
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442 | vA = uvs[ a * 2 + 1 ];
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443 |
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444 | uB = uvs[ b * 2 ];
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445 | vB = uvs[ b * 2 + 1 ];
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446 |
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447 | uC = uvs[ c * 2 ];
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448 | vC = uvs[ c * 2 + 1 ];
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449 |
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450 | x1 = xB - xA;
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451 | x2 = xC - xA;
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452 |
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453 | y1 = yB - yA;
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454 | y2 = yC - yA;
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455 |
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456 | z1 = zB - zA;
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457 | z2 = zC - zA;
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458 |
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459 | s1 = uB - uA;
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460 | s2 = uC - uA;
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461 |
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462 | t1 = vB - vA;
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463 | t2 = vC - vA;
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464 |
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465 | r = 1.0 / ( s1 * t2 - s2 * t1 );
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466 |
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467 | sdir.set(
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468 | ( t2 * x1 - t1 * x2 ) * r,
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469 | ( t2 * y1 - t1 * y2 ) * r,
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470 | ( t2 * z1 - t1 * z2 ) * r
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471 | );
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472 |
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473 | tdir.set(
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474 | ( s1 * x2 - s2 * x1 ) * r,
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475 | ( s1 * y2 - s2 * y1 ) * r,
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476 | ( s1 * z2 - s2 * z1 ) * r
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477 | );
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478 |
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479 | tan1[ a ].add( sdir );
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480 | tan1[ b ].add( sdir );
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481 | tan1[ c ].add( sdir );
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482 |
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483 | tan2[ a ].add( tdir );
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484 | tan2[ b ].add( tdir );
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485 | tan2[ c ].add( tdir );
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486 |
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487 | }
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488 |
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489 | var i, il;
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490 | var j, jl;
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491 | var iA, iB, iC;
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492 |
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493 | var offsets = this.offsets;
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494 |
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495 | for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
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496 |
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497 | var start = offsets[ j ].start;
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498 | var count = offsets[ j ].count;
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499 | var index = offsets[ j ].index;
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500 |
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501 | for ( i = start, il = start + count; i < il; i += 3 ) {
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502 |
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503 | iA = index + indices[ i ];
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504 | iB = index + indices[ i + 1 ];
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505 | iC = index + indices[ i + 2 ];
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506 |
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507 | handleTriangle( iA, iB, iC );
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508 |
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509 | }
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510 |
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511 | }
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512 |
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513 | var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
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514 | var n = new THREE.Vector3(), n2 = new THREE.Vector3();
|
---|
515 | var w, t, test;
|
---|
516 |
|
---|
517 | function handleVertex( v ) {
|
---|
518 |
|
---|
519 | n.x = normals[ v * 3 ];
|
---|
520 | n.y = normals[ v * 3 + 1 ];
|
---|
521 | n.z = normals[ v * 3 + 2 ];
|
---|
522 |
|
---|
523 | n2.copy( n );
|
---|
524 |
|
---|
525 | t = tan1[ v ];
|
---|
526 |
|
---|
527 | // Gram-Schmidt orthogonalize
|
---|
528 |
|
---|
529 | tmp.copy( t );
|
---|
530 | tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
|
---|
531 |
|
---|
532 | // Calculate handedness
|
---|
533 |
|
---|
534 | tmp2.crossVectors( n2, t );
|
---|
535 | test = tmp2.dot( tan2[ v ] );
|
---|
536 | w = ( test < 0.0 ) ? -1.0 : 1.0;
|
---|
537 |
|
---|
538 | tangents[ v * 4 ] = tmp.x;
|
---|
539 | tangents[ v * 4 + 1 ] = tmp.y;
|
---|
540 | tangents[ v * 4 + 2 ] = tmp.z;
|
---|
541 | tangents[ v * 4 + 3 ] = w;
|
---|
542 |
|
---|
543 | }
|
---|
544 |
|
---|
545 | for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
|
---|
546 |
|
---|
547 | var start = offsets[ j ].start;
|
---|
548 | var count = offsets[ j ].count;
|
---|
549 | var index = offsets[ j ].index;
|
---|
550 |
|
---|
551 | for ( i = start, il = start + count; i < il; i += 3 ) {
|
---|
552 |
|
---|
553 | iA = index + indices[ i ];
|
---|
554 | iB = index + indices[ i + 1 ];
|
---|
555 | iC = index + indices[ i + 2 ];
|
---|
556 |
|
---|
557 | handleVertex( iA );
|
---|
558 | handleVertex( iB );
|
---|
559 | handleVertex( iC );
|
---|
560 |
|
---|
561 | }
|
---|
562 |
|
---|
563 | }
|
---|
564 |
|
---|
565 | this.hasTangents = true;
|
---|
566 | this.tangentsNeedUpdate = true;
|
---|
567 |
|
---|
568 | },
|
---|
569 |
|
---|
570 | clone: function () {
|
---|
571 |
|
---|
572 | var geometry = new THREE.BufferGeometry();
|
---|
573 |
|
---|
574 | var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
|
---|
575 |
|
---|
576 | for ( var attr in this.attributes ) {
|
---|
577 |
|
---|
578 | var sourceAttr = this.attributes[ attr ];
|
---|
579 | var sourceArray = sourceAttr.array;
|
---|
580 |
|
---|
581 | var attribute = {
|
---|
582 |
|
---|
583 | itemSize: sourceAttr.itemSize,
|
---|
584 | numItems: sourceAttr.numItems,
|
---|
585 | array: null
|
---|
586 |
|
---|
587 | };
|
---|
588 |
|
---|
589 | for ( var i = 0, il = types.length; i < il; i ++ ) {
|
---|
590 |
|
---|
591 | var type = types[ i ];
|
---|
592 |
|
---|
593 | if ( sourceArray instanceof type ) {
|
---|
594 |
|
---|
595 | attribute.array = new type( sourceArray );
|
---|
596 | break;
|
---|
597 |
|
---|
598 | }
|
---|
599 |
|
---|
600 | }
|
---|
601 |
|
---|
602 | geometry.attributes[ attr ] = attribute;
|
---|
603 |
|
---|
604 | }
|
---|
605 |
|
---|
606 | for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
|
---|
607 |
|
---|
608 | var offset = this.offsets[ i ];
|
---|
609 |
|
---|
610 | geometry.offsets.push( {
|
---|
611 |
|
---|
612 | start: offset.start,
|
---|
613 | index: offset.index,
|
---|
614 | count: offset.count
|
---|
615 |
|
---|
616 | } );
|
---|
617 |
|
---|
618 | }
|
---|
619 |
|
---|
620 | return geometry;
|
---|
621 |
|
---|
622 | },
|
---|
623 |
|
---|
624 | dispose: function () {
|
---|
625 |
|
---|
626 | this.dispatchEvent( { type: 'dispose' } );
|
---|
627 |
|
---|
628 | }
|
---|
629 |
|
---|
630 | };
|
---|
631 |
|
---|
632 | THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
|
---|