1 | /**
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2 | * @author clockworkgeek / https://github.com/clockworkgeek
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3 | * @author timothypratley / https://github.com/timothypratley
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4 | * @author WestLangley / http://github.com/WestLangley
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5 | */
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6 |
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7 | THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {
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8 |
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9 | THREE.Geometry.call( this );
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10 |
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11 | radius = radius || 1;
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12 | detail = detail || 0;
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13 |
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14 | var that = this;
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15 |
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16 | for ( var i = 0, l = vertices.length; i < l; i ++ ) {
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17 |
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18 | prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );
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19 |
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20 | }
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21 |
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22 | var midpoints = [], p = this.vertices;
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23 |
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24 | var f = [];
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25 | for ( var i = 0, l = faces.length; i < l; i ++ ) {
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26 |
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27 | var v1 = p[ faces[ i ][ 0 ] ];
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28 | var v2 = p[ faces[ i ][ 1 ] ];
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29 | var v3 = p[ faces[ i ][ 2 ] ];
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30 |
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31 | f[ i ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
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32 |
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33 | }
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34 |
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35 | for ( var i = 0, l = f.length; i < l; i ++ ) {
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36 |
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37 | subdivide(f[ i ], detail);
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38 |
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39 | }
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40 |
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41 |
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42 | // Handle case when face straddles the seam
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43 |
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44 | for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
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45 |
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46 | var uvs = this.faceVertexUvs[ 0 ][ i ];
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47 |
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48 | var x0 = uvs[ 0 ].x;
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49 | var x1 = uvs[ 1 ].x;
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50 | var x2 = uvs[ 2 ].x;
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51 |
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52 | var max = Math.max( x0, Math.max( x1, x2 ) );
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53 | var min = Math.min( x0, Math.min( x1, x2 ) );
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54 |
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55 | if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
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56 |
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57 | if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
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58 | if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
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59 | if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
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60 |
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61 | }
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62 |
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63 | }
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64 |
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65 |
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66 | // Apply radius
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67 |
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68 | for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
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69 |
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70 | this.vertices[ i ].multiplyScalar( radius );
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71 |
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72 | }
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73 |
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74 |
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75 | // Merge vertices
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76 |
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77 | this.mergeVertices();
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78 |
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79 | this.computeCentroids();
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80 |
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81 | this.computeFaceNormals();
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82 |
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83 | this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
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84 |
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85 |
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86 | // Project vector onto sphere's surface
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87 |
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88 | function prepare( vector ) {
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89 |
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90 | var vertex = vector.normalize().clone();
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91 | vertex.index = that.vertices.push( vertex ) - 1;
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92 |
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93 | // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
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94 |
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95 | var u = azimuth( vector ) / 2 / Math.PI + 0.5;
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96 | var v = inclination( vector ) / Math.PI + 0.5;
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97 | vertex.uv = new THREE.Vector2( u, 1 - v );
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98 |
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99 | return vertex;
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100 |
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101 | }
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102 |
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103 |
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104 | // Approximate a curved face with recursively sub-divided triangles.
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105 |
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106 | function make( v1, v2, v3 ) {
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107 |
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108 | var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
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109 | face.centroid.add( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
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110 | that.faces.push( face );
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111 |
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112 | var azi = azimuth( face.centroid );
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113 |
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114 | that.faceVertexUvs[ 0 ].push( [
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115 | correctUV( v1.uv, v1, azi ),
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116 | correctUV( v2.uv, v2, azi ),
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117 | correctUV( v3.uv, v3, azi )
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118 | ] );
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119 |
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120 | }
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121 |
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122 |
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123 | // Analytically subdivide a face to the required detail level.
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124 |
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125 | function subdivide(face, detail ) {
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126 |
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127 | var cols = Math.pow(2, detail);
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128 | var cells = Math.pow(4, detail);
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129 | var a = prepare( that.vertices[ face.a ] );
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130 | var b = prepare( that.vertices[ face.b ] );
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131 | var c = prepare( that.vertices[ face.c ] );
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132 | var v = [];
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133 |
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134 | // Construct all of the vertices for this subdivision.
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135 |
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136 | for ( var i = 0 ; i <= cols; i ++ ) {
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137 |
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138 | v[ i ] = [];
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139 |
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140 | var aj = prepare( a.clone().lerp( c, i / cols ) );
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141 | var bj = prepare( b.clone().lerp( c, i / cols ) );
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142 | var rows = cols - i;
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143 |
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144 | for ( var j = 0; j <= rows; j ++) {
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145 |
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146 | if ( j == 0 && i == cols ) {
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147 |
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148 | v[ i ][ j ] = aj;
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149 |
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150 | } else {
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151 |
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152 | v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
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153 |
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154 | }
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155 |
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156 | }
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157 |
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158 | }
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159 |
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160 | // Construct all of the faces.
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161 |
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162 | for ( var i = 0; i < cols ; i ++ ) {
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163 |
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164 | for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
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165 |
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166 | var k = Math.floor( j / 2 );
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167 |
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168 | if ( j % 2 == 0 ) {
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169 |
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170 | make(
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171 | v[ i ][ k + 1],
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172 | v[ i + 1 ][ k ],
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173 | v[ i ][ k ]
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174 | );
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175 |
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176 | } else {
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177 |
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178 | make(
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179 | v[ i ][ k + 1 ],
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180 | v[ i + 1][ k + 1],
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181 | v[ i + 1 ][ k ]
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182 | );
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183 |
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184 | }
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185 |
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186 | }
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187 |
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188 | }
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189 |
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190 | }
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191 |
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192 |
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193 | // Angle around the Y axis, counter-clockwise when looking from above.
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194 |
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195 | function azimuth( vector ) {
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196 |
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197 | return Math.atan2( vector.z, -vector.x );
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198 |
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199 | }
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200 |
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201 |
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202 | // Angle above the XZ plane.
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203 |
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204 | function inclination( vector ) {
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205 |
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206 | return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
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207 |
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208 | }
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209 |
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210 |
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211 | // Texture fixing helper. Spheres have some odd behaviours.
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212 |
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213 | function correctUV( uv, vector, azimuth ) {
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214 |
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215 | if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
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216 | if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
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217 | return uv.clone();
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218 |
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219 | }
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220 |
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221 |
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222 | };
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223 |
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224 | THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
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