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| /** | |
| * @author Eric Haines / http://erichaines.com/ | |
| * | |
| * Tessellates the famous Utah teapot database by Martin Newell into triangles. | |
| * | |
| * THREE.TeapotBufferGeometry = function ( size, segments, bottom, lid, body, fitLid, blinn ) | |
| * | |
| * defaults: size = 50, segments = 10, bottom = true, lid = true, body = true, | |
| * fitLid = false, blinn = true | |
| * | |
| * size is a relative scale: I've scaled the teapot to fit vertically between -1 and 1. | |
| * Think of it as a "radius". | |
| * segments - number of line segments to subdivide each patch edge; | |
| * 1 is possible but gives degenerates, so two is the real minimum. | |
| * bottom - boolean, if true (default) then the bottom patches are added. Some consider | |
| * adding the bottom heresy, so set this to "false" to adhere to the One True Way. | |
| * lid - to remove the lid and look inside, set to true. | |
| * body - to remove the body and leave the lid, set this and "bottom" to false. | |
| * fitLid - the lid is a tad small in the original. This stretches it a bit so you can't | |
| * see the teapot's insides through the gap. | |
| * blinn - Jim Blinn scaled the original data vertically by dividing by about 1.3 to look | |
| * nicer. If you want to see the original teapot, similar to the real-world model, set | |
| * this to false. True by default. | |
| * See http://en.wikipedia.org/wiki/File:Original_Utah_Teapot.jpg for the original | |
| * real-world teapot (from http://en.wikipedia.org/wiki/Utah_teapot). | |
| * | |
| * Note that the bottom (the last four patches) is not flat - blame Frank Crow, not me. | |
| * | |
| * The teapot should normally be rendered as a double sided object, since for some | |
| * patches both sides can be seen, e.g., the gap around the lid and inside the spout. | |
| * | |
| * Segments 'n' determines the number of triangles output. | |
| * Total triangles = 32*2*n*n - 8*n [degenerates at the top and bottom cusps are deleted] | |
| * | |
| * size_factor # triangles | |
| * 1 56 | |
| * 2 240 | |
| * 3 552 | |
| * 4 992 | |
| * | |
| * 10 6320 | |
| * 20 25440 | |
| * 30 57360 | |
| * | |
| * Code converted from my ancient SPD software, http://tog.acm.org/resources/SPD/ | |
| * Created for the Udacity course "Interactive Rendering", http://bit.ly/ericity | |
| * Lesson: https://www.udacity.com/course/viewer#!/c-cs291/l-68866048/m-106482448 | |
| * YouTube video on teapot history: https://www.youtube.com/watch?v=DxMfblPzFNc | |
| * | |
| * See https://en.wikipedia.org/wiki/Utah_teapot for the history of the teapot | |
| * | |
| */ | |
| /*global THREE */ | |
| THREE.TeapotBufferGeometry = function ( size, segments, bottom, lid, body, fitLid, blinn ) { | |
| // 32 * 4 * 4 Bezier spline patches | |
| var teapotPatches = [ | |
| /*rim*/ | |
| 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, | |
| 3, 16, 17, 18, 7, 19, 20, 21, 11, 22, 23, 24, 15, 25, 26, 27, | |
| 18, 28, 29, 30, 21, 31, 32, 33, 24, 34, 35, 36, 27, 37, 38, 39, | |
| 30, 40, 41, 0, 33, 42, 43, 4, 36, 44, 45, 8, 39, 46, 47, 12, | |
| /*body*/ | |
| 12, 13, 14, 15, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, | |
| 15, 25, 26, 27, 51, 60, 61, 62, 55, 63, 64, 65, 59, 66, 67, 68, | |
| 27, 37, 38, 39, 62, 69, 70, 71, 65, 72, 73, 74, 68, 75, 76, 77, | |
| 39, 46, 47, 12, 71, 78, 79, 48, 74, 80, 81, 52, 77, 82, 83, 56, | |
| 56, 57, 58, 59, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, | |
| 59, 66, 67, 68, 87, 96, 97, 98, 91, 99, 100, 101, 95, 102, 103, 104, | |
| 68, 75, 76, 77, 98, 105, 106, 107, 101, 108, 109, 110, 104, 111, 112, 113, | |
| 77, 82, 83, 56, 107, 114, 115, 84, 110, 116, 117, 88, 113, 118, 119, 92, | |
| /*handle*/ | |
| 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135, | |
| 123, 136, 137, 120, 127, 138, 139, 124, 131, 140, 141, 128, 135, 142, 143, 132, | |
| 132, 133, 134, 135, 144, 145, 146, 147, 148, 149, 150, 151, 68, 152, 153, 154, | |
| 135, 142, 143, 132, 147, 155, 156, 144, 151, 157, 158, 148, 154, 159, 160, 68, | |
| /*spout*/ | |
| 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175, 176, | |
| 164, 177, 178, 161, 168, 179, 180, 165, 172, 181, 182, 169, 176, 183, 184, 173, | |
| 173, 174, 175, 176, 185, 186, 187, 188, 189, 190, 191, 192, 193, 194, 195, 196, | |
| 176, 183, 184, 173, 188, 197, 198, 185, 192, 199, 200, 189, 196, 201, 202, 193, | |
| /*lid*/ | |
| 203, 203, 203, 203, 204, 205, 206, 207, 208, 208, 208, 208, 209, 210, 211, 212, | |
| 203, 203, 203, 203, 207, 213, 214, 215, 208, 208, 208, 208, 212, 216, 217, 218, | |
| 203, 203, 203, 203, 215, 219, 220, 221, 208, 208, 208, 208, 218, 222, 223, 224, | |
| 203, 203, 203, 203, 221, 225, 226, 204, 208, 208, 208, 208, 224, 227, 228, 209, | |
| 209, 210, 211, 212, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, | |
| 212, 216, 217, 218, 232, 241, 242, 243, 236, 244, 245, 246, 240, 247, 248, 249, | |
| 218, 222, 223, 224, 243, 250, 251, 252, 246, 253, 254, 255, 249, 256, 257, 258, | |
| 224, 227, 228, 209, 252, 259, 260, 229, 255, 261, 262, 233, 258, 263, 264, 237, | |
| /*bottom*/ | |
| 265, 265, 265, 265, 266, 267, 268, 269, 270, 271, 272, 273, 92, 119, 118, 113, | |
| 265, 265, 265, 265, 269, 274, 275, 276, 273, 277, 278, 279, 113, 112, 111, 104, | |
| 265, 265, 265, 265, 276, 280, 281, 282, 279, 283, 284, 285, 104, 103, 102, 95, | |
| 265, 265, 265, 265, 282, 286, 287, 266, 285, 288, 289, 270, 95, 94, 93, 92 | |
| ]; | |
| var teapotVertices = [ | |
| 1.4, 0, 2.4, | |
| 1.4, - 0.784, 2.4, | |
| 0.784, - 1.4, 2.4, | |
| 0, - 1.4, 2.4, | |
| 1.3375, 0, 2.53125, | |
| 1.3375, - 0.749, 2.53125, | |
| 0.749, - 1.3375, 2.53125, | |
| 0, - 1.3375, 2.53125, | |
| 1.4375, 0, 2.53125, | |
| 1.4375, - 0.805, 2.53125, | |
| 0.805, - 1.4375, 2.53125, | |
| 0, - 1.4375, 2.53125, | |
| 1.5, 0, 2.4, | |
| 1.5, - 0.84, 2.4, | |
| 0.84, - 1.5, 2.4, | |
| 0, - 1.5, 2.4, | |
| - 0.784, - 1.4, 2.4, | |
| - 1.4, - 0.784, 2.4, | |
| - 1.4, 0, 2.4, | |
| - 0.749, - 1.3375, 2.53125, | |
| - 1.3375, - 0.749, 2.53125, | |
| - 1.3375, 0, 2.53125, | |
| - 0.805, - 1.4375, 2.53125, | |
| - 1.4375, - 0.805, 2.53125, | |
| - 1.4375, 0, 2.53125, | |
| - 0.84, - 1.5, 2.4, | |
| - 1.5, - 0.84, 2.4, | |
| - 1.5, 0, 2.4, | |
| - 1.4, 0.784, 2.4, | |
| - 0.784, 1.4, 2.4, | |
| 0, 1.4, 2.4, | |
| - 1.3375, 0.749, 2.53125, | |
| - 0.749, 1.3375, 2.53125, | |
| 0, 1.3375, 2.53125, | |
| - 1.4375, 0.805, 2.53125, | |
| - 0.805, 1.4375, 2.53125, | |
| 0, 1.4375, 2.53125, | |
| - 1.5, 0.84, 2.4, | |
| - 0.84, 1.5, 2.4, | |
| 0, 1.5, 2.4, | |
| 0.784, 1.4, 2.4, | |
| 1.4, 0.784, 2.4, | |
| 0.749, 1.3375, 2.53125, | |
| 1.3375, 0.749, 2.53125, | |
| 0.805, 1.4375, 2.53125, | |
| 1.4375, 0.805, 2.53125, | |
| 0.84, 1.5, 2.4, | |
| 1.5, 0.84, 2.4, | |
| 1.75, 0, 1.875, | |
| 1.75, - 0.98, 1.875, | |
| 0.98, - 1.75, 1.875, | |
| 0, - 1.75, 1.875, | |
| 2, 0, 1.35, | |
| 2, - 1.12, 1.35, | |
| 1.12, - 2, 1.35, | |
| 0, - 2, 1.35, | |
| 2, 0, 0.9, | |
| 2, - 1.12, 0.9, | |
| 1.12, - 2, 0.9, | |
| 0, - 2, 0.9, | |
| - 0.98, - 1.75, 1.875, | |
| - 1.75, - 0.98, 1.875, | |
| - 1.75, 0, 1.875, | |
| - 1.12, - 2, 1.35, | |
| - 2, - 1.12, 1.35, | |
| - 2, 0, 1.35, | |
| - 1.12, - 2, 0.9, | |
| - 2, - 1.12, 0.9, | |
| - 2, 0, 0.9, | |
| - 1.75, 0.98, 1.875, | |
| - 0.98, 1.75, 1.875, | |
| 0, 1.75, 1.875, | |
| - 2, 1.12, 1.35, | |
| - 1.12, 2, 1.35, | |
| 0, 2, 1.35, | |
| - 2, 1.12, 0.9, | |
| - 1.12, 2, 0.9, | |
| 0, 2, 0.9, | |
| 0.98, 1.75, 1.875, | |
| 1.75, 0.98, 1.875, | |
| 1.12, 2, 1.35, | |
| 2, 1.12, 1.35, | |
| 1.12, 2, 0.9, | |
| 2, 1.12, 0.9, | |
| 2, 0, 0.45, | |
| 2, - 1.12, 0.45, | |
| 1.12, - 2, 0.45, | |
| 0, - 2, 0.45, | |
| 1.5, 0, 0.225, | |
| 1.5, - 0.84, 0.225, | |
| 0.84, - 1.5, 0.225, | |
| 0, - 1.5, 0.225, | |
| 1.5, 0, 0.15, | |
| 1.5, - 0.84, 0.15, | |
| 0.84, - 1.5, 0.15, | |
| 0, - 1.5, 0.15, | |
| - 1.12, - 2, 0.45, | |
| - 2, - 1.12, 0.45, | |
| - 2, 0, 0.45, | |
| - 0.84, - 1.5, 0.225, | |
| - 1.5, - 0.84, 0.225, | |
| - 1.5, 0, 0.225, | |
| - 0.84, - 1.5, 0.15, | |
| - 1.5, - 0.84, 0.15, | |
| - 1.5, 0, 0.15, | |
| - 2, 1.12, 0.45, | |
| - 1.12, 2, 0.45, | |
| 0, 2, 0.45, | |
| - 1.5, 0.84, 0.225, | |
| - 0.84, 1.5, 0.225, | |
| 0, 1.5, 0.225, | |
| - 1.5, 0.84, 0.15, | |
| - 0.84, 1.5, 0.15, | |
| 0, 1.5, 0.15, | |
| 1.12, 2, 0.45, | |
| 2, 1.12, 0.45, | |
| 0.84, 1.5, 0.225, | |
| 1.5, 0.84, 0.225, | |
| 0.84, 1.5, 0.15, | |
| 1.5, 0.84, 0.15, | |
| - 1.6, 0, 2.025, | |
| - 1.6, - 0.3, 2.025, | |
| - 1.5, - 0.3, 2.25, | |
| - 1.5, 0, 2.25, | |
| - 2.3, 0, 2.025, | |
| - 2.3, - 0.3, 2.025, | |
| - 2.5, - 0.3, 2.25, | |
| - 2.5, 0, 2.25, | |
| - 2.7, 0, 2.025, | |
| - 2.7, - 0.3, 2.025, | |
| - 3, - 0.3, 2.25, | |
| - 3, 0, 2.25, | |
| - 2.7, 0, 1.8, | |
| - 2.7, - 0.3, 1.8, | |
| - 3, - 0.3, 1.8, | |
| - 3, 0, 1.8, | |
| - 1.5, 0.3, 2.25, | |
| - 1.6, 0.3, 2.025, | |
| - 2.5, 0.3, 2.25, | |
| - 2.3, 0.3, 2.025, | |
| - 3, 0.3, 2.25, | |
| - 2.7, 0.3, 2.025, | |
| - 3, 0.3, 1.8, | |
| - 2.7, 0.3, 1.8, | |
| - 2.7, 0, 1.575, | |
| - 2.7, - 0.3, 1.575, | |
| - 3, - 0.3, 1.35, | |
| - 3, 0, 1.35, | |
| - 2.5, 0, 1.125, | |
| - 2.5, - 0.3, 1.125, | |
| - 2.65, - 0.3, 0.9375, | |
| - 2.65, 0, 0.9375, | |
| - 2, - 0.3, 0.9, | |
| - 1.9, - 0.3, 0.6, | |
| - 1.9, 0, 0.6, | |
| - 3, 0.3, 1.35, | |
| - 2.7, 0.3, 1.575, | |
| - 2.65, 0.3, 0.9375, | |
| - 2.5, 0.3, 1.125, | |
| - 1.9, 0.3, 0.6, | |
| - 2, 0.3, 0.9, | |
| 1.7, 0, 1.425, | |
| 1.7, - 0.66, 1.425, | |
| 1.7, - 0.66, 0.6, | |
| 1.7, 0, 0.6, | |
| 2.6, 0, 1.425, | |
| 2.6, - 0.66, 1.425, | |
| 3.1, - 0.66, 0.825, | |
| 3.1, 0, 0.825, | |
| 2.3, 0, 2.1, | |
| 2.3, - 0.25, 2.1, | |
| 2.4, - 0.25, 2.025, | |
| 2.4, 0, 2.025, | |
| 2.7, 0, 2.4, | |
| 2.7, - 0.25, 2.4, | |
| 3.3, - 0.25, 2.4, | |
| 3.3, 0, 2.4, | |
| 1.7, 0.66, 0.6, | |
| 1.7, 0.66, 1.425, | |
| 3.1, 0.66, 0.825, | |
| 2.6, 0.66, 1.425, | |
| 2.4, 0.25, 2.025, | |
| 2.3, 0.25, 2.1, | |
| 3.3, 0.25, 2.4, | |
| 2.7, 0.25, 2.4, | |
| 2.8, 0, 2.475, | |
| 2.8, - 0.25, 2.475, | |
| 3.525, - 0.25, 2.49375, | |
| 3.525, 0, 2.49375, | |
| 2.9, 0, 2.475, | |
| 2.9, - 0.15, 2.475, | |
| 3.45, - 0.15, 2.5125, | |
| 3.45, 0, 2.5125, | |
| 2.8, 0, 2.4, | |
| 2.8, - 0.15, 2.4, | |
| 3.2, - 0.15, 2.4, | |
| 3.2, 0, 2.4, | |
| 3.525, 0.25, 2.49375, | |
| 2.8, 0.25, 2.475, | |
| 3.45, 0.15, 2.5125, | |
| 2.9, 0.15, 2.475, | |
| 3.2, 0.15, 2.4, | |
| 2.8, 0.15, 2.4, | |
| 0, 0, 3.15, | |
| 0.8, 0, 3.15, | |
| 0.8, - 0.45, 3.15, | |
| 0.45, - 0.8, 3.15, | |
| 0, - 0.8, 3.15, | |
| 0, 0, 2.85, | |
| 0.2, 0, 2.7, | |
| 0.2, - 0.112, 2.7, | |
| 0.112, - 0.2, 2.7, | |
| 0, - 0.2, 2.7, | |
| - 0.45, - 0.8, 3.15, | |
| - 0.8, - 0.45, 3.15, | |
| - 0.8, 0, 3.15, | |
| - 0.112, - 0.2, 2.7, | |
| - 0.2, - 0.112, 2.7, | |
| - 0.2, 0, 2.7, | |
| - 0.8, 0.45, 3.15, | |
| - 0.45, 0.8, 3.15, | |
| 0, 0.8, 3.15, | |
| - 0.2, 0.112, 2.7, | |
| - 0.112, 0.2, 2.7, | |
| 0, 0.2, 2.7, | |
| 0.45, 0.8, 3.15, | |
| 0.8, 0.45, 3.15, | |
| 0.112, 0.2, 2.7, | |
| 0.2, 0.112, 2.7, | |
| 0.4, 0, 2.55, | |
| 0.4, - 0.224, 2.55, | |
| 0.224, - 0.4, 2.55, | |
| 0, - 0.4, 2.55, | |
| 1.3, 0, 2.55, | |
| 1.3, - 0.728, 2.55, | |
| 0.728, - 1.3, 2.55, | |
| 0, - 1.3, 2.55, | |
| 1.3, 0, 2.4, | |
| 1.3, - 0.728, 2.4, | |
| 0.728, - 1.3, 2.4, | |
| 0, - 1.3, 2.4, | |
| - 0.224, - 0.4, 2.55, | |
| - 0.4, - 0.224, 2.55, | |
| - 0.4, 0, 2.55, | |
| - 0.728, - 1.3, 2.55, | |
| - 1.3, - 0.728, 2.55, | |
| - 1.3, 0, 2.55, | |
| - 0.728, - 1.3, 2.4, | |
| - 1.3, - 0.728, 2.4, | |
| - 1.3, 0, 2.4, | |
| - 0.4, 0.224, 2.55, | |
| - 0.224, 0.4, 2.55, | |
| 0, 0.4, 2.55, | |
| - 1.3, 0.728, 2.55, | |
| - 0.728, 1.3, 2.55, | |
| 0, 1.3, 2.55, | |
| - 1.3, 0.728, 2.4, | |
| - 0.728, 1.3, 2.4, | |
| 0, 1.3, 2.4, | |
| 0.224, 0.4, 2.55, | |
| 0.4, 0.224, 2.55, | |
| 0.728, 1.3, 2.55, | |
| 1.3, 0.728, 2.55, | |
| 0.728, 1.3, 2.4, | |
| 1.3, 0.728, 2.4, | |
| 0, 0, 0, | |
| 1.425, 0, 0, | |
| 1.425, 0.798, 0, | |
| 0.798, 1.425, 0, | |
| 0, 1.425, 0, | |
| 1.5, 0, 0.075, | |
| 1.5, 0.84, 0.075, | |
| 0.84, 1.5, 0.075, | |
| 0, 1.5, 0.075, | |
| - 0.798, 1.425, 0, | |
| - 1.425, 0.798, 0, | |
| - 1.425, 0, 0, | |
| - 0.84, 1.5, 0.075, | |
| - 1.5, 0.84, 0.075, | |
| - 1.5, 0, 0.075, | |
| - 1.425, - 0.798, 0, | |
| - 0.798, - 1.425, 0, | |
| 0, - 1.425, 0, | |
| - 1.5, - 0.84, 0.075, | |
| - 0.84, - 1.5, 0.075, | |
| 0, - 1.5, 0.075, | |
| 0.798, - 1.425, 0, | |
| 1.425, - 0.798, 0, | |
| 0.84, - 1.5, 0.075, | |
| 1.5, - 0.84, 0.075 | |
| ]; | |
| THREE.BufferGeometry.call( this ); | |
| size = size || 50; | |
| // number of segments per patch | |
| segments = segments !== undefined ? Math.max( 2, Math.floor( segments ) || 10 ) : 10; | |
| // which parts should be visible | |
| bottom = bottom === undefined ? true : bottom; | |
| lid = lid === undefined ? true : lid; | |
| body = body === undefined ? true : body; | |
| // Should the lid be snug? It's not traditional, but we make it snug by default | |
| fitLid = fitLid === undefined ? true : fitLid; | |
| // Jim Blinn scaled the teapot down in size by about 1.3 for | |
| // some rendering tests. He liked the new proportions that he kept | |
| // the data in this form. The model was distributed with these new | |
| // proportions and became the norm. Trivia: comparing images of the | |
| // real teapot and the computer model, the ratio for the bowl of the | |
| // real teapot is more like 1.25, but since 1.3 is the traditional | |
| // value given, we use it here. | |
| var blinnScale = 1.3; | |
| blinn = blinn === undefined ? true : blinn; | |
| // scale the size to be the real scaling factor | |
| var maxHeight = 3.15 * ( blinn ? 1 : blinnScale ); | |
| var maxHeight2 = maxHeight / 2; | |
| var trueSize = size / maxHeight2; | |
| // Number of elements depends on what is needed. Subtract degenerate | |
| // triangles at tip of bottom and lid out in advance. | |
| var numTriangles = bottom ? ( 8 * segments - 4 ) * segments : 0; | |
| numTriangles += lid ? ( 16 * segments - 4 ) * segments : 0; | |
| numTriangles += body ? 40 * segments * segments : 0; | |
| var indices = new Uint32Array( numTriangles * 3 ); | |
| var numVertices = bottom ? 4 : 0; | |
| numVertices += lid ? 8 : 0; | |
| numVertices += body ? 20 : 0; | |
| numVertices *= ( segments + 1 ) * ( segments + 1 ); | |
| var vertices = new Float32Array( numVertices * 3 ); | |
| var normals = new Float32Array( numVertices * 3 ); | |
| var uvs = new Float32Array( numVertices * 2 ); | |
| // Bezier form | |
| var ms = new THREE.Matrix4(); | |
| ms.set( | |
| - 1.0, 3.0, - 3.0, 1.0, | |
| 3.0, - 6.0, 3.0, 0.0, | |
| - 3.0, 3.0, 0.0, 0.0, | |
| 1.0, 0.0, 0.0, 0.0 ); | |
| var g = []; | |
| var i, r, c; | |
| var sp = []; | |
| var tp = []; | |
| var dsp = []; | |
| var dtp = []; | |
| // M * G * M matrix, sort of see | |
| // http://www.cs.helsinki.fi/group/goa/mallinnus/curves/surfaces.html | |
| var mgm = []; | |
| var vert = []; | |
| var sdir = []; | |
| var tdir = []; | |
| var norm = new THREE.Vector3(); | |
| var tcoord; | |
| var sstep, tstep; | |
| var vertPerRow; | |
| var s, t, sval, tval, p; | |
| var dsval = 0; | |
| var dtval = 0; | |
| var normOut = new THREE.Vector3(); | |
| var v1, v2, v3, v4; | |
| var gmx = new THREE.Matrix4(); | |
| var tmtx = new THREE.Matrix4(); | |
| var vsp = new THREE.Vector4(); | |
| var vtp = new THREE.Vector4(); | |
| var vdsp = new THREE.Vector4(); | |
| var vdtp = new THREE.Vector4(); | |
| var vsdir = new THREE.Vector3(); | |
| var vtdir = new THREE.Vector3(); | |
| var mst = ms.clone(); | |
| mst.transpose(); | |
| // internal function: test if triangle has any matching vertices; | |
| // if so, don't save triangle, since it won't display anything. | |
| var notDegenerate = function ( vtx1, vtx2, vtx3 ) { | |
| // if any vertex matches, return false | |
| return ! ( ( ( vertices[ vtx1 * 3 ] === vertices[ vtx2 * 3 ] ) && | |
| ( vertices[ vtx1 * 3 + 1 ] === vertices[ vtx2 * 3 + 1 ] ) && | |
| ( vertices[ vtx1 * 3 + 2 ] === vertices[ vtx2 * 3 + 2 ] ) ) || | |
| ( ( vertices[ vtx1 * 3 ] === vertices[ vtx3 * 3 ] ) && | |
| ( vertices[ vtx1 * 3 + 1 ] === vertices[ vtx3 * 3 + 1 ] ) && | |
| ( vertices[ vtx1 * 3 + 2 ] === vertices[ vtx3 * 3 + 2 ] ) ) || | |
| ( ( vertices[ vtx2 * 3 ] === vertices[ vtx3 * 3 ] ) && | |
| ( vertices[ vtx2 * 3 + 1 ] === vertices[ vtx3 * 3 + 1 ] ) && | |
| ( vertices[ vtx2 * 3 + 2 ] === vertices[ vtx3 * 3 + 2 ] ) ) ); | |
| }; | |
| for ( i = 0; i < 3; i ++ ) { | |
| mgm[ i ] = new THREE.Matrix4(); | |
| } | |
| var minPatches = body ? 0 : 20; | |
| var maxPatches = bottom ? 32 : 28; | |
| vertPerRow = segments + 1; | |
| var surfCount = 0; | |
| var vertCount = 0; | |
| var normCount = 0; | |
| var uvCount = 0; | |
| var indexCount = 0; | |
| for ( var surf = minPatches; surf < maxPatches; surf ++ ) { | |
| // lid is in the middle of the data, patches 20-27, | |
| // so ignore it for this part of the loop if the lid is not desired | |
| if ( lid || ( surf < 20 || surf >= 28 ) ) { | |
| // get M * G * M matrix for x,y,z | |
| for ( i = 0; i < 3; i ++ ) { | |
| // get control patches | |
| for ( r = 0; r < 4; r ++ ) { | |
| for ( c = 0; c < 4; c ++ ) { | |
| // transposed | |
| g[ c * 4 + r ] = teapotVertices[ teapotPatches[ surf * 16 + r * 4 + c ] * 3 + i ]; | |
| // is the lid to be made larger, and is this a point on the lid | |
| // that is X or Y? | |
| if ( fitLid && ( surf >= 20 && surf < 28 ) && ( i !== 2 ) ) { | |
| // increase XY size by 7.7%, found empirically. I don't | |
| // increase Z so that the teapot will continue to fit in the | |
| // space -1 to 1 for Y (Y is up for the final model). | |
| g[ c * 4 + r ] *= 1.077; | |
| } | |
| // Blinn "fixed" the teapot by dividing Z by blinnScale, and that's the | |
| // data we now use. The original teapot is taller. Fix it: | |
| if ( ! blinn && ( i === 2 ) ) { | |
| g[ c * 4 + r ] *= blinnScale; | |
| } | |
| } | |
| } | |
| gmx.set( g[ 0 ], g[ 1 ], g[ 2 ], g[ 3 ], g[ 4 ], g[ 5 ], g[ 6 ], g[ 7 ], g[ 8 ], g[ 9 ], g[ 10 ], g[ 11 ], g[ 12 ], g[ 13 ], g[ 14 ], g[ 15 ] ); | |
| tmtx.multiplyMatrices( gmx, ms ); | |
| mgm[ i ].multiplyMatrices( mst, tmtx ); | |
| } | |
| // step along, get points, and output | |
| for ( sstep = 0; sstep <= segments; sstep ++ ) { | |
| s = sstep / segments; | |
| for ( tstep = 0; tstep <= segments; tstep ++ ) { | |
| t = tstep / segments; | |
| // point from basis | |
| // get power vectors and their derivatives | |
| for ( p = 4, sval = tval = 1.0; p --; ) { | |
| sp[ p ] = sval; | |
| tp[ p ] = tval; | |
| sval *= s; | |
| tval *= t; | |
| if ( p === 3 ) { | |
| dsp[ p ] = dtp[ p ] = 0.0; | |
| dsval = dtval = 1.0; | |
| } else { | |
| dsp[ p ] = dsval * ( 3 - p ); | |
| dtp[ p ] = dtval * ( 3 - p ); | |
| dsval *= s; | |
| dtval *= t; | |
| } | |
| } | |
| vsp.fromArray( sp ); | |
| vtp.fromArray( tp ); | |
| vdsp.fromArray( dsp ); | |
| vdtp.fromArray( dtp ); | |
| // do for x,y,z | |
| for ( i = 0; i < 3; i ++ ) { | |
| // multiply power vectors times matrix to get value | |
| tcoord = vsp.clone(); | |
| tcoord.applyMatrix4( mgm[ i ] ); | |
| vert[ i ] = tcoord.dot( vtp ); | |
| // get s and t tangent vectors | |
| tcoord = vdsp.clone(); | |
| tcoord.applyMatrix4( mgm[ i ] ); | |
| sdir[ i ] = tcoord.dot( vtp ); | |
| tcoord = vsp.clone(); | |
| tcoord.applyMatrix4( mgm[ i ] ); | |
| tdir[ i ] = tcoord.dot( vdtp ); | |
| } | |
| // find normal | |
| vsdir.fromArray( sdir ); | |
| vtdir.fromArray( tdir ); | |
| norm.crossVectors( vtdir, vsdir ); | |
| norm.normalize(); | |
| // if X and Z length is 0, at the cusp, so point the normal up or down, depending on patch number | |
| if ( vert[ 0 ] === 0 && vert[ 1 ] === 0 ) { | |
| // if above the middle of the teapot, normal points up, else down | |
| normOut.set( 0, vert[ 2 ] > maxHeight2 ? 1 : - 1, 0 ); | |
| } else { | |
| // standard output: rotate on X axis | |
| normOut.set( norm.x, norm.z, - norm.y ); | |
| } | |
| // store it all | |
| vertices[ vertCount ++ ] = trueSize * vert[ 0 ]; | |
| vertices[ vertCount ++ ] = trueSize * ( vert[ 2 ] - maxHeight2 ); | |
| vertices[ vertCount ++ ] = - trueSize * vert[ 1 ]; | |
| normals[ normCount ++ ] = normOut.x; | |
| normals[ normCount ++ ] = normOut.y; | |
| normals[ normCount ++ ] = normOut.z; | |
| uvs[ uvCount ++ ] = 1 - t; | |
| uvs[ uvCount ++ ] = 1 - s; | |
| } | |
| } | |
| // save the faces | |
| for ( sstep = 0; sstep < segments; sstep ++ ) { | |
| for ( tstep = 0; tstep < segments; tstep ++ ) { | |
| v1 = surfCount * vertPerRow * vertPerRow + sstep * vertPerRow + tstep; | |
| v2 = v1 + 1; | |
| v3 = v2 + vertPerRow; | |
| v4 = v1 + vertPerRow; | |
| // Normals and UVs cannot be shared. Without clone(), you can see the consequences | |
| // of sharing if you call geometry.applyMatrix( matrix ). | |
| if ( notDegenerate( v1, v2, v3 ) ) { | |
| indices[ indexCount ++ ] = v1; | |
| indices[ indexCount ++ ] = v2; | |
| indices[ indexCount ++ ] = v3; | |
| } | |
| if ( notDegenerate( v1, v3, v4 ) ) { | |
| indices[ indexCount ++ ] = v1; | |
| indices[ indexCount ++ ] = v3; | |
| indices[ indexCount ++ ] = v4; | |
| } | |
| } | |
| } | |
| // increment only if a surface was used | |
| surfCount ++; | |
| } | |
| } | |
| this.setIndex( new THREE.BufferAttribute( indices, 1 ) ); | |
| this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); | |
| this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); | |
| this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); | |
| this.computeBoundingSphere(); | |
| }; | |
| THREE.TeapotBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); | |
| THREE.TeapotBufferGeometry.prototype.constructor = THREE.TeapotBufferGeometry; | |