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| /** | |
| * @author mrdoob / http://mrdoob.com/ | |
| * @author Mugen87 / https://github.com/Mugen87 | |
| */ | |
| import { BufferGeometry } from '../core/BufferGeometry.js'; | |
| import { Float32BufferAttribute } from '../core/BufferAttribute.js'; | |
| import { Vector3 } from '../math/Vector3.js'; | |
| function WireframeGeometry( geometry ) { | |
| BufferGeometry.call( this ); | |
| this.type = 'WireframeGeometry'; | |
| // buffer | |
| var vertices = []; | |
| // helper variables | |
| var i, j, l, o, ol; | |
| var edge = [ 0, 0 ], edges = {}, e, edge1, edge2; | |
| var key, keys = [ 'a', 'b', 'c' ]; | |
| var vertex; | |
| // different logic for Geometry and BufferGeometry | |
| if ( geometry && geometry.isGeometry ) { | |
| // create a data structure that contains all edges without duplicates | |
| var faces = geometry.faces; | |
| for ( i = 0, l = faces.length; i < l; i ++ ) { | |
| var face = faces[ i ]; | |
| for ( j = 0; j < 3; j ++ ) { | |
| edge1 = face[ keys[ j ] ]; | |
| edge2 = face[ keys[ ( j + 1 ) % 3 ] ]; | |
| edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates | |
| edge[ 1 ] = Math.max( edge1, edge2 ); | |
| key = edge[ 0 ] + ',' + edge[ 1 ]; | |
| if ( edges[ key ] === undefined ) { | |
| edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; | |
| } | |
| } | |
| } | |
| // generate vertices | |
| for ( key in edges ) { | |
| e = edges[ key ]; | |
| vertex = geometry.vertices[ e.index1 ]; | |
| vertices.push( vertex.x, vertex.y, vertex.z ); | |
| vertex = geometry.vertices[ e.index2 ]; | |
| vertices.push( vertex.x, vertex.y, vertex.z ); | |
| } | |
| } 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 | |
| position = geometry.attributes.position; | |
| indices = geometry.index; | |
| groups = geometry.groups; | |
| if ( groups.length === 0 ) { | |
| groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; | |
| } | |
| // create a data structure that contains all eges without duplicates | |
| for ( o = 0, ol = groups.length; o < ol; ++ o ) { | |
| group = groups[ o ]; | |
| start = group.start; | |
| count = group.count; | |
| for ( i = start, l = ( start + count ); i < l; i += 3 ) { | |
| for ( j = 0; j < 3; j ++ ) { | |
| edge1 = indices.getX( i + j ); | |
| edge2 = indices.getX( i + ( j + 1 ) % 3 ); | |
| edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates | |
| edge[ 1 ] = Math.max( edge1, edge2 ); | |
| key = edge[ 0 ] + ',' + edge[ 1 ]; | |
| if ( edges[ key ] === undefined ) { | |
| edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] }; | |
| } | |
| } | |
| } | |
| } | |
| // generate vertices | |
| for ( key in edges ) { | |
| e = edges[ key ]; | |
| 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 ); | |
| } | |
| } else { | |
| // non-indexed BufferGeometry | |
| position = geometry.attributes.position; | |
| for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) { | |
| for ( 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) | |
| index1 = 3 * i + j; | |
| vertex.fromBufferAttribute( position, index1 ); | |
| vertices.push( vertex.x, vertex.y, vertex.z ); | |
| index2 = 3 * i + ( ( j + 1 ) % 3 ); | |
| vertex.fromBufferAttribute( position, index2 ); | |
| vertices.push( vertex.x, vertex.y, vertex.z ); | |
| } | |
| } | |
| } | |
| } | |
| // build geometry | |
| this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
| } | |
| WireframeGeometry.prototype = Object.create( BufferGeometry.prototype ); | |
| WireframeGeometry.prototype.constructor = WireframeGeometry; | |
| export { WireframeGeometry }; | |