/** * @author mrdoob / http://mrdoob.com/ */ THREE.BufferGeometryUtils = { computeTangents: function ( geometry ) { var index = geometry.index; var attributes = geometry.attributes; // based on http://www.terathon.com/code/tangent.html // (per vertex tangents) if ( index === null || attributes.position === undefined || attributes.normal === undefined || attributes.uv === undefined ) { console.warn( 'THREE.BufferGeometry: Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()' ); return; } var indices = index.array; var positions = attributes.position.array; var normals = attributes.normal.array; var uvs = attributes.uv.array; var nVertices = positions.length / 3; if ( attributes.tangent === undefined ) { geometry.addAttribute( 'tangent', new THREE.BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) ); } var tangents = attributes.tangent.array; var tan1 = [], tan2 = []; for ( var k = 0; k < nVertices; k ++ ) { tan1[ k ] = new THREE.Vector3(); tan2[ k ] = new THREE.Vector3(); } var vA = new THREE.Vector3(), vB = new THREE.Vector3(), vC = new THREE.Vector3(), uvA = new THREE.Vector2(), uvB = new THREE.Vector2(), uvC = new THREE.Vector2(), sdir = new THREE.Vector3(), tdir = new THREE.Vector3(); function handleTriangle( a, b, c ) { vA.fromArray( positions, a * 3 ); vB.fromArray( positions, b * 3 ); vC.fromArray( positions, c * 3 ); uvA.fromArray( uvs, a * 2 ); uvB.fromArray( uvs, b * 2 ); uvC.fromArray( uvs, c * 2 ); var x1 = vB.x - vA.x; var x2 = vC.x - vA.x; var y1 = vB.y - vA.y; var y2 = vC.y - vA.y; var z1 = vB.z - vA.z; var z2 = vC.z - vA.z; var s1 = uvB.x - uvA.x; var s2 = uvC.x - uvA.x; var t1 = uvB.y - uvA.y; var t2 = uvC.y - uvA.y; var 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 ].add( sdir ); tan1[ b ].add( sdir ); tan1[ c ].add( sdir ); tan2[ a ].add( tdir ); tan2[ b ].add( tdir ); tan2[ c ].add( tdir ); } var groups = geometry.groups; if ( groups.length === 0 ) { groups = [ { start: 0, count: indices.length } ]; } for ( var j = 0, jl = groups.length; j < jl; ++ j ) { var group = groups[ j ]; var start = group.start; var count = group.count; for ( var i = start, il = start + count; i < il; i += 3 ) { handleTriangle( indices[ i + 0 ], indices[ i + 1 ], indices[ i + 2 ] ); } } var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(); var n = new THREE.Vector3(), n2 = new THREE.Vector3(); var w, t, test; function handleVertex( v ) { n.fromArray( normals, v * 3 ); n2.copy( n ); t = tan1[ v ]; // Gram-Schmidt orthogonalize tmp.copy( t ); tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize(); // Calculate handedness tmp2.crossVectors( n2, t ); test = tmp2.dot( tan2[ v ] ); w = ( test < 0.0 ) ? - 1.0 : 1.0; tangents[ v * 4 ] = tmp.x; tangents[ v * 4 + 1 ] = tmp.y; tangents[ v * 4 + 2 ] = tmp.z; tangents[ v * 4 + 3 ] = w; } for ( var j = 0, jl = groups.length; j < jl; ++ j ) { var group = groups[ j ]; var start = group.start; var count = group.count; for ( var i = start, il = start + count; i < il; i += 3 ) { handleVertex( indices[ i + 0 ] ); handleVertex( indices[ i + 1 ] ); handleVertex( indices[ i + 2 ] ); } } } };