THREE.DecalVertex = function( v, n ) { this.vertex = v; this.normal = n; }; THREE.DecalVertex.prototype.clone = function() { return new THREE.DecalVertex( this.vertex.clone(), this.normal.clone() ); }; THREE.DecalGeometry = function( mesh, position, rotation, dimensions, check ) { THREE.Geometry.call( this ); if ( check === undefined ) check = null; check = check || new THREE.Vector3( 1, 1, 1 ); this.uvs = []; this.cube = new THREE.Mesh( new THREE.BoxGeometry( dimensions.x, dimensions.y, dimensions.z ), new THREE.MeshBasicMaterial() ); this.cube.rotation.set( rotation.x, rotation.y, rotation.z ); this.cube.position.copy( position ); this.cube.scale.set( 1, 1, 1 ); this.cube.updateMatrix(); this.iCubeMatrix = ( new THREE.Matrix4() ).getInverse( this.cube.matrix ); this.faceIndices = [ 'a', 'b', 'c', 'd' ]; this.clipFace = function( inVertices, plane ) { var size = .5 * Math.abs( ( dimensions.clone() ).dot( plane ) ); function clip( v0, v1, p ) { var d0 = v0.vertex.dot( p ) - size, d1 = v1.vertex.dot( p ) - size; var s = d0 / ( d0 - d1 ); var v = new THREE.DecalVertex( new THREE.Vector3( v0.vertex.x + s * ( v1.vertex.x - v0.vertex.x ), v0.vertex.y + s * ( v1.vertex.y - v0.vertex.y ), v0.vertex.z + s * ( v1.vertex.z - v0.vertex.z ) ), new THREE.Vector3( v0.normal.x + s * ( v1.normal.x - v0.normal.x ), v0.normal.y + s * ( v1.normal.y - v0.normal.y ), v0.normal.z + s * ( v1.normal.z - v0.normal.z ) ) ); // need to clip more values (texture coordinates)? do it this way: //intersectpoint.value = a.value + s*(b.value-a.value); return v; } if ( inVertices.length === 0 ) return []; var outVertices = []; for ( var j = 0; j < inVertices.length; j += 3 ) { var v1Out, v2Out, v3Out, total = 0; var d1 = inVertices[ j + 0 ].vertex.dot( plane ) - size, d2 = inVertices[ j + 1 ].vertex.dot( plane ) - size, d3 = inVertices[ j + 2 ].vertex.dot( plane ) - size; v1Out = d1 > 0; v2Out = d2 > 0; v3Out = d3 > 0; total = ( v1Out ? 1 : 0 ) + ( v2Out ? 1 : 0 ) + ( v3Out ? 1 : 0 ); switch ( total ) { case 0: { outVertices.push( inVertices[ j ] ); outVertices.push( inVertices[ j + 1 ] ); outVertices.push( inVertices[ j + 2 ] ); break; } case 1: { var nV1, nV2, nV3, nV4; if ( v1Out ) { nV1 = inVertices[ j + 1 ]; nV2 = inVertices[ j + 2 ]; nV3 = clip( inVertices[ j ], nV1, plane ); nV4 = clip( inVertices[ j ], nV2, plane ); } if ( v2Out ) { nV1 = inVertices[ j ]; nV2 = inVertices[ j + 2 ]; nV3 = clip( inVertices[ j + 1 ], nV1, plane ); nV4 = clip( inVertices[ j + 1 ], nV2, plane ); outVertices.push( nV3 ); outVertices.push( nV2.clone() ); outVertices.push( nV1.clone() ); outVertices.push( nV2.clone() ); outVertices.push( nV3.clone() ); outVertices.push( nV4 ); break; } if ( v3Out ) { nV1 = inVertices[ j ]; nV2 = inVertices[ j + 1 ]; nV3 = clip( inVertices[ j + 2 ], nV1, plane ); nV4 = clip( inVertices[ j + 2 ], nV2, plane ); } outVertices.push( nV1.clone() ); outVertices.push( nV2.clone() ); outVertices.push( nV3 ); outVertices.push( nV4 ); outVertices.push( nV3.clone() ); outVertices.push( nV2.clone() ); break; } case 2: { var nV1, nV2, nV3; if ( ! v1Out ) { nV1 = inVertices[ j ].clone(); nV2 = clip( nV1, inVertices[ j + 1 ], plane ); nV3 = clip( nV1, inVertices[ j + 2 ], plane ); outVertices.push( nV1 ); outVertices.push( nV2 ); outVertices.push( nV3 ); } if ( ! v2Out ) { nV1 = inVertices[ j + 1 ].clone(); nV2 = clip( nV1, inVertices[ j + 2 ], plane ); nV3 = clip( nV1, inVertices[ j ], plane ); outVertices.push( nV1 ); outVertices.push( nV2 ); outVertices.push( nV3 ); } if ( ! v3Out ) { nV1 = inVertices[ j + 2 ].clone(); nV2 = clip( nV1, inVertices[ j ], plane ); nV3 = clip( nV1, inVertices[ j + 1 ], plane ); outVertices.push( nV1 ); outVertices.push( nV2 ); outVertices.push( nV3 ); } break; } case 3: { break; } } } return outVertices; }; this.pushVertex = function( vertices, id, n ) { var v = mesh.geometry.vertices[ id ].clone(); v.applyMatrix4( mesh.matrix ); v.applyMatrix4( this.iCubeMatrix ); vertices.push( new THREE.DecalVertex( v, n.clone() ) ); }; this.computeDecal = function() { var finalVertices = []; for ( var i = 0; i < mesh.geometry.faces.length; i ++ ) { var f = mesh.geometry.faces[ i ]; var vertices = []; this.pushVertex( vertices, f[ this.faceIndices[ 0 ] ], f.vertexNormals[ 0 ] ); this.pushVertex( vertices, f[ this.faceIndices[ 1 ] ], f.vertexNormals[ 1 ] ); this.pushVertex( vertices, f[ this.faceIndices[ 2 ] ], f.vertexNormals[ 2 ] ); if ( check.x ) { vertices = this.clipFace( vertices, new THREE.Vector3( 1, 0, 0 ) ); vertices = this.clipFace( vertices, new THREE.Vector3( - 1, 0, 0 ) ); } if ( check.y ) { vertices = this.clipFace( vertices, new THREE.Vector3( 0, 1, 0 ) ); vertices = this.clipFace( vertices, new THREE.Vector3( 0, - 1, 0 ) ); } if ( check.z ) { vertices = this.clipFace( vertices, new THREE.Vector3( 0, 0, 1 ) ); vertices = this.clipFace( vertices, new THREE.Vector3( 0, 0, - 1 ) ); } for ( var j = 0; j < vertices.length; j ++ ) { var v = vertices[ j ]; this.uvs.push( new THREE.Vector2( .5 + ( v.vertex.x / dimensions.x ), .5 + ( v.vertex.y / dimensions.y ) ) ); vertices[ j ].vertex.applyMatrix4( this.cube.matrix ); } if ( vertices.length === 0 ) continue; finalVertices = finalVertices.concat( vertices ); } for ( var k = 0; k < finalVertices.length; k += 3 ) { this.vertices.push( finalVertices[ k ].vertex, finalVertices[ k + 1 ].vertex, finalVertices[ k + 2 ].vertex ); var f = new THREE.Face3( k, k + 1, k + 2 ); f.vertexNormals.push( finalVertices[ k + 0 ].normal ); f.vertexNormals.push( finalVertices[ k + 1 ].normal ); f.vertexNormals.push( finalVertices[ k + 2 ].normal ); this.faces.push( f ); this.faceVertexUvs[ 0 ].push( [ this.uvs[ k ], this.uvs[ k + 1 ], this.uvs[ k + 2 ] ] ); } this.verticesNeedUpdate = true; this.elementsNeedUpdate = true; this.morphTargetsNeedUpdate = true; this.uvsNeedUpdate = true; this.normalsNeedUpdate = true; this.colorsNeedUpdate = true; this.computeFaceNormals(); }; this.computeDecal(); }; THREE.DecalGeometry.prototype = Object.create( THREE.Geometry.prototype ); THREE.DecalGeometry.prototype.constructor = THREE.DecalGeometry;