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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 ) {
- "use strict";
- // 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 );
- this.type = 'TeapotBufferGeometry';
- this.parameters = {
- size: size,
- segments: segments,
- bottom: bottom,
- lid: lid,
- body: body,
- fitLid: fitLid,
- blinn: blinn
- };
- 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, eps;
- 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;
- eps = 0.0000001;
- 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;
- THREE.TeapotBufferGeometry.prototype.clone = function () {
- var bufferGeometry = new THREE.TeapotBufferGeometry(
- this.parameters.size,
- this.parameters.segments,
- this.parameters.bottom,
- this.parameters.lid,
- this.parameters.body,
- this.parameters.fitLid,
- this.parameters.blinn
- );
- return bufferGeometry;
- };
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