diff --git a/src/geometries/EdgesGeometry.js b/src/geometries/EdgesGeometry.js index fb717a423eedfe..a958f5e5f47480 100644 --- a/src/geometries/EdgesGeometry.js +++ b/src/geometries/EdgesGeometry.js @@ -11,133 +11,128 @@ const _triangle = new Triangle(); class EdgesGeometry extends BufferGeometry { - constructor( geometry, thresholdAngle ) { + constructor( geometry = null, thresholdAngle = 1 ) { super(); - this.type = 'EdgesGeometry'; this.parameters = { + geometry: geometry, thresholdAngle: thresholdAngle }; - thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; - - if ( geometry.isGeometry === true ) { + if ( geometry !== null ) { - console.error( 'THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); - return; - - } + const precisionPoints = 4; + const precision = Math.pow( 10, precisionPoints ); + const thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle ); - const precisionPoints = 4; - const precision = Math.pow( 10, precisionPoints ); - const thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle ); + const indexAttr = geometry.getIndex(); + const positionAttr = geometry.getAttribute( 'position' ); + const indexCount = indexAttr ? indexAttr.count : positionAttr.count; - const indexAttr = geometry.getIndex(); - const positionAttr = geometry.getAttribute( 'position' ); - const indexCount = indexAttr ? indexAttr.count : positionAttr.count; + const indexArr = [ 0, 0, 0 ]; + const vertKeys = [ 'a', 'b', 'c' ]; + const hashes = new Array( 3 ); - const indexArr = [ 0, 0, 0 ]; - const vertKeys = [ 'a', 'b', 'c' ]; - const hashes = new Array( 3 ); + const edgeData = {}; + const vertices = []; + for ( let i = 0; i < indexCount; i += 3 ) { - const edgeData = {}; - const vertices = []; - for ( let i = 0; i < indexCount; i += 3 ) { + if ( indexAttr ) { - if ( indexAttr ) { + indexArr[ 0 ] = indexAttr.getX( i ); + indexArr[ 1 ] = indexAttr.getX( i + 1 ); + indexArr[ 2 ] = indexAttr.getX( i + 2 ); - indexArr[ 0 ] = indexAttr.getX( i ); - indexArr[ 1 ] = indexAttr.getX( i + 1 ); - indexArr[ 2 ] = indexAttr.getX( i + 2 ); + } else { - } else { + indexArr[ 0 ] = i; + indexArr[ 1 ] = i + 1; + indexArr[ 2 ] = i + 2; - indexArr[ 0 ] = i; - indexArr[ 1 ] = i + 1; - indexArr[ 2 ] = i + 2; + } - } + const { a, b, c } = _triangle; + a.fromBufferAttribute( positionAttr, indexArr[ 0 ] ); + b.fromBufferAttribute( positionAttr, indexArr[ 1 ] ); + c.fromBufferAttribute( positionAttr, indexArr[ 2 ] ); + _triangle.getNormal( _normal ); - const { a, b, c } = _triangle; - a.fromBufferAttribute( positionAttr, indexArr[ 0 ] ); - b.fromBufferAttribute( positionAttr, indexArr[ 1 ] ); - c.fromBufferAttribute( positionAttr, indexArr[ 2 ] ); - _triangle.getNormal( _normal ); + // create hashes for the edge from the vertices + hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`; + hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`; + hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`; - // create hashes for the edge from the vertices - hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`; - hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`; - hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`; + // skip degenerate triangles + if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) { - // skip degenerate triangles - if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) { + continue; - continue; + } - } + // iterate over every edge + for ( let j = 0; j < 3; j ++ ) { - // iterate over every edge - for ( let j = 0; j < 3; j ++ ) { + // get the first and next vertex making up the edge + const jNext = ( j + 1 ) % 3; + const vecHash0 = hashes[ j ]; + const vecHash1 = hashes[ jNext ]; + const v0 = _triangle[ vertKeys[ j ] ]; + const v1 = _triangle[ vertKeys[ jNext ] ]; - // get the first and next vertex making up the edge - const jNext = ( j + 1 ) % 3; - const vecHash0 = hashes[ j ]; - const vecHash1 = hashes[ jNext ]; - const v0 = _triangle[ vertKeys[ j ] ]; - const v1 = _triangle[ vertKeys[ jNext ] ]; + const hash = `${ vecHash0 }_${ vecHash1 }`; + const reverseHash = `${ vecHash1 }_${ vecHash0 }`; - const hash = `${ vecHash0 }_${ vecHash1 }`; - const reverseHash = `${ vecHash1 }_${ vecHash0 }`; + if ( reverseHash in edgeData && edgeData[ reverseHash ] ) { - if ( reverseHash in edgeData && edgeData[ reverseHash ] ) { + // if we found a sibling edge add it into the vertex array if + // it meets the angle threshold and delete the edge from the map. + if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) { - // if we found a sibling edge add it into the vertex array if - // it meets the angle threshold and delete the edge from the map. - if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) { + vertices.push( v0.x, v0.y, v0.z ); + vertices.push( v1.x, v1.y, v1.z ); - vertices.push( v0.x, v0.y, v0.z ); - vertices.push( v1.x, v1.y, v1.z ); + } - } + edgeData[ reverseHash ] = null; - edgeData[ reverseHash ] = null; + } else if ( ! ( hash in edgeData ) ) { - } else if ( ! ( hash in edgeData ) ) { + // if we've already got an edge here then skip adding a new one + edgeData[ hash ] = { - // if we've already got an edge here then skip adding a new one - edgeData[ hash ] = { + index0: indexArr[ j ], + index1: indexArr[ jNext ], + normal: _normal.clone(), - index0: indexArr[ j ], - index1: indexArr[ jNext ], - normal: _normal.clone(), + }; - }; + } } } - } + // iterate over all remaining, unmatched edges and add them to the vertex array + for ( const key in edgeData ) { - // iterate over all remaining, unmatched edges and add them to the vertex array - for ( const key in edgeData ) { + if ( edgeData[ key ] ) { - if ( edgeData[ key ] ) { + const { index0, index1 } = edgeData[ key ]; + _v0.fromBufferAttribute( positionAttr, index0 ); + _v1.fromBufferAttribute( positionAttr, index1 ); - const { index0, index1 } = edgeData[ key ]; - _v0.fromBufferAttribute( positionAttr, index0 ); - _v1.fromBufferAttribute( positionAttr, index1 ); + vertices.push( _v0.x, _v0.y, _v0.z ); + vertices.push( _v1.x, _v1.y, _v1.z ); - vertices.push( _v0.x, _v0.y, _v0.z ); - vertices.push( _v1.x, _v1.y, _v1.z ); + } } - } + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + } } diff --git a/src/geometries/WireframeGeometry.js b/src/geometries/WireframeGeometry.js index 67ba4e6d3a7113..62f9058d1a2704 100644 --- a/src/geometries/WireframeGeometry.js +++ b/src/geometries/WireframeGeometry.js @@ -4,65 +4,66 @@ import { Vector3 } from '../math/Vector3.js'; class WireframeGeometry extends BufferGeometry { - constructor( geometry ) { + constructor( geometry = null ) { super(); this.type = 'WireframeGeometry'; - if ( geometry.isGeometry === true ) { + this.parameters = { + geometry: geometry + }; - console.error( 'THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); - return; + if ( geometry !== null ) { - } + // buffer - // buffer + const vertices = []; + const edges = new Set(); - const vertices = []; - const edges = new Set(); + // helper variables - // helper variables + const start = new Vector3(); + const end = new Vector3(); - const start = new Vector3(); - const end = new Vector3(); + if ( geometry.index !== null ) { - if ( geometry.index !== null ) { + // indexed BufferGeometry - // indexed BufferGeometry + const position = geometry.attributes.position; + const indices = geometry.index; + let groups = geometry.groups; - const position = geometry.attributes.position; - const indices = geometry.index; - let groups = geometry.groups; + if ( groups.length === 0 ) { - if ( groups.length === 0 ) { + groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; - groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; + } - } + // create a data structure that contains all eges without duplicates - // create a data structure that contains all eges without duplicates + for ( let o = 0, ol = groups.length; o < ol; ++ o ) { - for ( let o = 0, ol = groups.length; o < ol; ++ o ) { + const group = groups[ o ]; - const group = groups[ o ]; + const groupStart = group.start; + const groupCount = group.count; - const groupStart = group.start; - const groupCount = group.count; + for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) { - for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) { + for ( let j = 0; j < 3; j ++ ) { - for ( let j = 0; j < 3; j ++ ) { + const index1 = indices.getX( i + j ); + const index2 = indices.getX( i + ( j + 1 ) % 3 ); - const index1 = indices.getX( i + j ); - const index2 = indices.getX( i + ( j + 1 ) % 3 ); + start.fromBufferAttribute( position, index1 ); + end.fromBufferAttribute( position, index2 ); - start.fromBufferAttribute( position, index1 ); - end.fromBufferAttribute( position, index2 ); + if ( isUniqueEdge( start, end, edges ) === true ) { - if ( isUniqueEdge( start, end, edges ) === true ) { + vertices.push( start.x, start.y, start.z ); + vertices.push( end.x, end.y, end.z ); - vertices.push( start.x, start.y, start.z ); - vertices.push( end.x, end.y, end.z ); + } } @@ -70,31 +71,31 @@ class WireframeGeometry extends BufferGeometry { } - } + } else { - } else { + // non-indexed BufferGeometry - // non-indexed BufferGeometry + const position = geometry.attributes.position; - const position = geometry.attributes.position; + for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) { - for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) { + for ( let j = 0; j < 3; j ++ ) { - for ( let 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) - // 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) + const index1 = 3 * i + j; + const index2 = 3 * i + ( ( j + 1 ) % 3 ); - const index1 = 3 * i + j; - const index2 = 3 * i + ( ( j + 1 ) % 3 ); + start.fromBufferAttribute( position, index1 ); + end.fromBufferAttribute( position, index2 ); - start.fromBufferAttribute( position, index1 ); - end.fromBufferAttribute( position, index2 ); + if ( isUniqueEdge( start, end, edges ) === true ) { - if ( isUniqueEdge( start, end, edges ) === true ) { + vertices.push( start.x, start.y, start.z ); + vertices.push( end.x, end.y, end.z ); - vertices.push( start.x, start.y, start.z ); - vertices.push( end.x, end.y, end.z ); + } } @@ -102,11 +103,11 @@ class WireframeGeometry extends BufferGeometry { } - } + // build geometry - // build geometry + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); - this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + } }