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+// Copyright 2017 The Draco Authors.
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+// http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+//
+
+/**
+ * @fileoverview Helper class implementing various utilities for THREE.js
+ * geometry.
+ */
+
+function GeometryHelper() {}
+
+GeometryHelper.prototype = {
+ constructor: GeometryHelper,
+
+ // Computes vertex normals on THREE.js buffer geometry, even when the mesh
+ // uses triangle strip connectivity.
+ computeVertexNormals: function (bufferGeometry) {
+ if (bufferGeometry.drawMode === THREE.TrianglesDrawMode) {
+ bufferGeometry.computeVertexNormals();
+ return;
+ } else if (bufferGeometry.drawMode === THREE.TriangleStripDrawMode) {
+ if (bufferGeometry.attributes.position === undefined) {
+ return;
+ }
+ const inPositions = bufferGeometry.attributes.position.array;
+ if (bufferGeometry.attributes.normal === undefined) {
+ bufferGeometry.addAttribute(
+ 'normal',
+ new THREE.BufferAttribute(new Float32Array(inPositions.length),
+ 3));
+ } else {
+ // Reset existing normals to zero.
+ const array = bufferGeometry.attributes.normal.array;
+ for (let i = 0; i < array.length; ++i) {
+ array[ i ] = 0;
+ }
+ }
+ let outNormals = bufferGeometry.attributes.normal.array;
+
+ let pos0 = new THREE.Vector3();
+ let pos1 = new THREE.Vector3();
+ let pos2 = new THREE.Vector3();
+ let posDif0 = new THREE.Vector3(), posDif1 = new THREE.Vector3();
+ let localNormal = new THREE.Vector3();
+
+ const stripIndices = bufferGeometry.index.array;
+ for (let i = 2; i < stripIndices.length; ++i) {
+ let index0 = stripIndices[i - 2] * 3;
+ let index1 = stripIndices[i - 1] * 3;
+ let index2 = stripIndices[i] * 3;
+ // Skip degenerate triangles.
+ if (index0 === index1 || index0 === index2 || index1 === index2) {
+ continue;
+ }
+ if ((i & 1) !== 0) {
+ // Swap index 1 and 0 on odd indexed triangles.
+ const tmpIndex = index1;
+ index1 = index2;
+ index2 = tmpIndex;
+ }
+
+ // Get position values.
+ pos0.fromArray(inPositions, index0);
+ pos1.fromArray(inPositions, index1);
+ pos2.fromArray(inPositions, index2);
+
+ // Position differences
+ posDif0.subVectors(pos2, pos0);
+ posDif1.subVectors(pos1, pos0);
+
+ // Weighted normal.
+ localNormal.crossVectors(posDif1, posDif0);
+
+ // Update normals on vertices
+ outNormals[index0] += localNormal.x;
+ outNormals[index0 + 1] += localNormal.y;
+ outNormals[index0 + 2] += localNormal.z;
+
+ outNormals[index1] += localNormal.x;
+ outNormals[index1 + 1] += localNormal.y;
+ outNormals[index1 + 2] += localNormal.z;
+
+ outNormals[index2] += localNormal.x;
+ outNormals[index2 + 1] += localNormal.y;
+ outNormals[index2 + 2] += localNormal.z;
+ }
+ bufferGeometry.normalizeNormals();
+ bufferGeometry.attributes.normal.needsUpdate = true;
+ }
+ },
+};