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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.
//

import * as THREE from 'three';

/**
 * @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;
    }
  },
};

export default GeometryHelper