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704 lines
19 KiB
704 lines
19 KiB
import {
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BufferAttribute,
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BufferGeometry,
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Matrix4,
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Vector3,
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Vector4
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} from 'three';
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/**
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* Tessellates the famous Utah teapot database by Martin Newell into triangles.
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*
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* Parameters: size = 50, segments = 10, bottom = true, lid = true, body = true,
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* fitLid = false, blinn = true
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*
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* size is a relative scale: I've scaled the teapot to fit vertically between -1 and 1.
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* Think of it as a "radius".
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* segments - number of line segments to subdivide each patch edge;
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* 1 is possible but gives degenerates, so two is the real minimum.
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* bottom - boolean, if true (default) then the bottom patches are added. Some consider
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* adding the bottom heresy, so set this to "false" to adhere to the One True Way.
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* lid - to remove the lid and look inside, set to true.
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* body - to remove the body and leave the lid, set this and "bottom" to false.
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* fitLid - the lid is a tad small in the original. This stretches it a bit so you can't
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* see the teapot's insides through the gap.
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* blinn - Jim Blinn scaled the original data vertically by dividing by about 1.3 to look
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* nicer. If you want to see the original teapot, similar to the real-world model, set
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* this to false. True by default.
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* See http://en.wikipedia.org/wiki/File:Original_Utah_Teapot.jpg for the original
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* real-world teapot (from http://en.wikipedia.org/wiki/Utah_teapot).
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*
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* Note that the bottom (the last four patches) is not flat - blame Frank Crow, not me.
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*
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* The teapot should normally be rendered as a double sided object, since for some
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* patches both sides can be seen, e.g., the gap around the lid and inside the spout.
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*
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* Segments 'n' determines the number of triangles output.
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* Total triangles = 32*2*n*n - 8*n [degenerates at the top and bottom cusps are deleted]
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*
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* size_factor # triangles
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* 1 56
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* 2 240
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* 3 552
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* 4 992
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*
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* 10 6320
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* 20 25440
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* 30 57360
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*
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* Code converted from my ancient SPD software, http://tog.acm.org/resources/SPD/
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* Created for the Udacity course "Interactive Rendering", http://bit.ly/ericity
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* YouTube video on teapot history: https://www.youtube.com/watch?v=DxMfblPzFNc
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*
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* See https://en.wikipedia.org/wiki/Utah_teapot for the history of the teapot
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*
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*/
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class TeapotGeometry extends BufferGeometry {
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constructor( size = 50, segments = 10, bottom = true, lid = true, body = true, fitLid = true, blinn = true ) {
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// 32 * 4 * 4 Bezier spline patches
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const teapotPatches = [
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/*rim*/
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0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
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3, 16, 17, 18, 7, 19, 20, 21, 11, 22, 23, 24, 15, 25, 26, 27,
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18, 28, 29, 30, 21, 31, 32, 33, 24, 34, 35, 36, 27, 37, 38, 39,
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30, 40, 41, 0, 33, 42, 43, 4, 36, 44, 45, 8, 39, 46, 47, 12,
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/*body*/
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12, 13, 14, 15, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59,
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15, 25, 26, 27, 51, 60, 61, 62, 55, 63, 64, 65, 59, 66, 67, 68,
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27, 37, 38, 39, 62, 69, 70, 71, 65, 72, 73, 74, 68, 75, 76, 77,
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39, 46, 47, 12, 71, 78, 79, 48, 74, 80, 81, 52, 77, 82, 83, 56,
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56, 57, 58, 59, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95,
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59, 66, 67, 68, 87, 96, 97, 98, 91, 99, 100, 101, 95, 102, 103, 104,
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68, 75, 76, 77, 98, 105, 106, 107, 101, 108, 109, 110, 104, 111, 112, 113,
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77, 82, 83, 56, 107, 114, 115, 84, 110, 116, 117, 88, 113, 118, 119, 92,
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/*handle*/
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120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135,
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123, 136, 137, 120, 127, 138, 139, 124, 131, 140, 141, 128, 135, 142, 143, 132,
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132, 133, 134, 135, 144, 145, 146, 147, 148, 149, 150, 151, 68, 152, 153, 154,
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135, 142, 143, 132, 147, 155, 156, 144, 151, 157, 158, 148, 154, 159, 160, 68,
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/*spout*/
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161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175, 176,
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164, 177, 178, 161, 168, 179, 180, 165, 172, 181, 182, 169, 176, 183, 184, 173,
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173, 174, 175, 176, 185, 186, 187, 188, 189, 190, 191, 192, 193, 194, 195, 196,
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176, 183, 184, 173, 188, 197, 198, 185, 192, 199, 200, 189, 196, 201, 202, 193,
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/*lid*/
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203, 203, 203, 203, 204, 205, 206, 207, 208, 208, 208, 208, 209, 210, 211, 212,
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203, 203, 203, 203, 207, 213, 214, 215, 208, 208, 208, 208, 212, 216, 217, 218,
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203, 203, 203, 203, 215, 219, 220, 221, 208, 208, 208, 208, 218, 222, 223, 224,
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203, 203, 203, 203, 221, 225, 226, 204, 208, 208, 208, 208, 224, 227, 228, 209,
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209, 210, 211, 212, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240,
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212, 216, 217, 218, 232, 241, 242, 243, 236, 244, 245, 246, 240, 247, 248, 249,
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218, 222, 223, 224, 243, 250, 251, 252, 246, 253, 254, 255, 249, 256, 257, 258,
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224, 227, 228, 209, 252, 259, 260, 229, 255, 261, 262, 233, 258, 263, 264, 237,
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/*bottom*/
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265, 265, 265, 265, 266, 267, 268, 269, 270, 271, 272, 273, 92, 119, 118, 113,
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265, 265, 265, 265, 269, 274, 275, 276, 273, 277, 278, 279, 113, 112, 111, 104,
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265, 265, 265, 265, 276, 280, 281, 282, 279, 283, 284, 285, 104, 103, 102, 95,
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265, 265, 265, 265, 282, 286, 287, 266, 285, 288, 289, 270, 95, 94, 93, 92
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];
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const teapotVertices = [
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1.4, 0, 2.4,
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1.4, - 0.784, 2.4,
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0.784, - 1.4, 2.4,
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0, - 1.4, 2.4,
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1.3375, 0, 2.53125,
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1.3375, - 0.749, 2.53125,
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0.749, - 1.3375, 2.53125,
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0, - 1.3375, 2.53125,
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1.4375, 0, 2.53125,
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1.4375, - 0.805, 2.53125,
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0.805, - 1.4375, 2.53125,
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0, - 1.4375, 2.53125,
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1.5, 0, 2.4,
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1.5, - 0.84, 2.4,
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0.84, - 1.5, 2.4,
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0, - 1.5, 2.4,
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- 0.784, - 1.4, 2.4,
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- 1.4, - 0.784, 2.4,
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- 1.4, 0, 2.4,
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- 0.749, - 1.3375, 2.53125,
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- 1.3375, - 0.749, 2.53125,
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- 1.3375, 0, 2.53125,
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- 0.805, - 1.4375, 2.53125,
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- 1.4375, - 0.805, 2.53125,
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- 1.4375, 0, 2.53125,
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- 0.84, - 1.5, 2.4,
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- 1.5, - 0.84, 2.4,
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- 1.5, 0, 2.4,
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- 1.4, 0.784, 2.4,
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- 0.784, 1.4, 2.4,
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0, 1.4, 2.4,
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- 1.3375, 0.749, 2.53125,
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- 0.749, 1.3375, 2.53125,
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0, 1.3375, 2.53125,
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- 1.4375, 0.805, 2.53125,
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- 0.805, 1.4375, 2.53125,
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0, 1.4375, 2.53125,
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- 1.5, 0.84, 2.4,
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- 0.84, 1.5, 2.4,
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0, 1.5, 2.4,
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0.784, 1.4, 2.4,
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1.4, 0.784, 2.4,
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0.749, 1.3375, 2.53125,
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1.3375, 0.749, 2.53125,
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0.805, 1.4375, 2.53125,
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1.4375, 0.805, 2.53125,
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0.84, 1.5, 2.4,
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1.5, 0.84, 2.4,
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1.75, 0, 1.875,
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1.75, - 0.98, 1.875,
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0.98, - 1.75, 1.875,
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0, - 1.75, 1.875,
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2, 0, 1.35,
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2, - 1.12, 1.35,
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1.12, - 2, 1.35,
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0, - 2, 1.35,
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2, 0, 0.9,
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2, - 1.12, 0.9,
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1.12, - 2, 0.9,
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0, - 2, 0.9,
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- 0.98, - 1.75, 1.875,
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- 1.75, - 0.98, 1.875,
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- 1.75, 0, 1.875,
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- 1.12, - 2, 1.35,
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- 2, - 1.12, 1.35,
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- 2, 0, 1.35,
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- 1.12, - 2, 0.9,
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- 2, - 1.12, 0.9,
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- 2, 0, 0.9,
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- 1.75, 0.98, 1.875,
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- 0.98, 1.75, 1.875,
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0, 1.75, 1.875,
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- 2, 1.12, 1.35,
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- 1.12, 2, 1.35,
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0, 2, 1.35,
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- 2, 1.12, 0.9,
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- 1.12, 2, 0.9,
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0, 2, 0.9,
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0.98, 1.75, 1.875,
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1.75, 0.98, 1.875,
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1.12, 2, 1.35,
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2, 1.12, 1.35,
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1.12, 2, 0.9,
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2, 1.12, 0.9,
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2, 0, 0.45,
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2, - 1.12, 0.45,
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1.12, - 2, 0.45,
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0, - 2, 0.45,
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1.5, 0, 0.225,
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1.5, - 0.84, 0.225,
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0.84, - 1.5, 0.225,
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0, - 1.5, 0.225,
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1.5, 0, 0.15,
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1.5, - 0.84, 0.15,
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0.84, - 1.5, 0.15,
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0, - 1.5, 0.15,
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- 1.12, - 2, 0.45,
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- 2, - 1.12, 0.45,
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- 2, 0, 0.45,
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- 0.84, - 1.5, 0.225,
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- 1.5, - 0.84, 0.225,
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- 1.5, 0, 0.225,
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- 0.84, - 1.5, 0.15,
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- 1.5, - 0.84, 0.15,
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- 1.5, 0, 0.15,
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- 2, 1.12, 0.45,
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- 1.12, 2, 0.45,
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0, 2, 0.45,
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- 1.5, 0.84, 0.225,
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- 0.84, 1.5, 0.225,
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0, 1.5, 0.225,
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- 1.5, 0.84, 0.15,
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- 0.84, 1.5, 0.15,
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0, 1.5, 0.15,
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1.12, 2, 0.45,
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2, 1.12, 0.45,
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0.84, 1.5, 0.225,
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1.5, 0.84, 0.225,
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0.84, 1.5, 0.15,
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1.5, 0.84, 0.15,
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- 1.6, 0, 2.025,
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- 1.6, - 0.3, 2.025,
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- 1.5, - 0.3, 2.25,
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- 1.5, 0, 2.25,
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- 2.3, 0, 2.025,
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- 2.3, - 0.3, 2.025,
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- 2.5, - 0.3, 2.25,
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- 2.5, 0, 2.25,
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- 2.7, 0, 2.025,
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- 2.7, - 0.3, 2.025,
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- 3, - 0.3, 2.25,
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- 3, 0, 2.25,
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- 2.7, 0, 1.8,
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- 2.7, - 0.3, 1.8,
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- 3, - 0.3, 1.8,
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- 3, 0, 1.8,
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- 1.5, 0.3, 2.25,
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- 1.6, 0.3, 2.025,
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- 2.5, 0.3, 2.25,
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- 2.3, 0.3, 2.025,
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- 3, 0.3, 2.25,
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- 2.7, 0.3, 2.025,
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- 3, 0.3, 1.8,
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- 2.7, 0.3, 1.8,
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- 2.7, 0, 1.575,
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- 2.7, - 0.3, 1.575,
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- 3, - 0.3, 1.35,
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- 3, 0, 1.35,
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- 2.5, 0, 1.125,
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- 2.5, - 0.3, 1.125,
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- 2.65, - 0.3, 0.9375,
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- 2.65, 0, 0.9375,
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- 2, - 0.3, 0.9,
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- 1.9, - 0.3, 0.6,
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- 1.9, 0, 0.6,
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- 3, 0.3, 1.35,
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- 2.7, 0.3, 1.575,
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- 2.65, 0.3, 0.9375,
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- 2.5, 0.3, 1.125,
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- 1.9, 0.3, 0.6,
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- 2, 0.3, 0.9,
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1.7, 0, 1.425,
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1.7, - 0.66, 1.425,
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1.7, - 0.66, 0.6,
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1.7, 0, 0.6,
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2.6, 0, 1.425,
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2.6, - 0.66, 1.425,
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3.1, - 0.66, 0.825,
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3.1, 0, 0.825,
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2.3, 0, 2.1,
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2.3, - 0.25, 2.1,
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2.4, - 0.25, 2.025,
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2.4, 0, 2.025,
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2.7, 0, 2.4,
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2.7, - 0.25, 2.4,
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3.3, - 0.25, 2.4,
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3.3, 0, 2.4,
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1.7, 0.66, 0.6,
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1.7, 0.66, 1.425,
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3.1, 0.66, 0.825,
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2.6, 0.66, 1.425,
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2.4, 0.25, 2.025,
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2.3, 0.25, 2.1,
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3.3, 0.25, 2.4,
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2.7, 0.25, 2.4,
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2.8, 0, 2.475,
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2.8, - 0.25, 2.475,
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3.525, - 0.25, 2.49375,
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3.525, 0, 2.49375,
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2.9, 0, 2.475,
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2.9, - 0.15, 2.475,
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3.45, - 0.15, 2.5125,
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3.45, 0, 2.5125,
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2.8, 0, 2.4,
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2.8, - 0.15, 2.4,
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3.2, - 0.15, 2.4,
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3.2, 0, 2.4,
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3.525, 0.25, 2.49375,
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2.8, 0.25, 2.475,
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3.45, 0.15, 2.5125,
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2.9, 0.15, 2.475,
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3.2, 0.15, 2.4,
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2.8, 0.15, 2.4,
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0, 0, 3.15,
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0.8, 0, 3.15,
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0.8, - 0.45, 3.15,
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0.45, - 0.8, 3.15,
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0, - 0.8, 3.15,
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0, 0, 2.85,
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0.2, 0, 2.7,
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0.2, - 0.112, 2.7,
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0.112, - 0.2, 2.7,
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0, - 0.2, 2.7,
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- 0.45, - 0.8, 3.15,
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- 0.8, - 0.45, 3.15,
|
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- 0.8, 0, 3.15,
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- 0.112, - 0.2, 2.7,
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- 0.2, - 0.112, 2.7,
|
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- 0.2, 0, 2.7,
|
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- 0.8, 0.45, 3.15,
|
|
- 0.45, 0.8, 3.15,
|
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0, 0.8, 3.15,
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- 0.2, 0.112, 2.7,
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- 0.112, 0.2, 2.7,
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0, 0.2, 2.7,
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0.45, 0.8, 3.15,
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|
0.8, 0.45, 3.15,
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0.112, 0.2, 2.7,
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0.2, 0.112, 2.7,
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0.4, 0, 2.55,
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0.4, - 0.224, 2.55,
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0.224, - 0.4, 2.55,
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0, - 0.4, 2.55,
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1.3, 0, 2.55,
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|
1.3, - 0.728, 2.55,
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|
0.728, - 1.3, 2.55,
|
|
0, - 1.3, 2.55,
|
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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,
|
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- 0.4, 0.224, 2.55,
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- 0.224, 0.4, 2.55,
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0, 0.4, 2.55,
|
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- 1.3, 0.728, 2.55,
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- 0.728, 1.3, 2.55,
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0, 1.3, 2.55,
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- 1.3, 0.728, 2.4,
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- 0.728, 1.3, 2.4,
|
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0, 1.3, 2.4,
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0.224, 0.4, 2.55,
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0.4, 0.224, 2.55,
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0.728, 1.3, 2.55,
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1.3, 0.728, 2.55,
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0.728, 1.3, 2.4,
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1.3, 0.728, 2.4,
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0, 0, 0,
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1.425, 0, 0,
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1.425, 0.798, 0,
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0.798, 1.425, 0,
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0, 1.425, 0,
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1.5, 0, 0.075,
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1.5, 0.84, 0.075,
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0.84, 1.5, 0.075,
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0, 1.5, 0.075,
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- 0.798, 1.425, 0,
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- 1.425, 0.798, 0,
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- 1.425, 0, 0,
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- 0.84, 1.5, 0.075,
|
|
- 1.5, 0.84, 0.075,
|
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- 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
|
|
];
|
|
|
|
super();
|
|
|
|
// number of segments per patch
|
|
segments = Math.max( 2, Math.floor( segments ) );
|
|
|
|
// 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.
|
|
const blinnScale = 1.3;
|
|
|
|
// scale the size to be the real scaling factor
|
|
const maxHeight = 3.15 * ( blinn ? 1 : blinnScale );
|
|
|
|
const maxHeight2 = maxHeight / 2;
|
|
const trueSize = size / maxHeight2;
|
|
|
|
// Number of elements depends on what is needed. Subtract degenerate
|
|
// triangles at tip of bottom and lid out in advance.
|
|
let numTriangles = bottom ? ( 8 * segments - 4 ) * segments : 0;
|
|
numTriangles += lid ? ( 16 * segments - 4 ) * segments : 0;
|
|
numTriangles += body ? 40 * segments * segments : 0;
|
|
|
|
const indices = new Uint32Array( numTriangles * 3 );
|
|
|
|
let numVertices = bottom ? 4 : 0;
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|
numVertices += lid ? 8 : 0;
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|
numVertices += body ? 20 : 0;
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|
numVertices *= ( segments + 1 ) * ( segments + 1 );
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|
|
|
const vertices = new Float32Array( numVertices * 3 );
|
|
const normals = new Float32Array( numVertices * 3 );
|
|
const uvs = new Float32Array( numVertices * 2 );
|
|
|
|
// Bezier form
|
|
const ms = new 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 );
|
|
|
|
const g = [];
|
|
|
|
const sp = [];
|
|
const tp = [];
|
|
const dsp = [];
|
|
const dtp = [];
|
|
|
|
// M * G * M matrix, sort of see
|
|
// http://www.cs.helsinki.fi/group/goa/mallinnus/curves/surfaces.html
|
|
const mgm = [];
|
|
|
|
const vert = [];
|
|
const sdir = [];
|
|
const tdir = [];
|
|
|
|
const norm = new Vector3();
|
|
|
|
let tcoord;
|
|
|
|
let sval;
|
|
let tval;
|
|
let p;
|
|
let dsval = 0;
|
|
let dtval = 0;
|
|
|
|
const normOut = new Vector3();
|
|
|
|
const gmx = new Matrix4();
|
|
const tmtx = new Matrix4();
|
|
|
|
const vsp = new Vector4();
|
|
const vtp = new Vector4();
|
|
const vdsp = new Vector4();
|
|
const vdtp = new Vector4();
|
|
|
|
const vsdir = new Vector3();
|
|
const vtdir = new Vector3();
|
|
|
|
const 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.
|
|
const notDegenerate = ( vtx1, vtx2, vtx3 ) => // if any vertex matches, return false
|
|
! ( ( ( 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 ( let i = 0; i < 3; i ++ ) {
|
|
|
|
mgm[ i ] = new Matrix4();
|
|
|
|
}
|
|
|
|
const minPatches = body ? 0 : 20;
|
|
const maxPatches = bottom ? 32 : 28;
|
|
|
|
const vertPerRow = segments + 1;
|
|
|
|
let surfCount = 0;
|
|
|
|
let vertCount = 0;
|
|
let normCount = 0;
|
|
let uvCount = 0;
|
|
|
|
let indexCount = 0;
|
|
|
|
for ( let 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 ( let i = 0; i < 3; i ++ ) {
|
|
|
|
// get control patches
|
|
for ( let r = 0; r < 4; r ++ ) {
|
|
|
|
for ( let 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 ( let sstep = 0; sstep <= segments; sstep ++ ) {
|
|
|
|
const s = sstep / segments;
|
|
|
|
for ( let tstep = 0; tstep <= segments; tstep ++ ) {
|
|
|
|
const 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 ( let 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 ( let sstep = 0; sstep < segments; sstep ++ ) {
|
|
|
|
for ( let tstep = 0; tstep < segments; tstep ++ ) {
|
|
|
|
const v1 = surfCount * vertPerRow * vertPerRow + sstep * vertPerRow + tstep;
|
|
const v2 = v1 + 1;
|
|
const v3 = v2 + vertPerRow;
|
|
const v4 = v1 + vertPerRow;
|
|
|
|
// Normals and UVs cannot be shared. Without clone(), you can see the consequences
|
|
// of sharing if you call geometry.applyMatrix4( 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 BufferAttribute( indices, 1 ) );
|
|
this.setAttribute( 'position', new BufferAttribute( vertices, 3 ) );
|
|
this.setAttribute( 'normal', new BufferAttribute( normals, 3 ) );
|
|
this.setAttribute( 'uv', new BufferAttribute( uvs, 2 ) );
|
|
|
|
this.computeBoundingSphere();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
export { TeapotGeometry };
|
|
|