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							- ( function () {
 
- 	/**
 
-  * You can use this geometry to create a decal mesh, that serves different kinds of purposes.
 
-  * e.g. adding unique details to models, performing dynamic visual environmental changes or covering seams.
 
-  *
 
-  * Constructor parameter:
 
-  *
 
-  * mesh — Any mesh object
 
-  * position — Position of the decal projector
 
-  * orientation — Orientation of the decal projector
 
-  * size — Size of the decal projector
 
-  *
 
-  * reference: http://blog.wolfire.com/2009/06/how-to-project-decals/
 
-  *
 
-  */
 
- 	class DecalGeometry extends THREE.BufferGeometry {
 
- 		constructor( mesh, position, orientation, size ) {
 
- 			super(); // buffers
 
- 			const vertices = [];
 
- 			const normals = [];
 
- 			const uvs = []; // helpers
 
- 			const plane = new THREE.Vector3(); // this matrix represents the transformation of the decal projector
 
- 			const projectorMatrix = new THREE.Matrix4();
 
- 			projectorMatrix.makeRotationFromEuler( orientation );
 
- 			projectorMatrix.setPosition( position );
 
- 			const projectorMatrixInverse = new THREE.Matrix4();
 
- 			projectorMatrixInverse.copy( projectorMatrix ).invert(); // generate buffers
 
- 			generate(); // build geometry
 
- 			this.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
 
- 			this.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
 
- 			this.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs, 2 ) );
 
- 			function generate() {
 
- 				let decalVertices = [];
 
- 				const vertex = new THREE.Vector3();
 
- 				const normal = new THREE.Vector3(); // handle different geometry types
 
- 				if ( mesh.geometry.isGeometry === true ) {
 
- 					console.error( 'THREE.DecalGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
 
- 					return;
 
- 				}
 
- 				const geometry = mesh.geometry;
 
- 				const positionAttribute = geometry.attributes.position;
 
- 				const normalAttribute = geometry.attributes.normal; // first, create an array of 'DecalVertex' objects
 
- 				// three consecutive 'DecalVertex' objects represent a single face
 
- 				//
 
- 				// this data structure will be later used to perform the clipping
 
- 				if ( geometry.index !== null ) {
 
- 					// indexed THREE.BufferGeometry
 
- 					const index = geometry.index;
 
- 					for ( let i = 0; i < index.count; i ++ ) {
 
- 						vertex.fromBufferAttribute( positionAttribute, index.getX( i ) );
 
- 						normal.fromBufferAttribute( normalAttribute, index.getX( i ) );
 
- 						pushDecalVertex( decalVertices, vertex, normal );
 
- 					}
 
- 				} else {
 
- 					// non-indexed THREE.BufferGeometry
 
- 					for ( let i = 0; i < positionAttribute.count; i ++ ) {
 
- 						vertex.fromBufferAttribute( positionAttribute, i );
 
- 						normal.fromBufferAttribute( normalAttribute, i );
 
- 						pushDecalVertex( decalVertices, vertex, normal );
 
- 					}
 
- 				} // second, clip the geometry so that it doesn't extend out from the projector
 
- 				decalVertices = clipGeometry( decalVertices, plane.set( 1, 0, 0 ) );
 
- 				decalVertices = clipGeometry( decalVertices, plane.set( - 1, 0, 0 ) );
 
- 				decalVertices = clipGeometry( decalVertices, plane.set( 0, 1, 0 ) );
 
- 				decalVertices = clipGeometry( decalVertices, plane.set( 0, - 1, 0 ) );
 
- 				decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, 1 ) );
 
- 				decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, - 1 ) ); // third, generate final vertices, normals and uvs
 
- 				for ( let i = 0; i < decalVertices.length; i ++ ) {
 
- 					const decalVertex = decalVertices[ i ]; // create texture coordinates (we are still in projector space)
 
- 					uvs.push( 0.5 + decalVertex.position.x / size.x, 0.5 + decalVertex.position.y / size.y ); // transform the vertex back to world space
 
- 					decalVertex.position.applyMatrix4( projectorMatrix ); // now create vertex and normal buffer data
 
- 					vertices.push( decalVertex.position.x, decalVertex.position.y, decalVertex.position.z );
 
- 					normals.push( decalVertex.normal.x, decalVertex.normal.y, decalVertex.normal.z );
 
- 				}
 
- 			}
 
- 			function pushDecalVertex( decalVertices, vertex, normal ) {
 
- 				// transform the vertex to world space, then to projector space
 
- 				vertex.applyMatrix4( mesh.matrixWorld );
 
- 				vertex.applyMatrix4( projectorMatrixInverse );
 
- 				normal.transformDirection( mesh.matrixWorld );
 
- 				decalVertices.push( new DecalVertex( vertex.clone(), normal.clone() ) );
 
- 			}
 
- 			function clipGeometry( inVertices, plane ) {
 
- 				const outVertices = [];
 
- 				const s = 0.5 * Math.abs( size.dot( plane ) ); // a single iteration clips one face,
 
- 				// which consists of three consecutive 'DecalVertex' objects
 
- 				for ( let i = 0; i < inVertices.length; i += 3 ) {
 
- 					let total = 0;
 
- 					let nV1;
 
- 					let nV2;
 
- 					let nV3;
 
- 					let nV4;
 
- 					const d1 = inVertices[ i + 0 ].position.dot( plane ) - s;
 
- 					const d2 = inVertices[ i + 1 ].position.dot( plane ) - s;
 
- 					const d3 = inVertices[ i + 2 ].position.dot( plane ) - s;
 
- 					const v1Out = d1 > 0;
 
- 					const v2Out = d2 > 0;
 
- 					const v3Out = d3 > 0; // calculate, how many vertices of the face lie outside of the clipping plane
 
- 					total = ( v1Out ? 1 : 0 ) + ( v2Out ? 1 : 0 ) + ( v3Out ? 1 : 0 );
 
- 					switch ( total ) {
 
- 						case 0:
 
- 						{
 
- 							// the entire face lies inside of the plane, no clipping needed
 
- 							outVertices.push( inVertices[ i ] );
 
- 							outVertices.push( inVertices[ i + 1 ] );
 
- 							outVertices.push( inVertices[ i + 2 ] );
 
- 							break;
 
- 						}
 
- 						case 1:
 
- 						{
 
- 							// one vertex lies outside of the plane, perform clipping
 
- 							if ( v1Out ) {
 
- 								nV1 = inVertices[ i + 1 ];
 
- 								nV2 = inVertices[ i + 2 ];
 
- 								nV3 = clip( inVertices[ i ], nV1, plane, s );
 
- 								nV4 = clip( inVertices[ i ], nV2, plane, s );
 
- 							}
 
- 							if ( v2Out ) {
 
- 								nV1 = inVertices[ i ];
 
- 								nV2 = inVertices[ i + 2 ];
 
- 								nV3 = clip( inVertices[ i + 1 ], nV1, plane, s );
 
- 								nV4 = clip( inVertices[ i + 1 ], nV2, plane, s );
 
- 								outVertices.push( nV3 );
 
- 								outVertices.push( nV2.clone() );
 
- 								outVertices.push( nV1.clone() );
 
- 								outVertices.push( nV2.clone() );
 
- 								outVertices.push( nV3.clone() );
 
- 								outVertices.push( nV4 );
 
- 								break;
 
- 							}
 
- 							if ( v3Out ) {
 
- 								nV1 = inVertices[ i ];
 
- 								nV2 = inVertices[ i + 1 ];
 
- 								nV3 = clip( inVertices[ i + 2 ], nV1, plane, s );
 
- 								nV4 = clip( inVertices[ i + 2 ], nV2, plane, s );
 
- 							}
 
- 							outVertices.push( nV1.clone() );
 
- 							outVertices.push( nV2.clone() );
 
- 							outVertices.push( nV3 );
 
- 							outVertices.push( nV4 );
 
- 							outVertices.push( nV3.clone() );
 
- 							outVertices.push( nV2.clone() );
 
- 							break;
 
- 						}
 
- 						case 2:
 
- 						{
 
- 							// two vertices lies outside of the plane, perform clipping
 
- 							if ( ! v1Out ) {
 
- 								nV1 = inVertices[ i ].clone();
 
- 								nV2 = clip( nV1, inVertices[ i + 1 ], plane, s );
 
- 								nV3 = clip( nV1, inVertices[ i + 2 ], plane, s );
 
- 								outVertices.push( nV1 );
 
- 								outVertices.push( nV2 );
 
- 								outVertices.push( nV3 );
 
- 							}
 
- 							if ( ! v2Out ) {
 
- 								nV1 = inVertices[ i + 1 ].clone();
 
- 								nV2 = clip( nV1, inVertices[ i + 2 ], plane, s );
 
- 								nV3 = clip( nV1, inVertices[ i ], plane, s );
 
- 								outVertices.push( nV1 );
 
- 								outVertices.push( nV2 );
 
- 								outVertices.push( nV3 );
 
- 							}
 
- 							if ( ! v3Out ) {
 
- 								nV1 = inVertices[ i + 2 ].clone();
 
- 								nV2 = clip( nV1, inVertices[ i ], plane, s );
 
- 								nV3 = clip( nV1, inVertices[ i + 1 ], plane, s );
 
- 								outVertices.push( nV1 );
 
- 								outVertices.push( nV2 );
 
- 								outVertices.push( nV3 );
 
- 							}
 
- 							break;
 
- 						}
 
- 						case 3:
 
- 						{
 
- 							// the entire face lies outside of the plane, so let's discard the corresponding vertices
 
- 							break;
 
- 						}
 
- 					}
 
- 				}
 
- 				return outVertices;
 
- 			}
 
- 			function clip( v0, v1, p, s ) {
 
- 				const d0 = v0.position.dot( p ) - s;
 
- 				const d1 = v1.position.dot( p ) - s;
 
- 				const s0 = d0 / ( d0 - d1 );
 
- 				const v = new DecalVertex( new THREE.Vector3( v0.position.x + s0 * ( v1.position.x - v0.position.x ), v0.position.y + s0 * ( v1.position.y - v0.position.y ), v0.position.z + s0 * ( v1.position.z - v0.position.z ) ), new THREE.Vector3( v0.normal.x + s0 * ( v1.normal.x - v0.normal.x ), v0.normal.y + s0 * ( v1.normal.y - v0.normal.y ), v0.normal.z + s0 * ( v1.normal.z - v0.normal.z ) ) ); // need to clip more values (texture coordinates)? do it this way:
 
- 				// intersectpoint.value = a.value + s * ( b.value - a.value );
 
- 				return v;
 
- 			}
 
- 		}
 
- 	} // helper
 
- 	class DecalVertex {
 
- 		constructor( position, normal ) {
 
- 			this.position = position;
 
- 			this.normal = normal;
 
- 		}
 
- 		clone() {
 
- 			return new this.constructor( this.position.clone(), this.normal.clone() );
 
- 		}
 
- 	}
 
- 	THREE.DecalGeometry = DecalGeometry;
 
- 	THREE.DecalVertex = DecalVertex;
 
- } )();
 
 
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