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- import {
- BufferAttribute,
- BufferGeometry,
- Matrix4,
- Vector3,
- Vector4
- } from '../../../build/three.module.js';
- /**
- * Tessellates the famous Utah teapot database by Martin Newell into triangles.
- *
- * Parameters: size = 50, segments = 10, bottom = true, lid = true, body = true,
- * fitLid = false, blinn = true
- *
- * size is a relative scale: I've scaled the teapot to fit vertically between -1 and 1.
- * Think of it as a "radius".
- * segments - number of line segments to subdivide each patch edge;
- * 1 is possible but gives degenerates, so two is the real minimum.
- * bottom - boolean, if true (default) then the bottom patches are added. Some consider
- * adding the bottom heresy, so set this to "false" to adhere to the One True Way.
- * lid - to remove the lid and look inside, set to true.
- * body - to remove the body and leave the lid, set this and "bottom" to false.
- * fitLid - the lid is a tad small in the original. This stretches it a bit so you can't
- * see the teapot's insides through the gap.
- * blinn - Jim Blinn scaled the original data vertically by dividing by about 1.3 to look
- * nicer. If you want to see the original teapot, similar to the real-world model, set
- * this to false. True by default.
- * See http://en.wikipedia.org/wiki/File:Original_Utah_Teapot.jpg for the original
- * real-world teapot (from http://en.wikipedia.org/wiki/Utah_teapot).
- *
- * Note that the bottom (the last four patches) is not flat - blame Frank Crow, not me.
- *
- * The teapot should normally be rendered as a double sided object, since for some
- * patches both sides can be seen, e.g., the gap around the lid and inside the spout.
- *
- * Segments 'n' determines the number of triangles output.
- * Total triangles = 32*2*n*n - 8*n [degenerates at the top and bottom cusps are deleted]
- *
- * size_factor # triangles
- * 1 56
- * 2 240
- * 3 552
- * 4 992
- *
- * 10 6320
- * 20 25440
- * 30 57360
- *
- * Code converted from my ancient SPD software, http://tog.acm.org/resources/SPD/
- * Created for the Udacity course "Interactive Rendering", http://bit.ly/ericity
- * Lesson: https://www.udacity.com/course/viewer#!/c-cs291/l-68866048/m-106482448
- * YouTube video on teapot history: https://www.youtube.com/watch?v=DxMfblPzFNc
- *
- * See https://en.wikipedia.org/wiki/Utah_teapot for the history of the teapot
- *
- */
- class TeapotGeometry extends BufferGeometry {
- constructor( size = 50, segments = 10, bottom = true, lid = true, body = true, fitLid = true, blinn = true ) {
- // 32 * 4 * 4 Bezier spline patches
- const teapotPatches = [
- /*rim*/
- 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
- 3, 16, 17, 18, 7, 19, 20, 21, 11, 22, 23, 24, 15, 25, 26, 27,
- 18, 28, 29, 30, 21, 31, 32, 33, 24, 34, 35, 36, 27, 37, 38, 39,
- 30, 40, 41, 0, 33, 42, 43, 4, 36, 44, 45, 8, 39, 46, 47, 12,
- /*body*/
- 12, 13, 14, 15, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59,
- 15, 25, 26, 27, 51, 60, 61, 62, 55, 63, 64, 65, 59, 66, 67, 68,
- 27, 37, 38, 39, 62, 69, 70, 71, 65, 72, 73, 74, 68, 75, 76, 77,
- 39, 46, 47, 12, 71, 78, 79, 48, 74, 80, 81, 52, 77, 82, 83, 56,
- 56, 57, 58, 59, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95,
- 59, 66, 67, 68, 87, 96, 97, 98, 91, 99, 100, 101, 95, 102, 103, 104,
- 68, 75, 76, 77, 98, 105, 106, 107, 101, 108, 109, 110, 104, 111, 112, 113,
- 77, 82, 83, 56, 107, 114, 115, 84, 110, 116, 117, 88, 113, 118, 119, 92,
- /*handle*/
- 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135,
- 123, 136, 137, 120, 127, 138, 139, 124, 131, 140, 141, 128, 135, 142, 143, 132,
- 132, 133, 134, 135, 144, 145, 146, 147, 148, 149, 150, 151, 68, 152, 153, 154,
- 135, 142, 143, 132, 147, 155, 156, 144, 151, 157, 158, 148, 154, 159, 160, 68,
- /*spout*/
- 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175, 176,
- 164, 177, 178, 161, 168, 179, 180, 165, 172, 181, 182, 169, 176, 183, 184, 173,
- 173, 174, 175, 176, 185, 186, 187, 188, 189, 190, 191, 192, 193, 194, 195, 196,
- 176, 183, 184, 173, 188, 197, 198, 185, 192, 199, 200, 189, 196, 201, 202, 193,
- /*lid*/
- 203, 203, 203, 203, 204, 205, 206, 207, 208, 208, 208, 208, 209, 210, 211, 212,
- 203, 203, 203, 203, 207, 213, 214, 215, 208, 208, 208, 208, 212, 216, 217, 218,
- 203, 203, 203, 203, 215, 219, 220, 221, 208, 208, 208, 208, 218, 222, 223, 224,
- 203, 203, 203, 203, 221, 225, 226, 204, 208, 208, 208, 208, 224, 227, 228, 209,
- 209, 210, 211, 212, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240,
- 212, 216, 217, 218, 232, 241, 242, 243, 236, 244, 245, 246, 240, 247, 248, 249,
- 218, 222, 223, 224, 243, 250, 251, 252, 246, 253, 254, 255, 249, 256, 257, 258,
- 224, 227, 228, 209, 252, 259, 260, 229, 255, 261, 262, 233, 258, 263, 264, 237,
- /*bottom*/
- 265, 265, 265, 265, 266, 267, 268, 269, 270, 271, 272, 273, 92, 119, 118, 113,
- 265, 265, 265, 265, 269, 274, 275, 276, 273, 277, 278, 279, 113, 112, 111, 104,
- 265, 265, 265, 265, 276, 280, 281, 282, 279, 283, 284, 285, 104, 103, 102, 95,
- 265, 265, 265, 265, 282, 286, 287, 266, 285, 288, 289, 270, 95, 94, 93, 92
- ];
- const teapotVertices = [
- 1.4, 0, 2.4,
- 1.4, - 0.784, 2.4,
- 0.784, - 1.4, 2.4,
- 0, - 1.4, 2.4,
- 1.3375, 0, 2.53125,
- 1.3375, - 0.749, 2.53125,
- 0.749, - 1.3375, 2.53125,
- 0, - 1.3375, 2.53125,
- 1.4375, 0, 2.53125,
- 1.4375, - 0.805, 2.53125,
- 0.805, - 1.4375, 2.53125,
- 0, - 1.4375, 2.53125,
- 1.5, 0, 2.4,
- 1.5, - 0.84, 2.4,
- 0.84, - 1.5, 2.4,
- 0, - 1.5, 2.4,
- - 0.784, - 1.4, 2.4,
- - 1.4, - 0.784, 2.4,
- - 1.4, 0, 2.4,
- - 0.749, - 1.3375, 2.53125,
- - 1.3375, - 0.749, 2.53125,
- - 1.3375, 0, 2.53125,
- - 0.805, - 1.4375, 2.53125,
- - 1.4375, - 0.805, 2.53125,
- - 1.4375, 0, 2.53125,
- - 0.84, - 1.5, 2.4,
- - 1.5, - 0.84, 2.4,
- - 1.5, 0, 2.4,
- - 1.4, 0.784, 2.4,
- - 0.784, 1.4, 2.4,
- 0, 1.4, 2.4,
- - 1.3375, 0.749, 2.53125,
- - 0.749, 1.3375, 2.53125,
- 0, 1.3375, 2.53125,
- - 1.4375, 0.805, 2.53125,
- - 0.805, 1.4375, 2.53125,
- 0, 1.4375, 2.53125,
- - 1.5, 0.84, 2.4,
- - 0.84, 1.5, 2.4,
- 0, 1.5, 2.4,
- 0.784, 1.4, 2.4,
- 1.4, 0.784, 2.4,
- 0.749, 1.3375, 2.53125,
- 1.3375, 0.749, 2.53125,
- 0.805, 1.4375, 2.53125,
- 1.4375, 0.805, 2.53125,
- 0.84, 1.5, 2.4,
- 1.5, 0.84, 2.4,
- 1.75, 0, 1.875,
- 1.75, - 0.98, 1.875,
- 0.98, - 1.75, 1.875,
- 0, - 1.75, 1.875,
- 2, 0, 1.35,
- 2, - 1.12, 1.35,
- 1.12, - 2, 1.35,
- 0, - 2, 1.35,
- 2, 0, 0.9,
- 2, - 1.12, 0.9,
- 1.12, - 2, 0.9,
- 0, - 2, 0.9,
- - 0.98, - 1.75, 1.875,
- - 1.75, - 0.98, 1.875,
- - 1.75, 0, 1.875,
- - 1.12, - 2, 1.35,
- - 2, - 1.12, 1.35,
- - 2, 0, 1.35,
- - 1.12, - 2, 0.9,
- - 2, - 1.12, 0.9,
- - 2, 0, 0.9,
- - 1.75, 0.98, 1.875,
- - 0.98, 1.75, 1.875,
- 0, 1.75, 1.875,
- - 2, 1.12, 1.35,
- - 1.12, 2, 1.35,
- 0, 2, 1.35,
- - 2, 1.12, 0.9,
- - 1.12, 2, 0.9,
- 0, 2, 0.9,
- 0.98, 1.75, 1.875,
- 1.75, 0.98, 1.875,
- 1.12, 2, 1.35,
- 2, 1.12, 1.35,
- 1.12, 2, 0.9,
- 2, 1.12, 0.9,
- 2, 0, 0.45,
- 2, - 1.12, 0.45,
- 1.12, - 2, 0.45,
- 0, - 2, 0.45,
- 1.5, 0, 0.225,
- 1.5, - 0.84, 0.225,
- 0.84, - 1.5, 0.225,
- 0, - 1.5, 0.225,
- 1.5, 0, 0.15,
- 1.5, - 0.84, 0.15,
- 0.84, - 1.5, 0.15,
- 0, - 1.5, 0.15,
- - 1.12, - 2, 0.45,
- - 2, - 1.12, 0.45,
- - 2, 0, 0.45,
- - 0.84, - 1.5, 0.225,
- - 1.5, - 0.84, 0.225,
- - 1.5, 0, 0.225,
- - 0.84, - 1.5, 0.15,
- - 1.5, - 0.84, 0.15,
- - 1.5, 0, 0.15,
- - 2, 1.12, 0.45,
- - 1.12, 2, 0.45,
- 0, 2, 0.45,
- - 1.5, 0.84, 0.225,
- - 0.84, 1.5, 0.225,
- 0, 1.5, 0.225,
- - 1.5, 0.84, 0.15,
- - 0.84, 1.5, 0.15,
- 0, 1.5, 0.15,
- 1.12, 2, 0.45,
- 2, 1.12, 0.45,
- 0.84, 1.5, 0.225,
- 1.5, 0.84, 0.225,
- 0.84, 1.5, 0.15,
- 1.5, 0.84, 0.15,
- - 1.6, 0, 2.025,
- - 1.6, - 0.3, 2.025,
- - 1.5, - 0.3, 2.25,
- - 1.5, 0, 2.25,
- - 2.3, 0, 2.025,
- - 2.3, - 0.3, 2.025,
- - 2.5, - 0.3, 2.25,
- - 2.5, 0, 2.25,
- - 2.7, 0, 2.025,
- - 2.7, - 0.3, 2.025,
- - 3, - 0.3, 2.25,
- - 3, 0, 2.25,
- - 2.7, 0, 1.8,
- - 2.7, - 0.3, 1.8,
- - 3, - 0.3, 1.8,
- - 3, 0, 1.8,
- - 1.5, 0.3, 2.25,
- - 1.6, 0.3, 2.025,
- - 2.5, 0.3, 2.25,
- - 2.3, 0.3, 2.025,
- - 3, 0.3, 2.25,
- - 2.7, 0.3, 2.025,
- - 3, 0.3, 1.8,
- - 2.7, 0.3, 1.8,
- - 2.7, 0, 1.575,
- - 2.7, - 0.3, 1.575,
- - 3, - 0.3, 1.35,
- - 3, 0, 1.35,
- - 2.5, 0, 1.125,
- - 2.5, - 0.3, 1.125,
- - 2.65, - 0.3, 0.9375,
- - 2.65, 0, 0.9375,
- - 2, - 0.3, 0.9,
- - 1.9, - 0.3, 0.6,
- - 1.9, 0, 0.6,
- - 3, 0.3, 1.35,
- - 2.7, 0.3, 1.575,
- - 2.65, 0.3, 0.9375,
- - 2.5, 0.3, 1.125,
- - 1.9, 0.3, 0.6,
- - 2, 0.3, 0.9,
- 1.7, 0, 1.425,
- 1.7, - 0.66, 1.425,
- 1.7, - 0.66, 0.6,
- 1.7, 0, 0.6,
- 2.6, 0, 1.425,
- 2.6, - 0.66, 1.425,
- 3.1, - 0.66, 0.825,
- 3.1, 0, 0.825,
- 2.3, 0, 2.1,
- 2.3, - 0.25, 2.1,
- 2.4, - 0.25, 2.025,
- 2.4, 0, 2.025,
- 2.7, 0, 2.4,
- 2.7, - 0.25, 2.4,
- 3.3, - 0.25, 2.4,
- 3.3, 0, 2.4,
- 1.7, 0.66, 0.6,
- 1.7, 0.66, 1.425,
- 3.1, 0.66, 0.825,
- 2.6, 0.66, 1.425,
- 2.4, 0.25, 2.025,
- 2.3, 0.25, 2.1,
- 3.3, 0.25, 2.4,
- 2.7, 0.25, 2.4,
- 2.8, 0, 2.475,
- 2.8, - 0.25, 2.475,
- 3.525, - 0.25, 2.49375,
- 3.525, 0, 2.49375,
- 2.9, 0, 2.475,
- 2.9, - 0.15, 2.475,
- 3.45, - 0.15, 2.5125,
- 3.45, 0, 2.5125,
- 2.8, 0, 2.4,
- 2.8, - 0.15, 2.4,
- 3.2, - 0.15, 2.4,
- 3.2, 0, 2.4,
- 3.525, 0.25, 2.49375,
- 2.8, 0.25, 2.475,
- 3.45, 0.15, 2.5125,
- 2.9, 0.15, 2.475,
- 3.2, 0.15, 2.4,
- 2.8, 0.15, 2.4,
- 0, 0, 3.15,
- 0.8, 0, 3.15,
- 0.8, - 0.45, 3.15,
- 0.45, - 0.8, 3.15,
- 0, - 0.8, 3.15,
- 0, 0, 2.85,
- 0.2, 0, 2.7,
- 0.2, - 0.112, 2.7,
- 0.112, - 0.2, 2.7,
- 0, - 0.2, 2.7,
- - 0.45, - 0.8, 3.15,
- - 0.8, - 0.45, 3.15,
- - 0.8, 0, 3.15,
- - 0.112, - 0.2, 2.7,
- - 0.2, - 0.112, 2.7,
- - 0.2, 0, 2.7,
- - 0.8, 0.45, 3.15,
- - 0.45, 0.8, 3.15,
- 0, 0.8, 3.15,
- - 0.2, 0.112, 2.7,
- - 0.112, 0.2, 2.7,
- 0, 0.2, 2.7,
- 0.45, 0.8, 3.15,
- 0.8, 0.45, 3.15,
- 0.112, 0.2, 2.7,
- 0.2, 0.112, 2.7,
- 0.4, 0, 2.55,
- 0.4, - 0.224, 2.55,
- 0.224, - 0.4, 2.55,
- 0, - 0.4, 2.55,
- 1.3, 0, 2.55,
- 1.3, - 0.728, 2.55,
- 0.728, - 1.3, 2.55,
- 0, - 1.3, 2.55,
- 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,
- - 0.4, 0.224, 2.55,
- - 0.224, 0.4, 2.55,
- 0, 0.4, 2.55,
- - 1.3, 0.728, 2.55,
- - 0.728, 1.3, 2.55,
- 0, 1.3, 2.55,
- - 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,
- 0.728, 1.3, 2.55,
- 1.3, 0.728, 2.55,
- 0.728, 1.3, 2.4,
- 1.3, 0.728, 2.4,
- 0, 0, 0,
- 1.425, 0, 0,
- 1.425, 0.798, 0,
- 0.798, 1.425, 0,
- 0, 1.425, 0,
- 1.5, 0, 0.075,
- 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,
- - 1.425, 0, 0,
- - 0.84, 1.5, 0.075,
- - 1.5, 0.84, 0.075,
- - 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;
- numVertices += lid ? 8 : 0;
- numVertices += body ? 20 : 0;
- numVertices *= ( segments + 1 ) * ( segments + 1 );
- 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 };
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