| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705 | 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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