| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332 | ( function () {	/** * 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 THREE.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 THREE.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 THREE.Vector3();			let tcoord;			let sval;			let tval;			let p;			let dsval = 0;			let dtval = 0;			const normOut = new THREE.Vector3();			const gmx = new THREE.Matrix4();			const tmtx = new THREE.Matrix4();			const vsp = new THREE.Vector4();			const vtp = new THREE.Vector4();			const vdsp = new THREE.Vector4();			const vdtp = new THREE.Vector4();			const vsdir = new THREE.Vector3();			const vtdir = new THREE.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 THREE.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 THREE.BufferAttribute( indices, 1 ) );			this.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );			this.setAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );			this.setAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );			this.computeBoundingSphere();		}	}	THREE.TeapotGeometry = TeapotGeometry;} )();
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