import { EventDispatcher } from './EventDispatcher.js'; import { Face3 } from './Face3.js'; import { Matrix3 } from '../math/Matrix3.js'; import { Sphere } from '../math/Sphere.js'; import { Box3 } from '../math/Box3.js'; import { Vector3 } from '../math/Vector3.js'; import { Matrix4 } from '../math/Matrix4.js'; import { Vector2 } from '../math/Vector2.js'; import { Color } from '../math/Color.js'; import { Object3D } from './Object3D.js'; import { _Math } from '../math/Math.js'; /** * @author mrdoob / http://mrdoob.com/ * @author kile / http://kile.stravaganza.org/ * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ * @author zz85 / http://www.lab4games.net/zz85/blog * @author bhouston / http://clara.io */ var geometryId = 0; // Geometry uses even numbers as Id function Geometry() { Object.defineProperty( this, 'id', { value: geometryId += 2 } ); this.uuid = _Math.generateUUID(); this.name = ''; this.type = 'Geometry'; this.vertices = []; this.colors = []; this.faces = []; this.faceVertexUvs = [[]]; this.morphTargets = []; this.morphNormals = []; this.skinWeights = []; this.skinIndices = []; this.lineDistances = []; this.boundingBox = null; this.boundingSphere = null; // update flags this.elementsNeedUpdate = false; this.verticesNeedUpdate = false; this.uvsNeedUpdate = false; this.normalsNeedUpdate = false; this.colorsNeedUpdate = false; this.lineDistancesNeedUpdate = false; this.groupsNeedUpdate = false; } Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), { constructor: Geometry, isGeometry: true, applyMatrix: function ( matrix ) { var normalMatrix = new Matrix3().getNormalMatrix( matrix ); for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { var vertex = this.vertices[ i ]; vertex.applyMatrix4( matrix ); } for ( var i = 0, il = this.faces.length; i < il; i ++ ) { var face = this.faces[ i ]; face.normal.applyMatrix3( normalMatrix ).normalize(); for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize(); } } if ( this.boundingBox !== null ) { this.computeBoundingBox(); } if ( this.boundingSphere !== null ) { this.computeBoundingSphere(); } this.verticesNeedUpdate = true; this.normalsNeedUpdate = true; return this; }, rotateX: function () { // rotate geometry around world x-axis var m1 = new Matrix4(); return function rotateX( angle ) { m1.makeRotationX( angle ); this.applyMatrix( m1 ); return this; }; }(), rotateY: function () { // rotate geometry around world y-axis var m1 = new Matrix4(); return function rotateY( angle ) { m1.makeRotationY( angle ); this.applyMatrix( m1 ); return this; }; }(), rotateZ: function () { // rotate geometry around world z-axis var m1 = new Matrix4(); return function rotateZ( angle ) { m1.makeRotationZ( angle ); this.applyMatrix( m1 ); return this; }; }(), translate: function () { // translate geometry var m1 = new Matrix4(); return function translate( x, y, z ) { m1.makeTranslation( x, y, z ); this.applyMatrix( m1 ); return this; }; }(), scale: function () { // scale geometry var m1 = new Matrix4(); return function scale( x, y, z ) { m1.makeScale( x, y, z ); this.applyMatrix( m1 ); return this; }; }(), lookAt: function () { var obj = new Object3D(); return function lookAt( vector ) { obj.lookAt( vector ); obj.updateMatrix(); this.applyMatrix( obj.matrix ); }; }(), fromBufferGeometry: function ( geometry ) { var scope = this; var indices = geometry.index !== null ? geometry.index.array : undefined; var attributes = geometry.attributes; var positions = attributes.position.array; var normals = attributes.normal !== undefined ? attributes.normal.array : undefined; var colors = attributes.color !== undefined ? attributes.color.array : undefined; var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined; var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { scope.vertices.push( new Vector3().fromArray( positions, i ) ); if ( colors !== undefined ) { scope.colors.push( new Color().fromArray( colors, i ) ); } } function addFace( a, b, c, materialIndex ) { var vertexColors = ( colors === undefined ) ? [] : [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ]; var vertexNormals = ( normals === undefined ) ? [] : [ new Vector3().fromArray( normals, a * 3 ), new Vector3().fromArray( normals, b * 3 ), new Vector3().fromArray( normals, c * 3 ) ]; var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); scope.faces.push( face ); if ( uvs !== undefined ) { scope.faceVertexUvs[ 0 ].push( [ new Vector2().fromArray( uvs, a * 2 ), new Vector2().fromArray( uvs, b * 2 ), new Vector2().fromArray( uvs, c * 2 ) ] ); } if ( uvs2 !== undefined ) { scope.faceVertexUvs[ 1 ].push( [ new Vector2().fromArray( uvs2, a * 2 ), new Vector2().fromArray( uvs2, b * 2 ), new Vector2().fromArray( uvs2, c * 2 ) ] ); } } var groups = geometry.groups; if ( groups.length > 0 ) { for ( var i = 0; i < groups.length; i ++ ) { var group = groups[ i ]; var start = group.start; var count = group.count; for ( var j = start, jl = start + count; j < jl; j += 3 ) { if ( indices !== undefined ) { addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); } else { addFace( j, j + 1, j + 2, group.materialIndex ); } } } } else { if ( indices !== undefined ) { for ( var i = 0; i < indices.length; i += 3 ) { addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] ); } } else { for ( var i = 0; i < positions.length / 3; i += 3 ) { addFace( i, i + 1, i + 2 ); } } } this.computeFaceNormals(); if ( geometry.boundingBox !== null ) { this.boundingBox = geometry.boundingBox.clone(); } if ( geometry.boundingSphere !== null ) { this.boundingSphere = geometry.boundingSphere.clone(); } return this; }, center: function () { var offset = new Vector3(); return function center() { this.computeBoundingBox(); this.boundingBox.getCenter( offset ).negate(); this.translate( offset.x, offset.y, offset.z ); return this; }; }(), normalize: function () { this.computeBoundingSphere(); var center = this.boundingSphere.center; var radius = this.boundingSphere.radius; var s = radius === 0 ? 1 : 1.0 / radius; var matrix = new Matrix4(); matrix.set( s, 0, 0, - s * center.x, 0, s, 0, - s * center.y, 0, 0, s, - s * center.z, 0, 0, 0, 1 ); this.applyMatrix( matrix ); return this; }, computeFaceNormals: function () { var cb = new Vector3(), ab = new Vector3(); for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) { var face = this.faces[ f ]; var vA = this.vertices[ face.a ]; var vB = this.vertices[ face.b ]; var vC = this.vertices[ face.c ]; cb.subVectors( vC, vB ); ab.subVectors( vA, vB ); cb.cross( ab ); cb.normalize(); face.normal.copy( cb ); } }, computeVertexNormals: function ( areaWeighted ) { if ( areaWeighted === undefined ) areaWeighted = true; var v, vl, f, fl, face, vertices; vertices = new Array( this.vertices.length ); for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { vertices[ v ] = new Vector3(); } if ( areaWeighted ) { // vertex normals weighted by triangle areas // http://www.iquilezles.org/www/articles/normals/normals.htm var vA, vB, vC; var cb = new Vector3(), ab = new Vector3(); for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; vA = this.vertices[ face.a ]; vB = this.vertices[ face.b ]; vC = this.vertices[ face.c ]; cb.subVectors( vC, vB ); ab.subVectors( vA, vB ); cb.cross( ab ); vertices[ face.a ].add( cb ); vertices[ face.b ].add( cb ); vertices[ face.c ].add( cb ); } } else { this.computeFaceNormals(); for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; vertices[ face.a ].add( face.normal ); vertices[ face.b ].add( face.normal ); vertices[ face.c ].add( face.normal ); } } for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) { vertices[ v ].normalize(); } for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; var vertexNormals = face.vertexNormals; if ( vertexNormals.length === 3 ) { vertexNormals[ 0 ].copy( vertices[ face.a ] ); vertexNormals[ 1 ].copy( vertices[ face.b ] ); vertexNormals[ 2 ].copy( vertices[ face.c ] ); } else { vertexNormals[ 0 ] = vertices[ face.a ].clone(); vertexNormals[ 1 ] = vertices[ face.b ].clone(); vertexNormals[ 2 ] = vertices[ face.c ].clone(); } } if ( this.faces.length > 0 ) { this.normalsNeedUpdate = true; } }, computeFlatVertexNormals: function () { var f, fl, face; this.computeFaceNormals(); for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; var vertexNormals = face.vertexNormals; if ( vertexNormals.length === 3 ) { vertexNormals[ 0 ].copy( face.normal ); vertexNormals[ 1 ].copy( face.normal ); vertexNormals[ 2 ].copy( face.normal ); } else { vertexNormals[ 0 ] = face.normal.clone(); vertexNormals[ 1 ] = face.normal.clone(); vertexNormals[ 2 ] = face.normal.clone(); } } if ( this.faces.length > 0 ) { this.normalsNeedUpdate = true; } }, computeMorphNormals: function () { var i, il, f, fl, face; // save original normals // - create temp variables on first access // otherwise just copy (for faster repeated calls) for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; if ( ! face.__originalFaceNormal ) { face.__originalFaceNormal = face.normal.clone(); } else { face.__originalFaceNormal.copy( face.normal ); } if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = []; for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) { if ( ! face.__originalVertexNormals[ i ] ) { face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone(); } else { face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] ); } } } // use temp geometry to compute face and vertex normals for each morph var tmpGeo = new Geometry(); tmpGeo.faces = this.faces; for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) { // create on first access if ( ! this.morphNormals[ i ] ) { this.morphNormals[ i ] = {}; this.morphNormals[ i ].faceNormals = []; this.morphNormals[ i ].vertexNormals = []; var dstNormalsFace = this.morphNormals[ i ].faceNormals; var dstNormalsVertex = this.morphNormals[ i ].vertexNormals; var faceNormal, vertexNormals; for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { faceNormal = new Vector3(); vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() }; dstNormalsFace.push( faceNormal ); dstNormalsVertex.push( vertexNormals ); } } var morphNormals = this.morphNormals[ i ]; // set vertices to morph target tmpGeo.vertices = this.morphTargets[ i ].vertices; // compute morph normals tmpGeo.computeFaceNormals(); tmpGeo.computeVertexNormals(); // store morph normals var faceNormal, vertexNormals; for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; faceNormal = morphNormals.faceNormals[ f ]; vertexNormals = morphNormals.vertexNormals[ f ]; faceNormal.copy( face.normal ); vertexNormals.a.copy( face.vertexNormals[ 0 ] ); vertexNormals.b.copy( face.vertexNormals[ 1 ] ); vertexNormals.c.copy( face.vertexNormals[ 2 ] ); } } // restore original normals for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; face.normal = face.__originalFaceNormal; face.vertexNormals = face.__originalVertexNormals; } }, computeBoundingBox: function () { if ( this.boundingBox === null ) { this.boundingBox = new Box3(); } this.boundingBox.setFromPoints( this.vertices ); }, computeBoundingSphere: function () { if ( this.boundingSphere === null ) { this.boundingSphere = new Sphere(); } this.boundingSphere.setFromPoints( this.vertices ); }, merge: function ( geometry, matrix, materialIndexOffset ) { if ( ! ( geometry && geometry.isGeometry ) ) { console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry ); return; } var normalMatrix, vertexOffset = this.vertices.length, vertices1 = this.vertices, vertices2 = geometry.vertices, faces1 = this.faces, faces2 = geometry.faces, uvs1 = this.faceVertexUvs[ 0 ], uvs2 = geometry.faceVertexUvs[ 0 ], colors1 = this.colors, colors2 = geometry.colors; if ( materialIndexOffset === undefined ) materialIndexOffset = 0; if ( matrix !== undefined ) { normalMatrix = new Matrix3().getNormalMatrix( matrix ); } // vertices for ( var i = 0, il = vertices2.length; i < il; i ++ ) { var vertex = vertices2[ i ]; var vertexCopy = vertex.clone(); if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix ); vertices1.push( vertexCopy ); } // colors for ( var i = 0, il = colors2.length; i < il; i ++ ) { colors1.push( colors2[ i ].clone() ); } // faces for ( i = 0, il = faces2.length; i < il; i ++ ) { var face = faces2[ i ], faceCopy, normal, color, faceVertexNormals = face.vertexNormals, faceVertexColors = face.vertexColors; faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset ); faceCopy.normal.copy( face.normal ); if ( normalMatrix !== undefined ) { faceCopy.normal.applyMatrix3( normalMatrix ).normalize(); } for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) { normal = faceVertexNormals[ j ].clone(); if ( normalMatrix !== undefined ) { normal.applyMatrix3( normalMatrix ).normalize(); } faceCopy.vertexNormals.push( normal ); } faceCopy.color.copy( face.color ); for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) { color = faceVertexColors[ j ]; faceCopy.vertexColors.push( color.clone() ); } faceCopy.materialIndex = face.materialIndex + materialIndexOffset; faces1.push( faceCopy ); } // uvs for ( i = 0, il = uvs2.length; i < il; i ++ ) { var uv = uvs2[ i ], uvCopy = []; if ( uv === undefined ) { continue; } for ( var j = 0, jl = uv.length; j < jl; j ++ ) { uvCopy.push( uv[ j ].clone() ); } uvs1.push( uvCopy ); } }, mergeMesh: function ( mesh ) { if ( ! ( mesh && mesh.isMesh ) ) { console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh ); return; } if ( mesh.matrixAutoUpdate ) mesh.updateMatrix(); this.merge( mesh.geometry, mesh.matrix ); }, /* * Checks for duplicate vertices with hashmap. * Duplicated vertices are removed * and faces' vertices are updated. */ mergeVertices: function () { var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique) var unique = [], changes = []; var v, key; var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001 var precision = Math.pow( 10, precisionPoints ); var i, il, face; var indices, j, jl; for ( i = 0, il = this.vertices.length; i < il; i ++ ) { v = this.vertices[ i ]; key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision ); if ( verticesMap[ key ] === undefined ) { verticesMap[ key ] = i; unique.push( this.vertices[ i ] ); changes[ i ] = unique.length - 1; } else { //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]); changes[ i ] = changes[ verticesMap[ key ] ]; } } // if faces are completely degenerate after merging vertices, we // have to remove them from the geometry. var faceIndicesToRemove = []; for ( i = 0, il = this.faces.length; i < il; i ++ ) { face = this.faces[ i ]; face.a = changes[ face.a ]; face.b = changes[ face.b ]; face.c = changes[ face.c ]; indices = [ face.a, face.b, face.c ]; // if any duplicate vertices are found in a Face3 // we have to remove the face as nothing can be saved for ( var n = 0; n < 3; n ++ ) { if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) { faceIndicesToRemove.push( i ); break; } } } for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) { var idx = faceIndicesToRemove[ i ]; this.faces.splice( idx, 1 ); for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) { this.faceVertexUvs[ j ].splice( idx, 1 ); } } // Use unique set of vertices var diff = this.vertices.length - unique.length; this.vertices = unique; return diff; }, setFromPoints: function ( points ) { this.vertices = []; for ( var i = 0, l = points.length; i < l; i ++ ) { var point = points[ i ]; this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) ); } return this; }, sortFacesByMaterialIndex: function () { var faces = this.faces; var length = faces.length; // tag faces for ( var i = 0; i < length; i ++ ) { faces[ i ]._id = i; } // sort faces function materialIndexSort( a, b ) { return a.materialIndex - b.materialIndex; } faces.sort( materialIndexSort ); // sort uvs var uvs1 = this.faceVertexUvs[ 0 ]; var uvs2 = this.faceVertexUvs[ 1 ]; var newUvs1, newUvs2; if ( uvs1 && uvs1.length === length ) newUvs1 = []; if ( uvs2 && uvs2.length === length ) newUvs2 = []; for ( var i = 0; i < length; i ++ ) { var id = faces[ i ]._id; if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); } if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; }, toJSON: function () { var data = { metadata: { version: 4.5, type: 'Geometry', generator: 'Geometry.toJSON' } }; // standard Geometry serialization data.uuid = this.uuid; data.type = this.type; if ( this.name !== '' ) data.name = this.name; if ( this.parameters !== undefined ) { var parameters = this.parameters; for ( var key in parameters ) { if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; } return data; } var vertices = []; for ( var i = 0; i < this.vertices.length; i ++ ) { var vertex = this.vertices[ i ]; vertices.push( vertex.x, vertex.y, vertex.z ); } var faces = []; var normals = []; var normalsHash = {}; var colors = []; var colorsHash = {}; var uvs = []; var uvsHash = {}; for ( var i = 0; i < this.faces.length; i ++ ) { var face = this.faces[ i ]; var hasMaterial = true; var hasFaceUv = false; // deprecated var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined; var hasFaceNormal = face.normal.length() > 0; var hasFaceVertexNormal = face.vertexNormals.length > 0; var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1; var hasFaceVertexColor = face.vertexColors.length > 0; var faceType = 0; faceType = setBit( faceType, 0, 0 ); // isQuad faceType = setBit( faceType, 1, hasMaterial ); faceType = setBit( faceType, 2, hasFaceUv ); faceType = setBit( faceType, 3, hasFaceVertexUv ); faceType = setBit( faceType, 4, hasFaceNormal ); faceType = setBit( faceType, 5, hasFaceVertexNormal ); faceType = setBit( faceType, 6, hasFaceColor ); faceType = setBit( faceType, 7, hasFaceVertexColor ); faces.push( faceType ); faces.push( face.a, face.b, face.c ); faces.push( face.materialIndex ); if ( hasFaceVertexUv ) { var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ]; faces.push( getUvIndex( faceVertexUvs[ 0 ] ), getUvIndex( faceVertexUvs[ 1 ] ), getUvIndex( faceVertexUvs[ 2 ] ) ); } if ( hasFaceNormal ) { faces.push( getNormalIndex( face.normal ) ); } if ( hasFaceVertexNormal ) { var vertexNormals = face.vertexNormals; faces.push( getNormalIndex( vertexNormals[ 0 ] ), getNormalIndex( vertexNormals[ 1 ] ), getNormalIndex( vertexNormals[ 2 ] ) ); } if ( hasFaceColor ) { faces.push( getColorIndex( face.color ) ); } if ( hasFaceVertexColor ) { var vertexColors = face.vertexColors; faces.push( getColorIndex( vertexColors[ 0 ] ), getColorIndex( vertexColors[ 1 ] ), getColorIndex( vertexColors[ 2 ] ) ); } } function setBit( value, position, enabled ) { return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) ); } function getNormalIndex( normal ) { var hash = normal.x.toString() + normal.y.toString() + normal.z.toString(); if ( normalsHash[ hash ] !== undefined ) { return normalsHash[ hash ]; } normalsHash[ hash ] = normals.length / 3; normals.push( normal.x, normal.y, normal.z ); return normalsHash[ hash ]; } function getColorIndex( color ) { var hash = color.r.toString() + color.g.toString() + color.b.toString(); if ( colorsHash[ hash ] !== undefined ) { return colorsHash[ hash ]; } colorsHash[ hash ] = colors.length; colors.push( color.getHex() ); return colorsHash[ hash ]; } function getUvIndex( uv ) { var hash = uv.x.toString() + uv.y.toString(); if ( uvsHash[ hash ] !== undefined ) { return uvsHash[ hash ]; } uvsHash[ hash ] = uvs.length / 2; uvs.push( uv.x, uv.y ); return uvsHash[ hash ]; } data.data = {}; data.data.vertices = vertices; data.data.normals = normals; if ( colors.length > 0 ) data.data.colors = colors; if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility data.data.faces = faces; return data; }, clone: function () { /* // Handle primitives var parameters = this.parameters; if ( parameters !== undefined ) { var values = []; for ( var key in parameters ) { values.push( parameters[ key ] ); } var geometry = Object.create( this.constructor.prototype ); this.constructor.apply( geometry, values ); return geometry; } return new this.constructor().copy( this ); */ return new Geometry().copy( this ); }, copy: function ( source ) { var i, il, j, jl, k, kl; // reset this.vertices = []; this.colors = []; this.faces = []; this.faceVertexUvs = [[]]; this.morphTargets = []; this.morphNormals = []; this.skinWeights = []; this.skinIndices = []; this.lineDistances = []; this.boundingBox = null; this.boundingSphere = null; // name this.name = source.name; // vertices var vertices = source.vertices; for ( i = 0, il = vertices.length; i < il; i ++ ) { this.vertices.push( vertices[ i ].clone() ); } // colors var colors = source.colors; for ( i = 0, il = colors.length; i < il; i ++ ) { this.colors.push( colors[ i ].clone() ); } // faces var faces = source.faces; for ( i = 0, il = faces.length; i < il; i ++ ) { this.faces.push( faces[ i ].clone() ); } // face vertex uvs for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { var faceVertexUvs = source.faceVertexUvs[ i ]; if ( this.faceVertexUvs[ i ] === undefined ) { this.faceVertexUvs[ i ] = []; } for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) { var uvs = faceVertexUvs[ j ], uvsCopy = []; for ( k = 0, kl = uvs.length; k < kl; k ++ ) { var uv = uvs[ k ]; uvsCopy.push( uv.clone() ); } this.faceVertexUvs[ i ].push( uvsCopy ); } } // morph targets var morphTargets = source.morphTargets; for ( i = 0, il = morphTargets.length; i < il; i ++ ) { var morphTarget = {}; morphTarget.name = morphTargets[ i ].name; // vertices if ( morphTargets[ i ].vertices !== undefined ) { morphTarget.vertices = []; for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) { morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() ); } } // normals if ( morphTargets[ i ].normals !== undefined ) { morphTarget.normals = []; for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) { morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() ); } } this.morphTargets.push( morphTarget ); } // morph normals var morphNormals = source.morphNormals; for ( i = 0, il = morphNormals.length; i < il; i ++ ) { var morphNormal = {}; // vertex normals if ( morphNormals[ i ].vertexNormals !== undefined ) { morphNormal.vertexNormals = []; for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) { var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ]; var destVertexNormal = {}; destVertexNormal.a = srcVertexNormal.a.clone(); destVertexNormal.b = srcVertexNormal.b.clone(); destVertexNormal.c = srcVertexNormal.c.clone(); morphNormal.vertexNormals.push( destVertexNormal ); } } // face normals if ( morphNormals[ i ].faceNormals !== undefined ) { morphNormal.faceNormals = []; for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) { morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() ); } } this.morphNormals.push( morphNormal ); } // skin weights var skinWeights = source.skinWeights; for ( i = 0, il = skinWeights.length; i < il; i ++ ) { this.skinWeights.push( skinWeights[ i ].clone() ); } // skin indices var skinIndices = source.skinIndices; for ( i = 0, il = skinIndices.length; i < il; i ++ ) { this.skinIndices.push( skinIndices[ i ].clone() ); } // line distances var lineDistances = source.lineDistances; for ( i = 0, il = lineDistances.length; i < il; i ++ ) { this.lineDistances.push( lineDistances[ i ] ); } // bounding box var boundingBox = source.boundingBox; if ( boundingBox !== null ) { this.boundingBox = boundingBox.clone(); } // bounding sphere var boundingSphere = source.boundingSphere; if ( boundingSphere !== null ) { this.boundingSphere = boundingSphere.clone(); } // update flags this.elementsNeedUpdate = source.elementsNeedUpdate; this.verticesNeedUpdate = source.verticesNeedUpdate; this.uvsNeedUpdate = source.uvsNeedUpdate; this.normalsNeedUpdate = source.normalsNeedUpdate; this.colorsNeedUpdate = source.colorsNeedUpdate; this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate; this.groupsNeedUpdate = source.groupsNeedUpdate; return this; }, dispose: function () { this.dispatchEvent( { type: 'dispose' } ); } } ); export { Geometry };