mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-17 03:27:57 +01:00
265 lines
6.7 KiB
JavaScript
265 lines
6.7 KiB
JavaScript
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THREE.DecalVertex = function( v, n ) {
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this.vertex = v;
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this.normal = n;
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}
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THREE.DecalVertex.prototype.clone = function() {
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return new THREE.DecalVertex( this.vertex.clone(), this.normal.clone() );
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}
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THREE.DecalGeometry = function( mesh, position, rotation, dimensions, check ) {
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THREE.Geometry.call( this );
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if ( check === undefined ) check = null;
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check = check || new THREE.Vector3( 1, 1, 1 );
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this.uvs = [];
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this.cube = new THREE.Mesh( new THREE.BoxGeometry( dimensions.x, dimensions.y, dimensions.z ), new THREE.MeshBasicMaterial() );
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this.cube.rotation.set( rotation.x, rotation.y, rotation.z );
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this.cube.position.copy( position );
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this.cube.scale.set( 1, 1, 1 );
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this.cube.updateMatrix();
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this.iCubeMatrix = ( new THREE.Matrix4() ).getInverse( this.cube.matrix );
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this.faceIndices = [ 'a', 'b', 'c', 'd' ];
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this.clipFace = function( inVertices, plane ) {
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var size = .5 * Math.abs( ( dimensions.clone() ).dot( plane ) );
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function clip( v0, v1, p ) {
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var d0 = v0.vertex.dot( p ) - size,
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d1 = v1.vertex.dot( p ) - size;
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var s = d0 / ( d0 - d1 );
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var v = new THREE.DecalVertex(
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new THREE.Vector3(
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v0.vertex.x + s * ( v1.vertex.x - v0.vertex.x ),
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v0.vertex.y + s * ( v1.vertex.y - v0.vertex.y ),
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v0.vertex.z + s * ( v1.vertex.z - v0.vertex.z )
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),
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new THREE.Vector3(
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v0.normal.x + s * ( v1.normal.x - v0.normal.x ),
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v0.normal.y + s * ( v1.normal.y - v0.normal.y ),
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v0.normal.z + s * ( v1.normal.z - v0.normal.z )
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)
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);
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// need to clip more values (texture coordinates)? do it this way:
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//intersectpoint.value = a.value + s*(b.value-a.value);
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return v;
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}
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if ( inVertices.length === 0 ) return [];
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var outVertices = [];
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for ( var j = 0; j < inVertices.length; j += 3 ) {
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var v1Out, v2Out, v3Out, total = 0;
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var d1 = inVertices[ j + 0 ].vertex.dot( plane ) - size,
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d2 = inVertices[ j + 1 ].vertex.dot( plane ) - size,
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d3 = inVertices[ j + 2 ].vertex.dot( plane ) - size;
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v1Out = d1 > 0;
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v2Out = d2 > 0;
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v3Out = d3 > 0;
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total = ( v1Out ? 1 : 0 ) + ( v2Out ? 1 : 0 ) + ( v3Out ? 1 : 0 );
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switch ( total ) {
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case 0: {
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outVertices.push( inVertices[ j ] );
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outVertices.push( inVertices[ j + 1 ] );
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outVertices.push( inVertices[ j + 2 ] );
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break;
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}
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case 1: {
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var nV1, nV2, nV3;
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if ( v1Out ) {
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nV1 = inVertices[ j + 1 ];
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nV2 = inVertices[ j + 2 ];
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nV3 = clip( inVertices[ j ], nV1, plane );
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nV4 = clip( inVertices[ j ], nV2, plane );
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}
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if ( v2Out ) {
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nV1 = inVertices[ j ];
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nV2 = inVertices[ j + 2 ];
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nV3 = clip( inVertices[ j + 1 ], nV1, plane );
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nV4 = clip( inVertices[ j + 1 ], nV2, plane );
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outVertices.push( nV3 );
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outVertices.push( nV2.clone() );
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outVertices.push( nV1.clone() );
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outVertices.push( nV2.clone() );
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outVertices.push( nV3.clone() );
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outVertices.push( nV4 );
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break;
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}
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if ( v3Out ) {
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nV1 = inVertices[ j ];
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nV2 = inVertices[ j + 1 ];
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nV3 = clip( inVertices[ j + 2 ], nV1, plane );
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nV4 = clip( inVertices[ j + 2 ], nV2, plane );
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}
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outVertices.push( nV1.clone() );
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outVertices.push( nV2.clone() );
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outVertices.push( nV3 );
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outVertices.push( nV4 );
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outVertices.push( nV3.clone() );
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outVertices.push( nV2.clone() );
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break;
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}
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case 2: {
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var nV1, nV2, nV3;
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if ( !v1Out ) {
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nV1 = inVertices[ j ].clone();
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nV2 = clip( nV1, inVertices[ j + 1 ], plane );
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nV3 = clip( nV1, inVertices[ j + 2 ], plane );
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outVertices.push( nV1 );
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outVertices.push( nV2 );
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outVertices.push( nV3 );
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}
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if ( !v2Out ) {
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nV1 = inVertices[ j + 1 ].clone();
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nV2 = clip( nV1, inVertices[ j + 2 ], plane );
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nV3 = clip( nV1, inVertices[ j ], plane );
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outVertices.push( nV1 );
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outVertices.push( nV2 );
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outVertices.push( nV3 );
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}
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if ( !v3Out ) {
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nV1 = inVertices[ j + 2 ].clone();
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nV2 = clip( nV1, inVertices[ j ], plane );
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nV3 = clip( nV1, inVertices[ j + 1 ], plane );
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outVertices.push( nV1 );
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outVertices.push( nV2 );
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outVertices.push( nV3 );
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}
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break;
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}
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case 3: {
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break;
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}
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}
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}
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return outVertices;
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}
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this.pushVertex = function( vertices, id, n ) {
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var v = mesh.geometry.vertices[ id ].clone();
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v.applyMatrix4( mesh.matrix );
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v.applyMatrix4( this.iCubeMatrix );
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vertices.push( new THREE.DecalVertex( v, n.clone() ) );
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}
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this.computeDecal = function() {
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var finalVertices = [];
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for ( var i = 0; i < mesh.geometry.faces.length; i ++ ) {
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var f = mesh.geometry.faces[ i ];
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var vertices = [];
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this.pushVertex( vertices, f[ this.faceIndices[ 0 ] ], f.vertexNormals[ 0 ] );
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this.pushVertex( vertices, f[ this.faceIndices[ 1 ] ], f.vertexNormals[ 1 ] );
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this.pushVertex( vertices, f[ this.faceIndices[ 2 ] ], f.vertexNormals[ 2 ] );
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if ( check.x ) {
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vertices = this.clipFace( vertices, new THREE.Vector3( 1, 0, 0 ) );
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vertices = this.clipFace( vertices, new THREE.Vector3( -1, 0, 0 ) );
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}
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if ( check.y ) {
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vertices = this.clipFace( vertices, new THREE.Vector3( 0, 1, 0 ) );
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vertices = this.clipFace( vertices, new THREE.Vector3( 0, -1, 0 ) );
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}
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if ( check.z ) {
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vertices = this.clipFace( vertices, new THREE.Vector3( 0, 0, 1 ) );
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vertices = this.clipFace( vertices, new THREE.Vector3( 0, 0, -1 ) );
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}
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for ( var j = 0; j < vertices.length; j ++ ) {
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var v = vertices[ j ];
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this.uvs.push( new THREE.Vector2(
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.5 + ( v.vertex.x / dimensions.x ),
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.5 + ( v.vertex.y / dimensions.y )
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) );
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vertices[ j ].vertex.applyMatrix4( this.cube.matrix );
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}
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if ( vertices.length === 0 ) continue;
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finalVertices = finalVertices.concat( vertices );
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}
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for ( var k = 0; k < finalVertices.length; k += 3 ) {
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this.vertices.push(
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finalVertices[ k ].vertex,
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finalVertices[ k + 1 ].vertex,
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finalVertices[ k + 2 ].vertex
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);
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var f = new THREE.Face3(
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k,
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k + 1,
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k + 2
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)
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f.vertexNormals.push( finalVertices[ k + 0 ].normal );
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f.vertexNormals.push( finalVertices[ k + 1 ].normal );
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f.vertexNormals.push( finalVertices[ k + 2 ].normal );
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this.faces.push( f );
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this.faceVertexUvs[ 0 ].push( [
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this.uvs[ k ],
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this.uvs[ k + 1 ],
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this.uvs[ k + 2 ]
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] );
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}
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this.verticesNeedUpdate = true;
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this.elementsNeedUpdate = true;
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this.morphTargetsNeedUpdate = true;
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this.uvsNeedUpdate = true;
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this.normalsNeedUpdate = true;
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this.colorsNeedUpdate = true;
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this.tangentsNeedUpdate = true;
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this.computeFaceNormals();
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}
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this.computeDecal();
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}
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THREE.DecalGeometry.prototype = Object.create( THREE.Geometry.prototype );
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THREE.DecalGeometry.prototype.constructor = THREE.DecalGeometry;
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