Doodle3D-Slicer/three.js-master/examples/js/geometries/DecalGeometry.js
2015-06-12 15:58:26 +02:00

265 lines
6.7 KiB
JavaScript
Executable File

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