TeapotBufferGeometry.js 19 KB

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  1. /**
  2. * @author Eric Haines / http://erichaines.com/
  3. *
  4. * Tessellates the famous Utah teapot database by Martin Newell into triangles.
  5. *
  6. * THREE.TeapotBufferGeometry = function ( size, segments, bottom, lid, body, fitLid, blinn )
  7. *
  8. * defaults: size = 50, segments = 10, bottom = true, lid = true, body = true,
  9. * fitLid = false, blinn = true
  10. *
  11. * size is a relative scale: I've scaled the teapot to fit vertically between -1 and 1.
  12. * Think of it as a "radius".
  13. * segments - number of line segments to subdivide each patch edge;
  14. * 1 is possible but gives degenerates, so two is the real minimum.
  15. * bottom - boolean, if true (default) then the bottom patches are added. Some consider
  16. * adding the bottom heresy, so set this to "false" to adhere to the One True Way.
  17. * lid - to remove the lid and look inside, set to true.
  18. * body - to remove the body and leave the lid, set this and "bottom" to false.
  19. * fitLid - the lid is a tad small in the original. This stretches it a bit so you can't
  20. * see the teapot's insides through the gap.
  21. * blinn - Jim Blinn scaled the original data vertically by dividing by about 1.3 to look
  22. * nicer. If you want to see the original teapot, similar to the real-world model, set
  23. * this to false. True by default.
  24. * See http://en.wikipedia.org/wiki/File:Original_Utah_Teapot.jpg for the original
  25. * real-world teapot (from http://en.wikipedia.org/wiki/Utah_teapot).
  26. *
  27. * Note that the bottom (the last four patches) is not flat - blame Frank Crow, not me.
  28. *
  29. * The teapot should normally be rendered as a double sided object, since for some
  30. * patches both sides can be seen, e.g., the gap around the lid and inside the spout.
  31. *
  32. * Segments 'n' determines the number of triangles output.
  33. * Total triangles = 32*2*n*n - 8*n [degenerates at the top and bottom cusps are deleted]
  34. *
  35. * size_factor # triangles
  36. * 1 56
  37. * 2 240
  38. * 3 552
  39. * 4 992
  40. *
  41. * 10 6320
  42. * 20 25440
  43. * 30 57360
  44. *
  45. * Code converted from my ancient SPD software, http://tog.acm.org/resources/SPD/
  46. * Created for the Udacity course "Interactive Rendering", http://bit.ly/ericity
  47. * Lesson: https://www.udacity.com/course/viewer#!/c-cs291/l-68866048/m-106482448
  48. * YouTube video on teapot history: https://www.youtube.com/watch?v=DxMfblPzFNc
  49. *
  50. * See https://en.wikipedia.org/wiki/Utah_teapot for the history of the teapot
  51. *
  52. */
  53. /*global THREE */
  54. THREE.TeapotBufferGeometry = function ( size, segments, bottom, lid, body, fitLid, blinn ) {
  55. // 32 * 4 * 4 Bezier spline patches
  56. var teapotPatches = [
  57. /*rim*/
  58. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
  59. 3, 16, 17, 18, 7, 19, 20, 21, 11, 22, 23, 24, 15, 25, 26, 27,
  60. 18, 28, 29, 30, 21, 31, 32, 33, 24, 34, 35, 36, 27, 37, 38, 39,
  61. 30, 40, 41, 0, 33, 42, 43, 4, 36, 44, 45, 8, 39, 46, 47, 12,
  62. /*body*/
  63. 12, 13, 14, 15, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59,
  64. 15, 25, 26, 27, 51, 60, 61, 62, 55, 63, 64, 65, 59, 66, 67, 68,
  65. 27, 37, 38, 39, 62, 69, 70, 71, 65, 72, 73, 74, 68, 75, 76, 77,
  66. 39, 46, 47, 12, 71, 78, 79, 48, 74, 80, 81, 52, 77, 82, 83, 56,
  67. 56, 57, 58, 59, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95,
  68. 59, 66, 67, 68, 87, 96, 97, 98, 91, 99, 100, 101, 95, 102, 103, 104,
  69. 68, 75, 76, 77, 98, 105, 106, 107, 101, 108, 109, 110, 104, 111, 112, 113,
  70. 77, 82, 83, 56, 107, 114, 115, 84, 110, 116, 117, 88, 113, 118, 119, 92,
  71. /*handle*/
  72. 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135,
  73. 123, 136, 137, 120, 127, 138, 139, 124, 131, 140, 141, 128, 135, 142, 143, 132,
  74. 132, 133, 134, 135, 144, 145, 146, 147, 148, 149, 150, 151, 68, 152, 153, 154,
  75. 135, 142, 143, 132, 147, 155, 156, 144, 151, 157, 158, 148, 154, 159, 160, 68,
  76. /*spout*/
  77. 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175, 176,
  78. 164, 177, 178, 161, 168, 179, 180, 165, 172, 181, 182, 169, 176, 183, 184, 173,
  79. 173, 174, 175, 176, 185, 186, 187, 188, 189, 190, 191, 192, 193, 194, 195, 196,
  80. 176, 183, 184, 173, 188, 197, 198, 185, 192, 199, 200, 189, 196, 201, 202, 193,
  81. /*lid*/
  82. 203, 203, 203, 203, 204, 205, 206, 207, 208, 208, 208, 208, 209, 210, 211, 212,
  83. 203, 203, 203, 203, 207, 213, 214, 215, 208, 208, 208, 208, 212, 216, 217, 218,
  84. 203, 203, 203, 203, 215, 219, 220, 221, 208, 208, 208, 208, 218, 222, 223, 224,
  85. 203, 203, 203, 203, 221, 225, 226, 204, 208, 208, 208, 208, 224, 227, 228, 209,
  86. 209, 210, 211, 212, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240,
  87. 212, 216, 217, 218, 232, 241, 242, 243, 236, 244, 245, 246, 240, 247, 248, 249,
  88. 218, 222, 223, 224, 243, 250, 251, 252, 246, 253, 254, 255, 249, 256, 257, 258,
  89. 224, 227, 228, 209, 252, 259, 260, 229, 255, 261, 262, 233, 258, 263, 264, 237,
  90. /*bottom*/
  91. 265, 265, 265, 265, 266, 267, 268, 269, 270, 271, 272, 273, 92, 119, 118, 113,
  92. 265, 265, 265, 265, 269, 274, 275, 276, 273, 277, 278, 279, 113, 112, 111, 104,
  93. 265, 265, 265, 265, 276, 280, 281, 282, 279, 283, 284, 285, 104, 103, 102, 95,
  94. 265, 265, 265, 265, 282, 286, 287, 266, 285, 288, 289, 270, 95, 94, 93, 92
  95. ];
  96. var teapotVertices = [
  97. 1.4, 0, 2.4,
  98. 1.4, - 0.784, 2.4,
  99. 0.784, - 1.4, 2.4,
  100. 0, - 1.4, 2.4,
  101. 1.3375, 0, 2.53125,
  102. 1.3375, - 0.749, 2.53125,
  103. 0.749, - 1.3375, 2.53125,
  104. 0, - 1.3375, 2.53125,
  105. 1.4375, 0, 2.53125,
  106. 1.4375, - 0.805, 2.53125,
  107. 0.805, - 1.4375, 2.53125,
  108. 0, - 1.4375, 2.53125,
  109. 1.5, 0, 2.4,
  110. 1.5, - 0.84, 2.4,
  111. 0.84, - 1.5, 2.4,
  112. 0, - 1.5, 2.4,
  113. - 0.784, - 1.4, 2.4,
  114. - 1.4, - 0.784, 2.4,
  115. - 1.4, 0, 2.4,
  116. - 0.749, - 1.3375, 2.53125,
  117. - 1.3375, - 0.749, 2.53125,
  118. - 1.3375, 0, 2.53125,
  119. - 0.805, - 1.4375, 2.53125,
  120. - 1.4375, - 0.805, 2.53125,
  121. - 1.4375, 0, 2.53125,
  122. - 0.84, - 1.5, 2.4,
  123. - 1.5, - 0.84, 2.4,
  124. - 1.5, 0, 2.4,
  125. - 1.4, 0.784, 2.4,
  126. - 0.784, 1.4, 2.4,
  127. 0, 1.4, 2.4,
  128. - 1.3375, 0.749, 2.53125,
  129. - 0.749, 1.3375, 2.53125,
  130. 0, 1.3375, 2.53125,
  131. - 1.4375, 0.805, 2.53125,
  132. - 0.805, 1.4375, 2.53125,
  133. 0, 1.4375, 2.53125,
  134. - 1.5, 0.84, 2.4,
  135. - 0.84, 1.5, 2.4,
  136. 0, 1.5, 2.4,
  137. 0.784, 1.4, 2.4,
  138. 1.4, 0.784, 2.4,
  139. 0.749, 1.3375, 2.53125,
  140. 1.3375, 0.749, 2.53125,
  141. 0.805, 1.4375, 2.53125,
  142. 1.4375, 0.805, 2.53125,
  143. 0.84, 1.5, 2.4,
  144. 1.5, 0.84, 2.4,
  145. 1.75, 0, 1.875,
  146. 1.75, - 0.98, 1.875,
  147. 0.98, - 1.75, 1.875,
  148. 0, - 1.75, 1.875,
  149. 2, 0, 1.35,
  150. 2, - 1.12, 1.35,
  151. 1.12, - 2, 1.35,
  152. 0, - 2, 1.35,
  153. 2, 0, 0.9,
  154. 2, - 1.12, 0.9,
  155. 1.12, - 2, 0.9,
  156. 0, - 2, 0.9,
  157. - 0.98, - 1.75, 1.875,
  158. - 1.75, - 0.98, 1.875,
  159. - 1.75, 0, 1.875,
  160. - 1.12, - 2, 1.35,
  161. - 2, - 1.12, 1.35,
  162. - 2, 0, 1.35,
  163. - 1.12, - 2, 0.9,
  164. - 2, - 1.12, 0.9,
  165. - 2, 0, 0.9,
  166. - 1.75, 0.98, 1.875,
  167. - 0.98, 1.75, 1.875,
  168. 0, 1.75, 1.875,
  169. - 2, 1.12, 1.35,
  170. - 1.12, 2, 1.35,
  171. 0, 2, 1.35,
  172. - 2, 1.12, 0.9,
  173. - 1.12, 2, 0.9,
  174. 0, 2, 0.9,
  175. 0.98, 1.75, 1.875,
  176. 1.75, 0.98, 1.875,
  177. 1.12, 2, 1.35,
  178. 2, 1.12, 1.35,
  179. 1.12, 2, 0.9,
  180. 2, 1.12, 0.9,
  181. 2, 0, 0.45,
  182. 2, - 1.12, 0.45,
  183. 1.12, - 2, 0.45,
  184. 0, - 2, 0.45,
  185. 1.5, 0, 0.225,
  186. 1.5, - 0.84, 0.225,
  187. 0.84, - 1.5, 0.225,
  188. 0, - 1.5, 0.225,
  189. 1.5, 0, 0.15,
  190. 1.5, - 0.84, 0.15,
  191. 0.84, - 1.5, 0.15,
  192. 0, - 1.5, 0.15,
  193. - 1.12, - 2, 0.45,
  194. - 2, - 1.12, 0.45,
  195. - 2, 0, 0.45,
  196. - 0.84, - 1.5, 0.225,
  197. - 1.5, - 0.84, 0.225,
  198. - 1.5, 0, 0.225,
  199. - 0.84, - 1.5, 0.15,
  200. - 1.5, - 0.84, 0.15,
  201. - 1.5, 0, 0.15,
  202. - 2, 1.12, 0.45,
  203. - 1.12, 2, 0.45,
  204. 0, 2, 0.45,
  205. - 1.5, 0.84, 0.225,
  206. - 0.84, 1.5, 0.225,
  207. 0, 1.5, 0.225,
  208. - 1.5, 0.84, 0.15,
  209. - 0.84, 1.5, 0.15,
  210. 0, 1.5, 0.15,
  211. 1.12, 2, 0.45,
  212. 2, 1.12, 0.45,
  213. 0.84, 1.5, 0.225,
  214. 1.5, 0.84, 0.225,
  215. 0.84, 1.5, 0.15,
  216. 1.5, 0.84, 0.15,
  217. - 1.6, 0, 2.025,
  218. - 1.6, - 0.3, 2.025,
  219. - 1.5, - 0.3, 2.25,
  220. - 1.5, 0, 2.25,
  221. - 2.3, 0, 2.025,
  222. - 2.3, - 0.3, 2.025,
  223. - 2.5, - 0.3, 2.25,
  224. - 2.5, 0, 2.25,
  225. - 2.7, 0, 2.025,
  226. - 2.7, - 0.3, 2.025,
  227. - 3, - 0.3, 2.25,
  228. - 3, 0, 2.25,
  229. - 2.7, 0, 1.8,
  230. - 2.7, - 0.3, 1.8,
  231. - 3, - 0.3, 1.8,
  232. - 3, 0, 1.8,
  233. - 1.5, 0.3, 2.25,
  234. - 1.6, 0.3, 2.025,
  235. - 2.5, 0.3, 2.25,
  236. - 2.3, 0.3, 2.025,
  237. - 3, 0.3, 2.25,
  238. - 2.7, 0.3, 2.025,
  239. - 3, 0.3, 1.8,
  240. - 2.7, 0.3, 1.8,
  241. - 2.7, 0, 1.575,
  242. - 2.7, - 0.3, 1.575,
  243. - 3, - 0.3, 1.35,
  244. - 3, 0, 1.35,
  245. - 2.5, 0, 1.125,
  246. - 2.5, - 0.3, 1.125,
  247. - 2.65, - 0.3, 0.9375,
  248. - 2.65, 0, 0.9375,
  249. - 2, - 0.3, 0.9,
  250. - 1.9, - 0.3, 0.6,
  251. - 1.9, 0, 0.6,
  252. - 3, 0.3, 1.35,
  253. - 2.7, 0.3, 1.575,
  254. - 2.65, 0.3, 0.9375,
  255. - 2.5, 0.3, 1.125,
  256. - 1.9, 0.3, 0.6,
  257. - 2, 0.3, 0.9,
  258. 1.7, 0, 1.425,
  259. 1.7, - 0.66, 1.425,
  260. 1.7, - 0.66, 0.6,
  261. 1.7, 0, 0.6,
  262. 2.6, 0, 1.425,
  263. 2.6, - 0.66, 1.425,
  264. 3.1, - 0.66, 0.825,
  265. 3.1, 0, 0.825,
  266. 2.3, 0, 2.1,
  267. 2.3, - 0.25, 2.1,
  268. 2.4, - 0.25, 2.025,
  269. 2.4, 0, 2.025,
  270. 2.7, 0, 2.4,
  271. 2.7, - 0.25, 2.4,
  272. 3.3, - 0.25, 2.4,
  273. 3.3, 0, 2.4,
  274. 1.7, 0.66, 0.6,
  275. 1.7, 0.66, 1.425,
  276. 3.1, 0.66, 0.825,
  277. 2.6, 0.66, 1.425,
  278. 2.4, 0.25, 2.025,
  279. 2.3, 0.25, 2.1,
  280. 3.3, 0.25, 2.4,
  281. 2.7, 0.25, 2.4,
  282. 2.8, 0, 2.475,
  283. 2.8, - 0.25, 2.475,
  284. 3.525, - 0.25, 2.49375,
  285. 3.525, 0, 2.49375,
  286. 2.9, 0, 2.475,
  287. 2.9, - 0.15, 2.475,
  288. 3.45, - 0.15, 2.5125,
  289. 3.45, 0, 2.5125,
  290. 2.8, 0, 2.4,
  291. 2.8, - 0.15, 2.4,
  292. 3.2, - 0.15, 2.4,
  293. 3.2, 0, 2.4,
  294. 3.525, 0.25, 2.49375,
  295. 2.8, 0.25, 2.475,
  296. 3.45, 0.15, 2.5125,
  297. 2.9, 0.15, 2.475,
  298. 3.2, 0.15, 2.4,
  299. 2.8, 0.15, 2.4,
  300. 0, 0, 3.15,
  301. 0.8, 0, 3.15,
  302. 0.8, - 0.45, 3.15,
  303. 0.45, - 0.8, 3.15,
  304. 0, - 0.8, 3.15,
  305. 0, 0, 2.85,
  306. 0.2, 0, 2.7,
  307. 0.2, - 0.112, 2.7,
  308. 0.112, - 0.2, 2.7,
  309. 0, - 0.2, 2.7,
  310. - 0.45, - 0.8, 3.15,
  311. - 0.8, - 0.45, 3.15,
  312. - 0.8, 0, 3.15,
  313. - 0.112, - 0.2, 2.7,
  314. - 0.2, - 0.112, 2.7,
  315. - 0.2, 0, 2.7,
  316. - 0.8, 0.45, 3.15,
  317. - 0.45, 0.8, 3.15,
  318. 0, 0.8, 3.15,
  319. - 0.2, 0.112, 2.7,
  320. - 0.112, 0.2, 2.7,
  321. 0, 0.2, 2.7,
  322. 0.45, 0.8, 3.15,
  323. 0.8, 0.45, 3.15,
  324. 0.112, 0.2, 2.7,
  325. 0.2, 0.112, 2.7,
  326. 0.4, 0, 2.55,
  327. 0.4, - 0.224, 2.55,
  328. 0.224, - 0.4, 2.55,
  329. 0, - 0.4, 2.55,
  330. 1.3, 0, 2.55,
  331. 1.3, - 0.728, 2.55,
  332. 0.728, - 1.3, 2.55,
  333. 0, - 1.3, 2.55,
  334. 1.3, 0, 2.4,
  335. 1.3, - 0.728, 2.4,
  336. 0.728, - 1.3, 2.4,
  337. 0, - 1.3, 2.4,
  338. - 0.224, - 0.4, 2.55,
  339. - 0.4, - 0.224, 2.55,
  340. - 0.4, 0, 2.55,
  341. - 0.728, - 1.3, 2.55,
  342. - 1.3, - 0.728, 2.55,
  343. - 1.3, 0, 2.55,
  344. - 0.728, - 1.3, 2.4,
  345. - 1.3, - 0.728, 2.4,
  346. - 1.3, 0, 2.4,
  347. - 0.4, 0.224, 2.55,
  348. - 0.224, 0.4, 2.55,
  349. 0, 0.4, 2.55,
  350. - 1.3, 0.728, 2.55,
  351. - 0.728, 1.3, 2.55,
  352. 0, 1.3, 2.55,
  353. - 1.3, 0.728, 2.4,
  354. - 0.728, 1.3, 2.4,
  355. 0, 1.3, 2.4,
  356. 0.224, 0.4, 2.55,
  357. 0.4, 0.224, 2.55,
  358. 0.728, 1.3, 2.55,
  359. 1.3, 0.728, 2.55,
  360. 0.728, 1.3, 2.4,
  361. 1.3, 0.728, 2.4,
  362. 0, 0, 0,
  363. 1.425, 0, 0,
  364. 1.425, 0.798, 0,
  365. 0.798, 1.425, 0,
  366. 0, 1.425, 0,
  367. 1.5, 0, 0.075,
  368. 1.5, 0.84, 0.075,
  369. 0.84, 1.5, 0.075,
  370. 0, 1.5, 0.075,
  371. - 0.798, 1.425, 0,
  372. - 1.425, 0.798, 0,
  373. - 1.425, 0, 0,
  374. - 0.84, 1.5, 0.075,
  375. - 1.5, 0.84, 0.075,
  376. - 1.5, 0, 0.075,
  377. - 1.425, - 0.798, 0,
  378. - 0.798, - 1.425, 0,
  379. 0, - 1.425, 0,
  380. - 1.5, - 0.84, 0.075,
  381. - 0.84, - 1.5, 0.075,
  382. 0, - 1.5, 0.075,
  383. 0.798, - 1.425, 0,
  384. 1.425, - 0.798, 0,
  385. 0.84, - 1.5, 0.075,
  386. 1.5, - 0.84, 0.075
  387. ];
  388. THREE.BufferGeometry.call( this );
  389. size = size || 50;
  390. // number of segments per patch
  391. segments = segments !== undefined ? Math.max( 2, Math.floor( segments ) || 10 ) : 10;
  392. // which parts should be visible
  393. bottom = bottom === undefined ? true : bottom;
  394. lid = lid === undefined ? true : lid;
  395. body = body === undefined ? true : body;
  396. // Should the lid be snug? It's not traditional, but we make it snug by default
  397. fitLid = fitLid === undefined ? true : fitLid;
  398. // Jim Blinn scaled the teapot down in size by about 1.3 for
  399. // some rendering tests. He liked the new proportions that he kept
  400. // the data in this form. The model was distributed with these new
  401. // proportions and became the norm. Trivia: comparing images of the
  402. // real teapot and the computer model, the ratio for the bowl of the
  403. // real teapot is more like 1.25, but since 1.3 is the traditional
  404. // value given, we use it here.
  405. var blinnScale = 1.3;
  406. blinn = blinn === undefined ? true : blinn;
  407. // scale the size to be the real scaling factor
  408. var maxHeight = 3.15 * ( blinn ? 1 : blinnScale );
  409. var maxHeight2 = maxHeight / 2;
  410. var trueSize = size / maxHeight2;
  411. // Number of elements depends on what is needed. Subtract degenerate
  412. // triangles at tip of bottom and lid out in advance.
  413. var numTriangles = bottom ? ( 8 * segments - 4 ) * segments : 0;
  414. numTriangles += lid ? ( 16 * segments - 4 ) * segments : 0;
  415. numTriangles += body ? 40 * segments * segments : 0;
  416. var indices = new Uint32Array( numTriangles * 3 );
  417. var numVertices = bottom ? 4 : 0;
  418. numVertices += lid ? 8 : 0;
  419. numVertices += body ? 20 : 0;
  420. numVertices *= ( segments + 1 ) * ( segments + 1 );
  421. var vertices = new Float32Array( numVertices * 3 );
  422. var normals = new Float32Array( numVertices * 3 );
  423. var uvs = new Float32Array( numVertices * 2 );
  424. // Bezier form
  425. var ms = new THREE.Matrix4();
  426. ms.set(
  427. - 1.0, 3.0, - 3.0, 1.0,
  428. 3.0, - 6.0, 3.0, 0.0,
  429. - 3.0, 3.0, 0.0, 0.0,
  430. 1.0, 0.0, 0.0, 0.0 );
  431. var g = [];
  432. var i, r, c;
  433. var sp = [];
  434. var tp = [];
  435. var dsp = [];
  436. var dtp = [];
  437. // M * G * M matrix, sort of see
  438. // http://www.cs.helsinki.fi/group/goa/mallinnus/curves/surfaces.html
  439. var mgm = [];
  440. var vert = [];
  441. var sdir = [];
  442. var tdir = [];
  443. var norm = new THREE.Vector3();
  444. var tcoord;
  445. var sstep, tstep;
  446. var vertPerRow;
  447. var s, t, sval, tval, p;
  448. var dsval = 0;
  449. var dtval = 0;
  450. var normOut = new THREE.Vector3();
  451. var v1, v2, v3, v4;
  452. var gmx = new THREE.Matrix4();
  453. var tmtx = new THREE.Matrix4();
  454. var vsp = new THREE.Vector4();
  455. var vtp = new THREE.Vector4();
  456. var vdsp = new THREE.Vector4();
  457. var vdtp = new THREE.Vector4();
  458. var vsdir = new THREE.Vector3();
  459. var vtdir = new THREE.Vector3();
  460. var mst = ms.clone();
  461. mst.transpose();
  462. // internal function: test if triangle has any matching vertices;
  463. // if so, don't save triangle, since it won't display anything.
  464. var notDegenerate = function ( vtx1, vtx2, vtx3 ) {
  465. // if any vertex matches, return false
  466. return ! ( ( ( vertices[ vtx1 * 3 ] === vertices[ vtx2 * 3 ] ) &&
  467. ( vertices[ vtx1 * 3 + 1 ] === vertices[ vtx2 * 3 + 1 ] ) &&
  468. ( vertices[ vtx1 * 3 + 2 ] === vertices[ vtx2 * 3 + 2 ] ) ) ||
  469. ( ( vertices[ vtx1 * 3 ] === vertices[ vtx3 * 3 ] ) &&
  470. ( vertices[ vtx1 * 3 + 1 ] === vertices[ vtx3 * 3 + 1 ] ) &&
  471. ( vertices[ vtx1 * 3 + 2 ] === vertices[ vtx3 * 3 + 2 ] ) ) ||
  472. ( ( vertices[ vtx2 * 3 ] === vertices[ vtx3 * 3 ] ) &&
  473. ( vertices[ vtx2 * 3 + 1 ] === vertices[ vtx3 * 3 + 1 ] ) &&
  474. ( vertices[ vtx2 * 3 + 2 ] === vertices[ vtx3 * 3 + 2 ] ) ) );
  475. };
  476. for ( i = 0; i < 3; i ++ ) {
  477. mgm[ i ] = new THREE.Matrix4();
  478. }
  479. var minPatches = body ? 0 : 20;
  480. var maxPatches = bottom ? 32 : 28;
  481. vertPerRow = segments + 1;
  482. var surfCount = 0;
  483. var vertCount = 0;
  484. var normCount = 0;
  485. var uvCount = 0;
  486. var indexCount = 0;
  487. for ( var surf = minPatches; surf < maxPatches; surf ++ ) {
  488. // lid is in the middle of the data, patches 20-27,
  489. // so ignore it for this part of the loop if the lid is not desired
  490. if ( lid || ( surf < 20 || surf >= 28 ) ) {
  491. // get M * G * M matrix for x,y,z
  492. for ( i = 0; i < 3; i ++ ) {
  493. // get control patches
  494. for ( r = 0; r < 4; r ++ ) {
  495. for ( c = 0; c < 4; c ++ ) {
  496. // transposed
  497. g[ c * 4 + r ] = teapotVertices[ teapotPatches[ surf * 16 + r * 4 + c ] * 3 + i ];
  498. // is the lid to be made larger, and is this a point on the lid
  499. // that is X or Y?
  500. if ( fitLid && ( surf >= 20 && surf < 28 ) && ( i !== 2 ) ) {
  501. // increase XY size by 7.7%, found empirically. I don't
  502. // increase Z so that the teapot will continue to fit in the
  503. // space -1 to 1 for Y (Y is up for the final model).
  504. g[ c * 4 + r ] *= 1.077;
  505. }
  506. // Blinn "fixed" the teapot by dividing Z by blinnScale, and that's the
  507. // data we now use. The original teapot is taller. Fix it:
  508. if ( ! blinn && ( i === 2 ) ) {
  509. g[ c * 4 + r ] *= blinnScale;
  510. }
  511. }
  512. }
  513. 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 ] );
  514. tmtx.multiplyMatrices( gmx, ms );
  515. mgm[ i ].multiplyMatrices( mst, tmtx );
  516. }
  517. // step along, get points, and output
  518. for ( sstep = 0; sstep <= segments; sstep ++ ) {
  519. s = sstep / segments;
  520. for ( tstep = 0; tstep <= segments; tstep ++ ) {
  521. t = tstep / segments;
  522. // point from basis
  523. // get power vectors and their derivatives
  524. for ( p = 4, sval = tval = 1.0; p --; ) {
  525. sp[ p ] = sval;
  526. tp[ p ] = tval;
  527. sval *= s;
  528. tval *= t;
  529. if ( p === 3 ) {
  530. dsp[ p ] = dtp[ p ] = 0.0;
  531. dsval = dtval = 1.0;
  532. } else {
  533. dsp[ p ] = dsval * ( 3 - p );
  534. dtp[ p ] = dtval * ( 3 - p );
  535. dsval *= s;
  536. dtval *= t;
  537. }
  538. }
  539. vsp.fromArray( sp );
  540. vtp.fromArray( tp );
  541. vdsp.fromArray( dsp );
  542. vdtp.fromArray( dtp );
  543. // do for x,y,z
  544. for ( i = 0; i < 3; i ++ ) {
  545. // multiply power vectors times matrix to get value
  546. tcoord = vsp.clone();
  547. tcoord.applyMatrix4( mgm[ i ] );
  548. vert[ i ] = tcoord.dot( vtp );
  549. // get s and t tangent vectors
  550. tcoord = vdsp.clone();
  551. tcoord.applyMatrix4( mgm[ i ] );
  552. sdir[ i ] = tcoord.dot( vtp );
  553. tcoord = vsp.clone();
  554. tcoord.applyMatrix4( mgm[ i ] );
  555. tdir[ i ] = tcoord.dot( vdtp );
  556. }
  557. // find normal
  558. vsdir.fromArray( sdir );
  559. vtdir.fromArray( tdir );
  560. norm.crossVectors( vtdir, vsdir );
  561. norm.normalize();
  562. // if X and Z length is 0, at the cusp, so point the normal up or down, depending on patch number
  563. if ( vert[ 0 ] === 0 && vert[ 1 ] === 0 ) {
  564. // if above the middle of the teapot, normal points up, else down
  565. normOut.set( 0, vert[ 2 ] > maxHeight2 ? 1 : - 1, 0 );
  566. } else {
  567. // standard output: rotate on X axis
  568. normOut.set( norm.x, norm.z, - norm.y );
  569. }
  570. // store it all
  571. vertices[ vertCount ++ ] = trueSize * vert[ 0 ];
  572. vertices[ vertCount ++ ] = trueSize * ( vert[ 2 ] - maxHeight2 );
  573. vertices[ vertCount ++ ] = - trueSize * vert[ 1 ];
  574. normals[ normCount ++ ] = normOut.x;
  575. normals[ normCount ++ ] = normOut.y;
  576. normals[ normCount ++ ] = normOut.z;
  577. uvs[ uvCount ++ ] = 1 - t;
  578. uvs[ uvCount ++ ] = 1 - s;
  579. }
  580. }
  581. // save the faces
  582. for ( sstep = 0; sstep < segments; sstep ++ ) {
  583. for ( tstep = 0; tstep < segments; tstep ++ ) {
  584. v1 = surfCount * vertPerRow * vertPerRow + sstep * vertPerRow + tstep;
  585. v2 = v1 + 1;
  586. v3 = v2 + vertPerRow;
  587. v4 = v1 + vertPerRow;
  588. // Normals and UVs cannot be shared. Without clone(), you can see the consequences
  589. // of sharing if you call geometry.applyMatrix( matrix ).
  590. if ( notDegenerate( v1, v2, v3 ) ) {
  591. indices[ indexCount ++ ] = v1;
  592. indices[ indexCount ++ ] = v2;
  593. indices[ indexCount ++ ] = v3;
  594. }
  595. if ( notDegenerate( v1, v3, v4 ) ) {
  596. indices[ indexCount ++ ] = v1;
  597. indices[ indexCount ++ ] = v3;
  598. indices[ indexCount ++ ] = v4;
  599. }
  600. }
  601. }
  602. // increment only if a surface was used
  603. surfCount ++;
  604. }
  605. }
  606. this.setIndex( new THREE.BufferAttribute( indices, 1 ) );
  607. this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  608. this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  609. this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  610. this.computeBoundingSphere();
  611. };
  612. THREE.TeapotBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  613. THREE.TeapotBufferGeometry.prototype.constructor = THREE.TeapotBufferGeometry;