From 22cbc9644b79df60b3f6336f9563debd47fb3ea1 Mon Sep 17 00:00:00 2001 From: hwc487 Date: Thu, 28 Jun 2012 11:44:15 -0700 Subject: Added capability to split a mesh into multiiple parts to avoid buffer overflow situations. --- js/lib/geom/shape-primitive.js | 181 ++++++++++++++++++++++++++++++++++++++++- 1 file changed, 180 insertions(+), 1 deletion(-) (limited to 'js/lib/geom/shape-primitive.js') diff --git a/js/lib/geom/shape-primitive.js b/js/lib/geom/shape-primitive.js index 5a44deb3..57dedf4a 100644 --- a/js/lib/geom/shape-primitive.js +++ b/js/lib/geom/shape-primitive.js @@ -144,7 +144,7 @@ ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, pa { // check thesize of the triangle in uv space. If small enough, advance // to the next triangle. If not small enough, split the triangle into 3; - var du = uMax - uMin, dv = vMax - vMin; + var du = Math.abs(uMax) - uMin, dv = Math.abs(vMax - vMin); if ((du < tolerance) && (dv < tolerance)) { iTriangle++; @@ -205,6 +205,185 @@ ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, pa return nVertices; }; +ShapePrimitive.convertTriangleStripToTriangles = function( indices ) +{ + if (!indices || (indices.length < 3)) return; + + var indOut = []; + var nInd = indices.length; + for (var i=2; i= 65000) || (nIndBytes >= 65000)) + { + var nVerts = vertices.length / 3; + var nVerts0 = 0, nVerts1 = 0; + var iSplitVrt = nVerts/2; // any triangle referencing vertex iSplitVrt or greater goes to the second half + var nTriangles = indices.length/3; + var v0 = [], v1 = [], n0 = [], n1 = [], uv0 = [], uv1 = [], i0 = [], i1 = []; + var map0 = [], map1 = []; + var index = 0; + for (var iTri=0; iTri= iSplitVrt) || (iVrts[1] >= iSplitVrt) || (iVrts[2] >= iSplitVrt) ) + { + vDst = v0; nDst = n0; uvDst = uv0; iDst = i0; mapDst = map0; nOut = v0.length / 3; + } + else + { + vDst = v1; nDst = n1; uvDst = uv1; iDst = i1; mapDst = map1; nOut = v1.length / 3; + } + + for (var i=0; i<3; i++) + { + var iVrt = iVrts[i]; + + // if this is the first time that the vertex has been encountered, copy it over to the output + var iOut = mapDst[iVrt]; + if (!iOut) + { + mapDst[iVrt] = nOut; + vDst.push( vertices[3*iVrt] ); vDst.push( vertices[3*iVrt + 1] ); vDst.push( vertices[3*iVrt + 2] ); + nDst.push( normals[3*iVrt] ); nDst.push( normals[3*iVrt + 1] ); nDst.push( normals[3*iVrt + 2] ); + uvDst.push( uvs[2*iVrt] ); uvDst.push( uvs[2*iVrt + 1] ); + iDst.push( nOut ); + nOut++; + } + else + iDst.push( iOut ); + } + + index += 3; + } + + // create objects out of the 2 halves + var obj1 = + { + vertices: v0, + normals: n0, + uvs: uv0, + indices: i0 + }, + obj2 = + { + vertices: v1, + normals: n1, + uvs: uv1, + indices: i1 + }; + + console.log( "mesh split into 2 parts: " + obj1.vertices.length/3 + ", " + obj2.vertices.length/3 ); + + // recurse on the 2 halves in case they need subdivision + var arr1 = ShapePrimitive.subdivideOversizedMesh( obj1.vertices, obj1.normals, obj1.uvs, obj1.indices ); + var arr2 = ShapePrimitive.subdivideOversizedMesh( obj2.vertices, obj2.normals, obj2.uvs, obj2.indices ); + rtnArray = arr1.concat( arr2 ); + } + else + { + rtnArray = + [ + { + vertices: vertices, + normals: normals, + uvs: uvs, + indices: indices + } + ]; + } + + return rtnArray; +}; + + +//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +ShapePrimitive.convertTrianglesToLines = function( verts, norms, uvs, indices, vertsOut, normsOut, uvsOut, indicesOut ) +{ + var iTriangle = 0; + var nTriangles = indices.length/3; + var index = 0; + var nVertices = 0; + while (iTriangle < nTriangles) + { + // get the indices of the 3 vertices + var i0 = indices[index], + i1 = indices[index+1], + i2 = indices[index+2]; + + // get the uv values + //var vrtIndex = 3*iTriangle; + var iuv0 = 2 * i0, + iuv1 = 2 * i1, + iuv2 = 2 * i2; + var u0 = uvs[iuv0], v0 = uvs[iuv0+1], + u1 = uvs[iuv1], v1 = uvs[iuv1+1], + u2 = uvs[iuv2], v2 = uvs[iuv2+1]; + + //calculate the position of the new vertex + var iPt0 = 3 * i0, + iPt1 = 3 * i1, + iPt2 = 3 * i2; + var x0 = verts[iPt0], y0 = verts[iPt0+1], z0 = verts[iPt0+2], + x1 = verts[iPt1], y1 = verts[iPt1+1], z1 = verts[iPt1+2], + x2 = verts[iPt2], y2 = verts[iPt2+1], z2 = verts[iPt2+2]; + + // calculate the normals for the new points + var nx0 = norms[iPt0], ny0 = norms[iPt0+1], nz0 = norms[iPt0+2], + nx1 = norms[iPt1], ny1 = norms[iPt1+1], nz1 = norms[iPt1+2], + nx2 = norms[iPt2], ny2 = norms[iPt2+1], nz2 = norms[iPt2+2]; + + // push everything + vertsOut.push( x0 ); vertsOut.push( y0 ); vertsOut.push( z0 ); + vertsOut.push( x1 ); vertsOut.push( y1 ); vertsOut.push( z1 ); + vertsOut.push( x1 ); vertsOut.push( y1 ); vertsOut.push( z1 ); + vertsOut.push( x2 ); vertsOut.push( y2 ); vertsOut.push( z2 ); + vertsOut.push( x2 ); vertsOut.push( y2 ); vertsOut.push( z2 ); + vertsOut.push( x0 ); vertsOut.push( y0 ); vertsOut.push( z0 ); + indicesOut.push( index ); indicesOut.push( index + 1 ); + indicesOut.push( index + 1 ); indicesOut.push( index + 2 ); + indicesOut.push( index + 2 ); indicesOut.push( index ); + + normsOut.push( nx0 ); normsOut.push( ny0 ); normsOut.push( nz0 ); + normsOut.push( nx1 ); normsOut.push( ny1 ); normsOut.push( nz1 ); + normsOut.push( nx1 ); normsOut.push( ny1 ); normsOut.push( nz1 ); + normsOut.push( nx2 ); normsOut.push( ny2 ); normsOut.push( nz2 ); + normsOut.push( nx2 ); normsOut.push( ny2 ); normsOut.push( nz2 ); + normsOut.push( nx0 ); normsOut.push( ny0 ); normsOut.push( nz0 ); + + uvsOut.push( u0 ); uvsOut.push( v0 ); + uvsOut.push( u1 ); uvsOut.push( v1 ); + uvsOut.push( u1 ); uvsOut.push( v1 ); + uvsOut.push( u2 ); uvsOut.push( v2 ); + uvsOut.push( u2 ); uvsOut.push( v2 ); + uvsOut.push( u0 ); uvsOut.push( v0 ); + + iTriangle++; + index += 3; + nVertices += 6; + } + + return nVertices; +}; + + if (typeof exports === "object") { exports.ShapePrimitive = ShapePrimitive; -- cgit v1.2.3 From 648ee61ae84216d0236e0dbc211addc13b2cfa3a Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 11:52:06 -0700 Subject: Expand tabs --- js/lib/geom/shape-primitive.js | 336 ++++++++++++++++++++--------------------- 1 file changed, 168 insertions(+), 168 deletions(-) (limited to 'js/lib/geom/shape-primitive.js') diff --git a/js/lib/geom/shape-primitive.js b/js/lib/geom/shape-primitive.js index 34db60e8..acb03920 100644 --- a/js/lib/geom/shape-primitive.js +++ b/js/lib/geom/shape-primitive.js @@ -32,201 +32,201 @@ POSSIBILITY OF SUCH DAMAGE. var ShapePrimitive = {}; ShapePrimitive.create = function(coords, normals, uvs, indices, primType, vertexCount) { - var renderer = RDGE.globals.engine.getContext().renderer; + var renderer = RDGE.globals.engine.getContext().renderer; - // to setup a primitive you must define it - // create a new primitive definition here to then fill out - var prim = new RDGE.rdgePrimitiveDefinition(); + // to setup a primitive you must define it + // create a new primitive definition here to then fill out + var prim = new RDGE.rdgePrimitiveDefinition(); - // the vertex definition declares how the data will be delivered to the shader - // the position of an element in array determines which attribute in a shader the - // data is bound to - prim.vertexDefinition = { - // this shows two ways to map this data to an attribute - "vert":{'type':renderer.VS_ELEMENT_POS, 'bufferIndex':0, 'bufferUsage': renderer.BUFFER_STATIC}, - "a_pos":{'type':renderer.VS_ELEMENT_POS, 'bufferIndex':0, 'bufferUsage': renderer.BUFFER_STATIC}, + // the vertex definition declares how the data will be delivered to the shader + // the position of an element in array determines which attribute in a shader the + // data is bound to + prim.vertexDefinition = { + // this shows two ways to map this data to an attribute + "vert":{'type':renderer.VS_ELEMENT_POS, 'bufferIndex':0, 'bufferUsage': renderer.BUFFER_STATIC}, + "a_pos":{'type':renderer.VS_ELEMENT_POS, 'bufferIndex':0, 'bufferUsage': renderer.BUFFER_STATIC}, - "normal":{'type':renderer.VS_ELEMENT_FLOAT3, 'bufferIndex':1, 'bufferUsage': renderer.BUFFER_STATIC}, - "a_nrm":{'type':renderer.VS_ELEMENT_FLOAT3, 'bufferIndex':1, 'bufferUsage': renderer.BUFFER_STATIC}, - "a_normal":{'type':renderer.VS_ELEMENT_FLOAT3, 'bufferIndex':1, 'bufferUsage': renderer.BUFFER_STATIC}, + "normal":{'type':renderer.VS_ELEMENT_FLOAT3, 'bufferIndex':1, 'bufferUsage': renderer.BUFFER_STATIC}, + "a_nrm":{'type':renderer.VS_ELEMENT_FLOAT3, 'bufferIndex':1, 'bufferUsage': renderer.BUFFER_STATIC}, + "a_normal":{'type':renderer.VS_ELEMENT_FLOAT3, 'bufferIndex':1, 'bufferUsage': renderer.BUFFER_STATIC}, - "texcoord":{'type':renderer.VS_ELEMENT_FLOAT2, 'bufferIndex':2, 'bufferUsage': renderer.BUFFER_STATIC}, - "a_texcoord":{'type':renderer.VS_ELEMENT_FLOAT2, 'bufferIndex':2, 'bufferUsage': renderer.BUFFER_STATIC} - }; + "texcoord":{'type':renderer.VS_ELEMENT_FLOAT2, 'bufferIndex':2, 'bufferUsage': renderer.BUFFER_STATIC}, + "a_texcoord":{'type':renderer.VS_ELEMENT_FLOAT2, 'bufferIndex':2, 'bufferUsage': renderer.BUFFER_STATIC} + }; - // the actual data that correlates to the vertex definition - prim.bufferStreams = [ coords, normals, uvs ]; + // the actual data that correlates to the vertex definition + prim.bufferStreams = [ coords, normals, uvs ]; - // what type of buffers the data resides in, static is the most common case - prim.streamUsage = [ renderer.BUFFER_STATIC, renderer.BUFFER_STATIC, renderer.BUFFER_STATIC ]; + // what type of buffers the data resides in, static is the most common case + prim.streamUsage = [ renderer.BUFFER_STATIC, renderer.BUFFER_STATIC, renderer.BUFFER_STATIC ]; - // this tells the renderer to draw the primitive as a list of triangles - prim.type = primType; + // this tells the renderer to draw the primitive as a list of triangles + prim.type = primType; - prim.indexUsage = renderer.BUFFER_STREAM; - prim.indexBuffer = indices; + prim.indexUsage = renderer.BUFFER_STREAM; + prim.indexBuffer = indices; - // finally the primitive is created, buffers are generated and the system determines - // the data it needs to draw this primitive according to the previous definition - renderer.createPrimitive(prim, vertexCount); + // finally the primitive is created, buffers are generated and the system determines + // the data it needs to draw this primitive according to the previous definition + renderer.createPrimitive(prim, vertexCount); - return prim; + return prim; }; ShapePrimitive.getMeshBounds = function( verts, nVerts ) { - if (!verts || (nVerts <= 0)) return null; - - var bounds = [verts[0], verts[1], verts[2], verts[0], verts[1], verts[2]]; - var index = 3; - for (var i=1; i bounds[3]) bounds[3] = x; - if (y < bounds[1]) bounds[1] = y; - else if (y > bounds[4]) bounds[4] = y; - if (z < bounds[2]) bounds[2] = z; - else if (z > bounds[5]) bounds[5] = z; - } - - return bounds; + if (!verts || (nVerts <= 0)) return null; + + var bounds = [verts[0], verts[1], verts[2], verts[0], verts[1], verts[2]]; + var index = 3; + for (var i=1; i bounds[3]) bounds[3] = x; + if (y < bounds[1]) bounds[1] = y; + else if (y > bounds[4]) bounds[4] = y; + if (z < bounds[2]) bounds[2] = z; + else if (z > bounds[5]) bounds[5] = z; + } + + return bounds; }; ShapePrimitive.getBounds = function( prim ) { - var verts = prim.bufferStreams[0]; - var nVerts = verts.length; - var xMin = verts[0], xMax = verts[0], - yMin = verts[1], yMax = verts[1], - zMin = verts[2], zMax = verts[2]; + var verts = prim.bufferStreams[0]; + var nVerts = verts.length; + var xMin = verts[0], xMax = verts[0], + yMin = verts[1], yMax = verts[1], + zMin = verts[2], zMax = verts[2]; - for (var index=3; index xMax) xMax = verts[index]; + for (var index=3; index xMax) xMax = verts[index]; - index++; - if (verts[index] < yMin) yMin = verts[index]; - else if (verts[index] > yMax) yMax = verts[index]; + index++; + if (verts[index] < yMin) yMin = verts[index]; + else if (verts[index] > yMax) yMax = verts[index]; - index++; - if (verts[index] < zMin) zMin = verts[index]; - else if (verts[index] > zMax) zMax = verts[index]; + index++; + if (verts[index] < zMin) zMin = verts[index]; + else if (verts[index] > zMax) zMax = verts[index]; - index++; - } + index++; + } - return [xMin, yMin, zMin, xMax, yMax, zMax]; + return [xMin, yMin, zMin, xMax, yMax, zMax]; }; ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, paramRange, tolerance ) { - var oldVrtCount = nVertices; - - // get the param range - var pUMin = paramRange[0], pVMin = paramRange[1], - pUMax = paramRange[2], pVMax = paramRange[3]; - var iTriangle = 0; - var nTriangles = indices.length/3; - var index = 0; - while (iTriangle < nTriangles) - { - // get the indices of the 3 vertices - var i0 = indices[index], - i1 = indices[index+1], - i2 = indices[index+2]; - - // get the uv values - //var vrtIndex = 3*iTriangle; - var iuv0 = 2 * i0, - iuv1 = 2 * i1, - iuv2 = 2 * i2; - var u0 = uvs[iuv0], v0 = uvs[iuv0+1], - u1 = uvs[iuv1], v1 = uvs[iuv1+1], - u2 = uvs[iuv2], v2 = uvs[iuv2+1]; - - // find the u and v range - var uMin = u0, vMin = v0; - if (u1 < uMin) uMin = u1; if (v1 < vMin) vMin = v1; - if (u2 < uMin) uMin = u2; if (v2 < vMin) vMin = v2; - var uMax = u0, vMax = v0; - if (u1 > uMax) uMax = u1; if (v1 > vMax) vMax = v1; - if (u2 > uMax) uMax = u2; if (v2 > vMax) vMax = v2; - - // if the parameter range of the triangle is outside the - // desired parameter range, advance to the next polygon and continue - if ((uMin > pUMax) || (uMax < pUMin) || (vMin > pVMax) || (vMax < pVMin)) - { - // go to the next triangle - iTriangle++; - index += 3; - } - else - { - // check thesize of the triangle in uv space. If small enough, advance - // to the next triangle. If not small enough, split the triangle into 3; - var du = uMax - uMin, dv = vMax - vMin; - if ((du < tolerance) && (dv < tolerance)) - { - iTriangle++; - index += 3; - } - else // split the triangle into 4 parts - { - //calculate the position of the new vertex - var iPt0 = 3 * i0, - iPt1 = 3 * i1, - iPt2 = 3 * i2; - var x0 = verts[iPt0], y0 = verts[iPt0+1], z0 = verts[iPt0+2], - x1 = verts[iPt1], y1 = verts[iPt1+1], z1 = verts[iPt1+2], - x2 = verts[iPt2], y2 = verts[iPt2+1], z2 = verts[iPt2+2]; - - // calculate the midpoints of the edges - var xA = (x0 + x1)/2.0, yA = (y0 + y1)/2.0, zA = (z0 + z1)/2.0, - xB = (x1 + x2)/2.0, yB = (y1 + y2)/2.0, zB = (z1 + z2)/2.0, - xC = (x2 + x0)/2.0, yC = (y2 + y0)/2.0, zC = (z2 + z0)/2.0; - - // calculate the uv values of the new coordinates - var uA = (u0 + u1)/2.0, vA = (v0 + v1)/2.0, - uB = (u1 + u2)/2.0, vB = (v1 + v2)/2.0, - uC = (u2 + u0)/2.0, vC = (v2 + v0)/2.0; - - // calculate the normals for the new points - var nx0 = norms[iPt0], ny0 = norms[iPt0+1], nz0 = norms[iPt0+2], - nx1 = norms[iPt1], ny1 = norms[iPt1+1], nz1 = norms[iPt1+2], - nx2 = norms[iPt2], ny2 = norms[iPt2+1], nz2 = norms[iPt2+2]; - var nxA = (nx0 + nx1), nyA = (ny0 + ny1), nzA = (nz0 + nz1); var nrmA = VecUtils.vecNormalize(3, [nxA, nyA, nzA], 1.0 ), - nxB = (nx1 + nx2), nyB = (ny1 + ny2), nzB = (nz1 + nz2); var nrmB = VecUtils.vecNormalize(3, [nxB, nyB, nzB], 1.0 ), - nxC = (nx2 + nx0), nyC = (ny2 + ny0), nzC = (nz2 + nz0); var nrmC = VecUtils.vecNormalize(3, [nxC, nyC, nzC], 1.0 ); - - // push everything - verts.push(xA); verts.push(yA); verts.push(zA); - verts.push(xB); verts.push(yB); verts.push(zB); - verts.push(xC); verts.push(yC); verts.push(zC); - uvs.push(uA), uvs.push(vA); - uvs.push(uB), uvs.push(vB); - uvs.push(uC), uvs.push(vC); - norms.push(nrmA[0]); norms.push(nrmA[1]); norms.push(nrmA[2]); - norms.push(nrmB[0]); norms.push(nrmB[1]); norms.push(nrmB[2]); - norms.push(nrmC[0]); norms.push(nrmC[1]); norms.push(nrmC[2]); - - // split the current triangle into 4 - indices[index+1] = nVertices; indices[index+2] = nVertices+2; - indices.push(nVertices); indices.push(i1); indices.push(nVertices+1); nTriangles++; - indices.push(nVertices+1); indices.push(i2); indices.push(nVertices+2); nTriangles++; - indices.push(nVertices); indices.push(nVertices+1); indices.push(nVertices+2); nTriangles++; - nVertices += 3; - - // by not advancing 'index', we examine the first of the 3 triangles generated above - } - } - } - - console.log( "refine mesh vertex count " + oldVrtCount + " => " + nVertices ); - return nVertices; + var oldVrtCount = nVertices; + + // get the param range + var pUMin = paramRange[0], pVMin = paramRange[1], + pUMax = paramRange[2], pVMax = paramRange[3]; + var iTriangle = 0; + var nTriangles = indices.length/3; + var index = 0; + while (iTriangle < nTriangles) + { + // get the indices of the 3 vertices + var i0 = indices[index], + i1 = indices[index+1], + i2 = indices[index+2]; + + // get the uv values + //var vrtIndex = 3*iTriangle; + var iuv0 = 2 * i0, + iuv1 = 2 * i1, + iuv2 = 2 * i2; + var u0 = uvs[iuv0], v0 = uvs[iuv0+1], + u1 = uvs[iuv1], v1 = uvs[iuv1+1], + u2 = uvs[iuv2], v2 = uvs[iuv2+1]; + + // find the u and v range + var uMin = u0, vMin = v0; + if (u1 < uMin) uMin = u1; if (v1 < vMin) vMin = v1; + if (u2 < uMin) uMin = u2; if (v2 < vMin) vMin = v2; + var uMax = u0, vMax = v0; + if (u1 > uMax) uMax = u1; if (v1 > vMax) vMax = v1; + if (u2 > uMax) uMax = u2; if (v2 > vMax) vMax = v2; + + // if the parameter range of the triangle is outside the + // desired parameter range, advance to the next polygon and continue + if ((uMin > pUMax) || (uMax < pUMin) || (vMin > pVMax) || (vMax < pVMin)) + { + // go to the next triangle + iTriangle++; + index += 3; + } + else + { + // check thesize of the triangle in uv space. If small enough, advance + // to the next triangle. If not small enough, split the triangle into 3; + var du = uMax - uMin, dv = vMax - vMin; + if ((du < tolerance) && (dv < tolerance)) + { + iTriangle++; + index += 3; + } + else // split the triangle into 4 parts + { + //calculate the position of the new vertex + var iPt0 = 3 * i0, + iPt1 = 3 * i1, + iPt2 = 3 * i2; + var x0 = verts[iPt0], y0 = verts[iPt0+1], z0 = verts[iPt0+2], + x1 = verts[iPt1], y1 = verts[iPt1+1], z1 = verts[iPt1+2], + x2 = verts[iPt2], y2 = verts[iPt2+1], z2 = verts[iPt2+2]; + + // calculate the midpoints of the edges + var xA = (x0 + x1)/2.0, yA = (y0 + y1)/2.0, zA = (z0 + z1)/2.0, + xB = (x1 + x2)/2.0, yB = (y1 + y2)/2.0, zB = (z1 + z2)/2.0, + xC = (x2 + x0)/2.0, yC = (y2 + y0)/2.0, zC = (z2 + z0)/2.0; + + // calculate the uv values of the new coordinates + var uA = (u0 + u1)/2.0, vA = (v0 + v1)/2.0, + uB = (u1 + u2)/2.0, vB = (v1 + v2)/2.0, + uC = (u2 + u0)/2.0, vC = (v2 + v0)/2.0; + + // calculate the normals for the new points + var nx0 = norms[iPt0], ny0 = norms[iPt0+1], nz0 = norms[iPt0+2], + nx1 = norms[iPt1], ny1 = norms[iPt1+1], nz1 = norms[iPt1+2], + nx2 = norms[iPt2], ny2 = norms[iPt2+1], nz2 = norms[iPt2+2]; + var nxA = (nx0 + nx1), nyA = (ny0 + ny1), nzA = (nz0 + nz1); var nrmA = VecUtils.vecNormalize(3, [nxA, nyA, nzA], 1.0 ), + nxB = (nx1 + nx2), nyB = (ny1 + ny2), nzB = (nz1 + nz2); var nrmB = VecUtils.vecNormalize(3, [nxB, nyB, nzB], 1.0 ), + nxC = (nx2 + nx0), nyC = (ny2 + ny0), nzC = (nz2 + nz0); var nrmC = VecUtils.vecNormalize(3, [nxC, nyC, nzC], 1.0 ); + + // push everything + verts.push(xA); verts.push(yA); verts.push(zA); + verts.push(xB); verts.push(yB); verts.push(zB); + verts.push(xC); verts.push(yC); verts.push(zC); + uvs.push(uA), uvs.push(vA); + uvs.push(uB), uvs.push(vB); + uvs.push(uC), uvs.push(vC); + norms.push(nrmA[0]); norms.push(nrmA[1]); norms.push(nrmA[2]); + norms.push(nrmB[0]); norms.push(nrmB[1]); norms.push(nrmB[2]); + norms.push(nrmC[0]); norms.push(nrmC[1]); norms.push(nrmC[2]); + + // split the current triangle into 4 + indices[index+1] = nVertices; indices[index+2] = nVertices+2; + indices.push(nVertices); indices.push(i1); indices.push(nVertices+1); nTriangles++; + indices.push(nVertices+1); indices.push(i2); indices.push(nVertices+2); nTriangles++; + indices.push(nVertices); indices.push(nVertices+1); indices.push(nVertices+2); nTriangles++; + nVertices += 3; + + // by not advancing 'index', we examine the first of the 3 triangles generated above + } + } + } + + console.log( "refine mesh vertex count " + oldVrtCount + " => " + nVertices ); + return nVertices; }; -- cgit v1.2.3 From 04343eda8c2f870b0da55cfdc8003c99fe1cc4de Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Fri, 6 Jul 2012 11:53:10 -0700 Subject: Remove trailing spaces --- js/lib/geom/shape-primitive.js | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'js/lib/geom/shape-primitive.js') diff --git a/js/lib/geom/shape-primitive.js b/js/lib/geom/shape-primitive.js index acb03920..340d00d5 100644 --- a/js/lib/geom/shape-primitive.js +++ b/js/lib/geom/shape-primitive.js @@ -183,7 +183,7 @@ ShapePrimitive.refineMesh = function( verts, norms, uvs, indices, nVertices, pa var x0 = verts[iPt0], y0 = verts[iPt0+1], z0 = verts[iPt0+2], x1 = verts[iPt1], y1 = verts[iPt1+1], z1 = verts[iPt1+2], x2 = verts[iPt2], y2 = verts[iPt2+1], z2 = verts[iPt2+2]; - + // calculate the midpoints of the edges var xA = (x0 + x1)/2.0, yA = (y0 + y1)/2.0, zA = (z0 + z1)/2.0, xB = (x1 + x2)/2.0, yB = (y1 + y2)/2.0, zB = (z1 + z2)/2.0, -- cgit v1.2.3 From fdbec324dad4ab33d97282ab021d2c1661bc097c Mon Sep 17 00:00:00 2001 From: Kris Kowal Date: Mon, 9 Jul 2012 16:27:52 -0700 Subject: BSD License --- js/lib/geom/shape-primitive.js | 29 +++++++++++++++-------------- 1 file changed, 15 insertions(+), 14 deletions(-) (limited to 'js/lib/geom/shape-primitive.js') diff --git a/js/lib/geom/shape-primitive.js b/js/lib/geom/shape-primitive.js index e3ff9c06..3e9b0a0b 100644 --- a/js/lib/geom/shape-primitive.js +++ b/js/lib/geom/shape-primitive.js @@ -1,24 +1,25 @@ /* -Copyright (c) 2012, Motorola Mobility, Inc +Copyright (c) 2012, Motorola Mobility LLC. All Rights Reserved. -BSD License. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: - - Redistributions of source code must retain the above copyright notice, - this list of conditions and the following disclaimer. - - Redistributions in binary form must reproduce the above copyright - notice, this list of conditions and the following disclaimer in the - documentation and/or other materials provided with the distribution. - - Neither the name of Motorola Mobility nor the names of its contributors - may be used to endorse or promote products derived from this software - without specific prior written permission. +* Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + +* Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +* Neither the name of Motorola Mobility LLC nor the names of its + contributors may be used to endorse or promote products derived from this + software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE -ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE +ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS @@ -298,14 +299,14 @@ ShapePrimitive.subdivideOversizedMesh = function( vertices, normals, uvs, indice } // create objects out of the 2 halves - var obj1 = + var obj1 = { vertices: v0, normals: n0, uvs: uv0, indices: i0 }, - obj2 = + obj2 = { vertices: v1, normals: n1, @@ -322,7 +323,7 @@ ShapePrimitive.subdivideOversizedMesh = function( vertices, normals, uvs, indice } else { - rtnArray = + rtnArray = [ { vertices: vertices, -- cgit v1.2.3