compute normals for buffer geometries
parent
06c21a992a
commit
73fa43a27d
File diff suppressed because one or more lines are too long
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@ -1,5 +1,5 @@
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// COMPILE TIME DEFINITIONS (Generated via gulp)
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var __DATE__ = "Tue Nov 28 2017 09:16:36 GMT+0100 (CET)";
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var __DATE__ = "Wed Nov 29 2017 21:51:13 GMT+0100 (CET)";
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// END COMPILE TIME DEFINITIONS
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/**
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@ -13803,6 +13803,35 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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);
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geometry.addAttribute('uv', new THREE.BufferAttribute(uvs, 2));
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var normals = Float32Array.from(
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this.faces.reduce(
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function(result, face) {
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result.push(
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face.normal.x,
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face.normal.y,
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face.normal.z
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);
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result.push(
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face.normal.x,
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face.normal.y,
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face.normal.z
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);
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result.push(
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face.normal.x,
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face.normal.y,
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face.normal.z
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);
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return result;
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},
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[]
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)
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);
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geometry.addAttribute('normal', new THREE.BufferAttribute( normals, 3 ));
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geometry.computeVertexNormals();
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/**
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* Setup material groups - this means creating a new group for each material index change
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* We know faces are sorted according to material index
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@ -322,6 +322,35 @@ GameLib.D3.Mesh.prototype.createInstanceGeometry = function(instanceGeometry) {
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);
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geometry.addAttribute('uv', new THREE.BufferAttribute(uvs, 2));
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var normals = Float32Array.from(
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this.faces.reduce(
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function(result, face) {
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result.push(
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face.normal.x,
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face.normal.y,
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face.normal.z
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);
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result.push(
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face.normal.x,
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face.normal.y,
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face.normal.z
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);
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result.push(
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face.normal.x,
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face.normal.y,
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face.normal.z
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);
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return result;
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},
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[]
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)
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);
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geometry.addAttribute('normal', new THREE.BufferAttribute( normals, 3 ));
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geometry.computeVertexNormals();
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/**
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* Setup material groups - this means creating a new group for each material index change
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* We know faces are sorted according to material index
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