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THREEh.js
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THREEh.js
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// THREEh.js ( r88.0 )
/**
* @author hofk / http://threejs.hofk.de/
*/
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
typeof define === 'function' && define.amd ? define(['exports'], factory) :
(factory((global.THREEh = global.THREEh || {})));
}(this, (function (exports) {
'use strict';
//var g; // THREE.BufferGeometry
function vertexFaceNumbersHelper( mesh, mode, size, color ) {
// mode: 0 nothing, 1 vertex, 2 face, 3 vertex & face
var verticesCount;
var facesCount;
var vertexNumbers = [];
var faceNumbers = [];
var materialDigits = new THREE.LineBasicMaterial( { color: color } );
var geometryDigit = [];
var digit = [];
var d100, d10, d1; // digits
var coordDigit = []; // design of the digits
var digitPositions = [];
function numbering() {
i1 ++; // starts with -1 + 1 = 0
if ( i1 === 10 ) {i1 = 0; i10 ++ }
if ( i10 === 10 ) {i10 = 0; i100 ++ }
if ( i100 === 10 ) {i100 = 0 } // hundreds (reset when overflow)
if ( i100 > 0 ) {
d100 = digit[ i100 ].clone(); // digit for hundreds
board.add( d100 ); // on the board ...
d100.position.x = -8 * 0.1 * size; // ... move slightly to the left
}
if ( ( i100 > 0 ) || ( ( i100 === 0 ) && ( i10 > 0 ) ) ) { // no preceding zeros tens
d10 = digit[ i10 ].clone(); // digit for tenth
board.add( d10 ); // on the board
}
d1 = digit[ i1 ].clone(); // digit
board.add( d1 ); // on the board ...
d1.position.x = 8 * 0.1 * size; // ... move slightly to the right
}
coordDigit[ 0 ] = [ 0,0, 0,9, 6,9, 6,0, 0,0 ];
coordDigit[ 1 ] = [ 0,6, 3,9, 3,0 ];
coordDigit[ 2 ] = [ 0,9, 6,9, 6,6, 0,0, 6,0 ];
coordDigit[ 3 ] = [ 0,9, 6,9, 6,5, 3,5, 6,5, 6,0, 0,0 ];
coordDigit[ 4 ] = [ 0,9, 0,5, 6,5, 3,5, 3,6, 3,0 ];
coordDigit[ 5 ] = [ 6,9, 0,9, 0,5, 6,5, 6,0, 0,0 ];
coordDigit[ 6 ] = [ 6,9, 0,9, 0,0, 6,0, 6,5, 0,5 ];
coordDigit[ 7 ] = [ 0,9, 6,9, 6,6, 0,0 ];
coordDigit[ 8 ] = [ 0,0, 0,9, 6,9, 6,5, 0,5, 6,5, 6,0, 0,0 ];
coordDigit[ 9 ] = [ 6,5, 0,5, 0,9, 6,9, 6,0, 0,0 ];
// indexed BufferGeometry
if ( mesh.geometry.isBufferGeometry ) {
if ( mode === 1 || mode === 3 ) {
verticesCount = mesh.geometry.vertices.length / 3 ;
}
if ( mode === 2 || mode === 3 ) {
facesCount = mesh.geometry.faceIndices.length / 3;
}
for ( var i = 0; i < 10; i ++ ) {
geometryDigit[ i ] = new THREE.BufferGeometry();
digitPositions[ i ] = new Float32Array( coordDigit[ i ].length / 2 * 3 );
geometryDigit[ i ].addAttribute( 'position', new THREE.BufferAttribute( digitPositions[ i ], 3 ) );
for ( var j = 0; j < coordDigit[ i ].length/ 2; j ++ ) {
digitPositions[ i ][ j * 3 ] = 0.1 * size * coordDigit[ i ][ 2 * j ];
digitPositions[ i ][ j * 3 + 1 ] = 0.1 * size * coordDigit[ i ][ 2 * j + 1 ];
digitPositions[ i ][ j * 3 + 2 ] = 0;
}
digit[ i ] = new THREE.Line( geometryDigit[ i ], materialDigits );
}
if ( mode === 1 || mode === 3 ) {
var i100 = 0;
var i10 = 0;
var i1 = -1;
for ( var i = 0; i < verticesCount ; i ++ ) {
// Number on board, up to three digits are pinned there
var board = new THREE.Mesh( new THREE.BufferGeometry() );
numbering(); // numbering the vertices, hundreds ...
vertexNumbers.push( board ); // place the table in the vertex numbering data field
mesh.add( vertexNumbers[ i ] );
}
}
if ( mode === 2 || mode === 3 ) {
var i100 = 0;
var i10 = 0;
var i1 = -1;
for ( var i = 0; i < facesCount ; i ++ ) {
// Number on board, up to three digits are pinned there
var board = new THREE.Mesh( new THREE.BufferGeometry() );
numbering(); // numbering the facesces, hundreds ...
faceNumbers.push( board ); // place the table in the face numbering data field
mesh.add( faceNumbers[ i ] );
}
}
}
// update helper
this.update = function ( mode ) {
var x, y, z;
// indexed BufferGeometry
if ( mesh.geometry.isBufferGeometry ) {
if ( mode === 1 || mode === 3 ) {
for( var n = 0; n < vertexNumbers.length; n ++ ) {
vertexNumbers[ n ].position.set( mesh.geometry.vertices[ 3 * n ], mesh.geometry.vertices[ 3 * n + 1 ], mesh.geometry.vertices[ 3 * n + 2 ] );
vertexNumbers[ n ].lookAt( camera.position );
}
}
if ( mode === 2 || mode === 3 ) {
for( var n = 0; n < faceNumbers.length; n ++ ) {
x = 0;
x += mesh.geometry.vertices[ mesh.geometry.faceIndices[ 3 * n ] * 3 ];
x += mesh.geometry.vertices[ mesh.geometry.faceIndices[ 3 * n + 1 ] * 3 ];
x += mesh.geometry.vertices[ mesh.geometry.faceIndices[ 3 * n + 2 ] * 3 ];
x /= 3;
y = 0;
y += mesh.geometry.vertices[ mesh.geometry.faceIndices[ 3 * n ] * 3 + 1 ];
y += mesh.geometry.vertices[ mesh.geometry.faceIndices[ 3 * n + 1 ] * 3 + 1 ];
y += mesh.geometry.vertices[ mesh.geometry.faceIndices[ 3 * n + 2 ] * 3 + 1 ];
y /= 3;
z = 0;
z += mesh.geometry.vertices[ mesh.geometry.faceIndices[ 3 * n ] * 3 + 2 ];
z += mesh.geometry.vertices[ mesh.geometry.faceIndices[ 3 * n + 1 ] * 3 + 2 ];
z += mesh.geometry.vertices[ mesh.geometry.faceIndices[ 3 * n + 2 ] * 3 + 2 ];
z /= 3;
faceNumbers[ n ].position.set( x, y, z );
faceNumbers[ n ].lookAt( camera.position );
}
}
}
}
}
exports.vertexFaceNumbersHelper = vertexFaceNumbersHelper;
Object.defineProperty(exports, '__esModule', { value: true });
})));