@loaders.gl/math
Version:
Experimental math classes for loaders.gl
147 lines (111 loc) • 3.3 kB
JavaScript
"use strict";
/*
export function computeTangents({indices, positions, normals, uvs}) {
var index = geometry.index;
var attributes = geometry.attributes;
// based on http://www.terathon.com/code/tangent.html
// (per vertex tangents)
if (
index === null ||
attributes.position === undefined ||
attributes.normal === undefined ||
attributes.uv === undefined
) {
console.warn(
'THREE.BufferGeometry: Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()'
);
return;
}
var nVertices = positions.length / 3;
var tangents = new Float32Array(4 * nVertices); // size: 4
var tan1 = [],
tan2 = [];
for (var k = 0; k < nVertices; k++) {
tan1[k] = new THREE.Vector3();
tan2[k] = new THREE.Vector3();
}
var vA = new THREE.Vector3(),
vB = new THREE.Vector3(),
vC = new THREE.Vector3(),
uvA = new THREE.Vector2(),
uvB = new THREE.Vector2(),
uvC = new THREE.Vector2(),
sdir = new THREE.Vector3(),
tdir = new THREE.Vector3();
function handleTriangle(a, b, c) {
vA.fromArray(positions, a * 3);
vB.fromArray(positions, b * 3);
vC.fromArray(positions, c * 3);
uvA.fromArray(uvs, a * 2);
uvB.fromArray(uvs, b * 2);
uvC.fromArray(uvs, c * 2);
var x1 = vB.x - vA.x;
var x2 = vC.x - vA.x;
var y1 = vB.y - vA.y;
var y2 = vC.y - vA.y;
var z1 = vB.z - vA.z;
var z2 = vC.z - vA.z;
var s1 = uvB.x - uvA.x;
var s2 = uvC.x - uvA.x;
var t1 = uvB.y - uvA.y;
var t2 = uvC.y - uvA.y;
var r = 1.0 / (s1 * t2 - s2 * t1);
sdir.set((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
tdir.set((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
tan1[a].add(sdir);
tan1[b].add(sdir);
tan1[c].add(sdir);
tan2[a].add(tdir);
tan2[b].add(tdir);
tan2[c].add(tdir);
}
var groups = geometry.groups;
if (groups.length === 0) {
groups = [
{
start: 0,
count: indices.length
}
];
}
for (var j = 0, jl = groups.length; j < jl; ++j) {
var group = groups[j];
var start = group.start;
var count = group.count;
for (var i = start, il = start + count; i < il; i += 3) {
handleTriangle(indices[i + 0], indices[i + 1], indices[i + 2]);
}
}
var tmp = new THREE.Vector3(),
tmp2 = new THREE.Vector3();
var n = new THREE.Vector3(),
n2 = new THREE.Vector3();
var w, t, test;
function handleVertex(v) {
n.fromArray(normals, v * 3);
n2.copy(n);
t = tan1[v];
// Gram-Schmidt orthogonalize
tmp.copy(t);
tmp.sub(n.multiplyScalar(n.dot(t))).normalize();
// Calculate handedness
tmp2.crossVectors(n2, t);
test = tmp2.dot(tan2[v]);
w = test < 0.0 ? -1.0 : 1.0;
tangents[v * 4] = tmp.x;
tangents[v * 4 + 1] = tmp.y;
tangents[v * 4 + 2] = tmp.z;
tangents[v * 4 + 3] = w;
}
for (var j = 0, jl = groups.length; j < jl; ++j) {
var group = groups[j];
var start = group.start;
var count = group.count;
for (var i = start, il = start + count; i < il; i += 3) {
handleVertex(indices[i + 0]);
handleVertex(indices[i + 1]);
handleVertex(indices[i + 2]);
}
}
}
*/