(function (global, factory) { if (typeof define === "function" && define.amd) { define(["exports", "three"], factory); } else if (typeof exports !== "undefined") { factory(exports, require("three")); } else { var mod = { exports: {} }; factory(mod.exports, global.three); global.TeapotGeometry = mod.exports; } })(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports, _three) { "use strict"; Object.defineProperty(_exports, "__esModule", { value: true }); _exports.TeapotGeometry = void 0; function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); Object.defineProperty(Constructor, "prototype", { writable: false }); return Constructor; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function"); } Object.defineProperty(subClass, "prototype", { value: Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }), writable: false }); if (superClass) _setPrototypeOf(subClass, superClass); } function _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); } function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = _getPrototypeOf(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = _getPrototypeOf(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return _possibleConstructorReturn(this, result); }; } function _possibleConstructorReturn(self, call) { if (call && (typeof call === "object" || typeof call === "function")) { return call; } else if (call !== void 0) { throw new TypeError("Derived constructors may only return object or undefined"); } return _assertThisInitialized(self); } function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return self; } function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } } function _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); } /** * Tessellates the famous Utah teapot database by Martin Newell into triangles. * * Parameters: size = 50, segments = 10, bottom = true, lid = true, body = true, * fitLid = false, blinn = true * * size is a relative scale: I've scaled the teapot to fit vertically between -1 and 1. * Think of it as a "radius". * segments - number of line segments to subdivide each patch edge; * 1 is possible but gives degenerates, so two is the real minimum. * bottom - boolean, if true (default) then the bottom patches are added. Some consider * adding the bottom heresy, so set this to "false" to adhere to the One True Way. * lid - to remove the lid and look inside, set to true. * body - to remove the body and leave the lid, set this and "bottom" to false. * fitLid - the lid is a tad small in the original. This stretches it a bit so you can't * see the teapot's insides through the gap. * blinn - Jim Blinn scaled the original data vertically by dividing by about 1.3 to look * nicer. If you want to see the original teapot, similar to the real-world model, set * this to false. True by default. * See http://en.wikipedia.org/wiki/File:Original_Utah_Teapot.jpg for the original * real-world teapot (from http://en.wikipedia.org/wiki/Utah_teapot). * * Note that the bottom (the last four patches) is not flat - blame Frank Crow, not me. * * The teapot should normally be rendered as a double sided object, since for some * patches both sides can be seen, e.g., the gap around the lid and inside the spout. * * Segments 'n' determines the number of triangles output. * Total triangles = 32*2*n*n - 8*n [degenerates at the top and bottom cusps are deleted] * * size_factor # triangles * 1 56 * 2 240 * 3 552 * 4 992 * * 10 6320 * 20 25440 * 30 57360 * * Code converted from my ancient SPD software, http://tog.acm.org/resources/SPD/ * Created for the Udacity course "Interactive Rendering", http://bit.ly/ericity * Lesson: https://www.udacity.com/course/viewer#!/c-cs291/l-68866048/m-106482448 * YouTube video on teapot history: https://www.youtube.com/watch?v=DxMfblPzFNc * * See https://en.wikipedia.org/wiki/Utah_teapot for the history of the teapot * */ var TeapotGeometry = /*#__PURE__*/function (_BufferGeometry) { _inherits(TeapotGeometry, _BufferGeometry); var _super = _createSuper(TeapotGeometry); function TeapotGeometry() { var _this; var size = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 50; var segments = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 10; var bottom = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : true; var lid = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : true; var body = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : true; var fitLid = arguments.length > 5 && arguments[5] !== undefined ? arguments[5] : true; var blinn = arguments.length > 6 && arguments[6] !== undefined ? arguments[6] : true; _classCallCheck(this, TeapotGeometry); // 32 * 4 * 4 Bezier spline patches var teapotPatches = [ /*rim*/ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 3, 16, 17, 18, 7, 19, 20, 21, 11, 22, 23, 24, 15, 25, 26, 27, 18, 28, 29, 30, 21, 31, 32, 33, 24, 34, 35, 36, 27, 37, 38, 39, 30, 40, 41, 0, 33, 42, 43, 4, 36, 44, 45, 8, 39, 46, 47, 12, /*body*/ 12, 13, 14, 15, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 15, 25, 26, 27, 51, 60, 61, 62, 55, 63, 64, 65, 59, 66, 67, 68, 27, 37, 38, 39, 62, 69, 70, 71, 65, 72, 73, 74, 68, 75, 76, 77, 39, 46, 47, 12, 71, 78, 79, 48, 74, 80, 81, 52, 77, 82, 83, 56, 56, 57, 58, 59, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 59, 66, 67, 68, 87, 96, 97, 98, 91, 99, 100, 101, 95, 102, 103, 104, 68, 75, 76, 77, 98, 105, 106, 107, 101, 108, 109, 110, 104, 111, 112, 113, 77, 82, 83, 56, 107, 114, 115, 84, 110, 116, 117, 88, 113, 118, 119, 92, /*handle*/ 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135, 123, 136, 137, 120, 127, 138, 139, 124, 131, 140, 141, 128, 135, 142, 143, 132, 132, 133, 134, 135, 144, 145, 146, 147, 148, 149, 150, 151, 68, 152, 153, 154, 135, 142, 143, 132, 147, 155, 156, 144, 151, 157, 158, 148, 154, 159, 160, 68, /*spout*/ 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175, 176, 164, 177, 178, 161, 168, 179, 180, 165, 172, 181, 182, 169, 176, 183, 184, 173, 173, 174, 175, 176, 185, 186, 187, 188, 189, 190, 191, 192, 193, 194, 195, 196, 176, 183, 184, 173, 188, 197, 198, 185, 192, 199, 200, 189, 196, 201, 202, 193, /*lid*/ 203, 203, 203, 203, 204, 205, 206, 207, 208, 208, 208, 208, 209, 210, 211, 212, 203, 203, 203, 203, 207, 213, 214, 215, 208, 208, 208, 208, 212, 216, 217, 218, 203, 203, 203, 203, 215, 219, 220, 221, 208, 208, 208, 208, 218, 222, 223, 224, 203, 203, 203, 203, 221, 225, 226, 204, 208, 208, 208, 208, 224, 227, 228, 209, 209, 210, 211, 212, 229, 230, 231, 232, 233, 234, 235, 236, 237, 238, 239, 240, 212, 216, 217, 218, 232, 241, 242, 243, 236, 244, 245, 246, 240, 247, 248, 249, 218, 222, 223, 224, 243, 250, 251, 252, 246, 253, 254, 255, 249, 256, 257, 258, 224, 227, 228, 209, 252, 259, 260, 229, 255, 261, 262, 233, 258, 263, 264, 237, /*bottom*/ 265, 265, 265, 265, 266, 267, 268, 269, 270, 271, 272, 273, 92, 119, 118, 113, 265, 265, 265, 265, 269, 274, 275, 276, 273, 277, 278, 279, 113, 112, 111, 104, 265, 265, 265, 265, 276, 280, 281, 282, 279, 283, 284, 285, 104, 103, 102, 95, 265, 265, 265, 265, 282, 286, 287, 266, 285, 288, 289, 270, 95, 94, 93, 92]; 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_this = _super.call(this); // number of segments per patch segments = Math.max(2, Math.floor(segments)); // Jim Blinn scaled the teapot down in size by about 1.3 for // some rendering tests. He liked the new proportions that he kept // the data in this form. The model was distributed with these new // proportions and became the norm. Trivia: comparing images of the // real teapot and the computer model, the ratio for the bowl of the // real teapot is more like 1.25, but since 1.3 is the traditional // value given, we use it here. var blinnScale = 1.3; // scale the size to be the real scaling factor var maxHeight = 3.15 * (blinn ? 1 : blinnScale); var maxHeight2 = maxHeight / 2; var trueSize = size / maxHeight2; // Number of elements depends on what is needed. Subtract degenerate // triangles at tip of bottom and lid out in advance. var numTriangles = bottom ? (8 * segments - 4) * segments : 0; numTriangles += lid ? (16 * segments - 4) * segments : 0; numTriangles += body ? 40 * segments * segments : 0; var indices = new Uint32Array(numTriangles * 3); var numVertices = bottom ? 4 : 0; numVertices += lid ? 8 : 0; numVertices += body ? 20 : 0; numVertices *= (segments + 1) * (segments + 1); var vertices = new Float32Array(numVertices * 3); var normals = new Float32Array(numVertices * 3); var uvs = new Float32Array(numVertices * 2); // Bezier form var ms = new _three.Matrix4(); ms.set(-1.0, 3.0, -3.0, 1.0, 3.0, -6.0, 3.0, 0.0, -3.0, 3.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0); var g = []; var sp = []; var tp = []; var dsp = []; var dtp = []; // M * G * M matrix, sort of see // http://www.cs.helsinki.fi/group/goa/mallinnus/curves/surfaces.html var mgm = []; var vert = []; var sdir = []; var tdir = []; var norm = new _three.Vector3(); var tcoord; var sval; var tval; var p; var dsval = 0; var dtval = 0; var normOut = new _three.Vector3(); var gmx = new _three.Matrix4(); var tmtx = new _three.Matrix4(); var vsp = new _three.Vector4(); var vtp = new _three.Vector4(); var vdsp = new _three.Vector4(); var vdtp = new _three.Vector4(); var vsdir = new _three.Vector3(); var vtdir = new _three.Vector3(); var mst = ms.clone(); mst.transpose(); // internal function: test if triangle has any matching vertices; // if so, don't save triangle, since it won't display anything. var notDegenerate = function notDegenerate(vtx1, vtx2, vtx3) { return (// if any vertex matches, return false !(vertices[vtx1 * 3] === vertices[vtx2 * 3] && vertices[vtx1 * 3 + 1] === vertices[vtx2 * 3 + 1] && vertices[vtx1 * 3 + 2] === vertices[vtx2 * 3 + 2] || vertices[vtx1 * 3] === vertices[vtx3 * 3] && vertices[vtx1 * 3 + 1] === vertices[vtx3 * 3 + 1] && vertices[vtx1 * 3 + 2] === vertices[vtx3 * 3 + 2] || vertices[vtx2 * 3] === vertices[vtx3 * 3] && vertices[vtx2 * 3 + 1] === vertices[vtx3 * 3 + 1] && vertices[vtx2 * 3 + 2] === vertices[vtx3 * 3 + 2]) ); }; for (var i = 0; i < 3; i++) { mgm[i] = new _three.Matrix4(); } var minPatches = body ? 0 : 20; var maxPatches = bottom ? 32 : 28; var vertPerRow = segments + 1; var surfCount = 0; var vertCount = 0; var normCount = 0; var uvCount = 0; var indexCount = 0; for (var surf = minPatches; surf < maxPatches; surf++) { // lid is in the middle of the data, patches 20-27, // so ignore it for this part of the loop if the lid is not desired if (lid || surf < 20 || surf >= 28) { // get M * G * M matrix for x,y,z for (var _i = 0; _i < 3; _i++) { // get control patches for (var r = 0; r < 4; r++) { for (var c = 0; c < 4; c++) { // transposed g[c * 4 + r] = teapotVertices[teapotPatches[surf * 16 + r * 4 + c] * 3 + _i]; // is the lid to be made larger, and is this a point on the lid // that is X or Y? if (fitLid && surf >= 20 && surf < 28 && _i !== 2) { // increase XY size by 7.7%, found empirically. I don't // increase Z so that the teapot will continue to fit in the // space -1 to 1 for Y (Y is up for the final model). g[c * 4 + r] *= 1.077; } // Blinn "fixed" the teapot by dividing Z by blinnScale, and that's the // data we now use. The original teapot is taller. Fix it: if (!blinn && _i === 2) { g[c * 4 + r] *= blinnScale; } } } 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]); tmtx.multiplyMatrices(gmx, ms); mgm[_i].multiplyMatrices(mst, tmtx); } // step along, get points, and output for (var sstep = 0; sstep <= segments; sstep++) { var s = sstep / segments; for (var tstep = 0; tstep <= segments; tstep++) { var t = tstep / segments; // point from basis // get power vectors and their derivatives for (p = 4, sval = tval = 1.0; p--;) { sp[p] = sval; tp[p] = tval; sval *= s; tval *= t; if (p === 3) { dsp[p] = dtp[p] = 0.0; dsval = dtval = 1.0; } else { dsp[p] = dsval * (3 - p); dtp[p] = dtval * (3 - p); dsval *= s; dtval *= t; } } vsp.fromArray(sp); vtp.fromArray(tp); vdsp.fromArray(dsp); vdtp.fromArray(dtp); // do for x,y,z for (var _i2 = 0; _i2 < 3; _i2++) { // multiply power vectors times matrix to get value tcoord = vsp.clone(); tcoord.applyMatrix4(mgm[_i2]); vert[_i2] = tcoord.dot(vtp); // get s and t tangent vectors tcoord = vdsp.clone(); tcoord.applyMatrix4(mgm[_i2]); sdir[_i2] = tcoord.dot(vtp); tcoord = vsp.clone(); tcoord.applyMatrix4(mgm[_i2]); tdir[_i2] = tcoord.dot(vdtp); } // find normal vsdir.fromArray(sdir); vtdir.fromArray(tdir); norm.crossVectors(vtdir, vsdir); norm.normalize(); // if X and Z length is 0, at the cusp, so point the normal up or down, depending on patch number if (vert[0] === 0 && vert[1] === 0) { // if above the middle of the teapot, normal points up, else down normOut.set(0, vert[2] > maxHeight2 ? 1 : -1, 0); } else { // standard output: rotate on X axis normOut.set(norm.x, norm.z, -norm.y); } // store it all vertices[vertCount++] = trueSize * vert[0]; vertices[vertCount++] = trueSize * (vert[2] - maxHeight2); vertices[vertCount++] = -trueSize * vert[1]; normals[normCount++] = normOut.x; normals[normCount++] = normOut.y; normals[normCount++] = normOut.z; uvs[uvCount++] = 1 - t; uvs[uvCount++] = 1 - s; } } // save the faces for (var _sstep = 0; _sstep < segments; _sstep++) { for (var _tstep = 0; _tstep < segments; _tstep++) { var v1 = surfCount * vertPerRow * vertPerRow + _sstep * vertPerRow + _tstep; var v2 = v1 + 1; var v3 = v2 + vertPerRow; var v4 = v1 + vertPerRow; // Normals and UVs cannot be shared. Without clone(), you can see the consequences // of sharing if you call geometry.applyMatrix4( matrix ). if (notDegenerate(v1, v2, v3)) { indices[indexCount++] = v1; indices[indexCount++] = v2; indices[indexCount++] = v3; } if (notDegenerate(v1, v3, v4)) { indices[indexCount++] = v1; indices[indexCount++] = v3; indices[indexCount++] = v4; } } } // increment only if a surface was used surfCount++; } } _this.setIndex(new _three.BufferAttribute(indices, 1)); _this.setAttribute('position', new _three.BufferAttribute(vertices, 3)); _this.setAttribute('normal', new _three.BufferAttribute(normals, 3)); _this.setAttribute('uv', new _three.BufferAttribute(uvs, 2)); _this.computeBoundingSphere(); return _this; } return _createClass(TeapotGeometry); }(_three.BufferGeometry); _exports.TeapotGeometry = TeapotGeometry; });