357 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			357 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									BufferGeometry,
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									Float32BufferAttribute,
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									Matrix4,
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									Vector3
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								} from 'three';
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								/**
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								 * You can use this geometry to create a decal mesh, that serves different kinds of purposes.
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								 * e.g. adding unique details to models, performing dynamic visual environmental changes or covering seams.
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								 *
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								 * Constructor parameter:
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								 *
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								 * mesh — Any mesh object
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								 * position — Position of the decal projector
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								 * orientation — Orientation of the decal projector
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								 * size — Size of the decal projector
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								 *
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								 * reference: http://blog.wolfire.com/2009/06/how-to-project-decals/
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								 *
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								 */
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								class DecalGeometry extends BufferGeometry {
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									constructor( mesh, position, orientation, size ) {
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										super();
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										// buffers
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										const vertices = [];
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										const normals = [];
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										const uvs = [];
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										// helpers
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										const plane = new Vector3();
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										// this matrix represents the transformation of the decal projector
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										const projectorMatrix = new Matrix4();
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										projectorMatrix.makeRotationFromEuler( orientation );
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										projectorMatrix.setPosition( position );
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										const projectorMatrixInverse = new Matrix4();
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										projectorMatrixInverse.copy( projectorMatrix ).invert();
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										// generate buffers
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										generate();
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										// build geometry
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										this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
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										this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
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										this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
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										function generate() {
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											let decalVertices = [];
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											const vertex = new Vector3();
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											const normal = new Vector3();
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											// handle different geometry types
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											const geometry = mesh.geometry;
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											const positionAttribute = geometry.attributes.position;
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											const normalAttribute = geometry.attributes.normal;
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											// first, create an array of 'DecalVertex' objects
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											// three consecutive 'DecalVertex' objects represent a single face
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											//
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											// this data structure will be later used to perform the clipping
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											if ( geometry.index !== null ) {
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												// indexed BufferGeometry
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												const index = geometry.index;
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												for ( let i = 0; i < index.count; i ++ ) {
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													vertex.fromBufferAttribute( positionAttribute, index.getX( i ) );
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													normal.fromBufferAttribute( normalAttribute, index.getX( i ) );
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													pushDecalVertex( decalVertices, vertex, normal );
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												}
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											} else {
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												// non-indexed BufferGeometry
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												for ( let i = 0; i < positionAttribute.count; i ++ ) {
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													vertex.fromBufferAttribute( positionAttribute, i );
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													normal.fromBufferAttribute( normalAttribute, i );
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													pushDecalVertex( decalVertices, vertex, normal );
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												}
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											}
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											// second, clip the geometry so that it doesn't extend out from the projector
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											decalVertices = clipGeometry( decalVertices, plane.set( 1, 0, 0 ) );
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											decalVertices = clipGeometry( decalVertices, plane.set( - 1, 0, 0 ) );
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											decalVertices = clipGeometry( decalVertices, plane.set( 0, 1, 0 ) );
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											decalVertices = clipGeometry( decalVertices, plane.set( 0, - 1, 0 ) );
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											decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, 1 ) );
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											decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, - 1 ) );
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											// third, generate final vertices, normals and uvs
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											for ( let i = 0; i < decalVertices.length; i ++ ) {
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												const decalVertex = decalVertices[ i ];
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												// create texture coordinates (we are still in projector space)
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												uvs.push(
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													0.5 + ( decalVertex.position.x / size.x ),
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													0.5 + ( decalVertex.position.y / size.y )
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												);
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												// transform the vertex back to world space
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												decalVertex.position.applyMatrix4( projectorMatrix );
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												// now create vertex and normal buffer data
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												vertices.push( decalVertex.position.x, decalVertex.position.y, decalVertex.position.z );
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												normals.push( decalVertex.normal.x, decalVertex.normal.y, decalVertex.normal.z );
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											}
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										}
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										function pushDecalVertex( decalVertices, vertex, normal ) {
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											// transform the vertex to world space, then to projector space
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											vertex.applyMatrix4( mesh.matrixWorld );
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											vertex.applyMatrix4( projectorMatrixInverse );
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											normal.transformDirection( mesh.matrixWorld );
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											decalVertices.push( new DecalVertex( vertex.clone(), normal.clone() ) );
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										}
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										function clipGeometry( inVertices, plane ) {
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											const outVertices = [];
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											const s = 0.5 * Math.abs( size.dot( plane ) );
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											// a single iteration clips one face,
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											// which consists of three consecutive 'DecalVertex' objects
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											for ( let i = 0; i < inVertices.length; i += 3 ) {
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												let total = 0;
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												let nV1;
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												let nV2;
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												let nV3;
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												let nV4;
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												const d1 = inVertices[ i + 0 ].position.dot( plane ) - s;
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												const d2 = inVertices[ i + 1 ].position.dot( plane ) - s;
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												const d3 = inVertices[ i + 2 ].position.dot( plane ) - s;
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												const v1Out = d1 > 0;
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												const v2Out = d2 > 0;
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												const v3Out = d3 > 0;
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												// calculate, how many vertices of the face lie outside of the clipping plane
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												total = ( v1Out ? 1 : 0 ) + ( v2Out ? 1 : 0 ) + ( v3Out ? 1 : 0 );
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												switch ( total ) {
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													case 0: {
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														// the entire face lies inside of the plane, no clipping needed
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														outVertices.push( inVertices[ i ] );
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														outVertices.push( inVertices[ i + 1 ] );
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														outVertices.push( inVertices[ i + 2 ] );
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														break;
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													}
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													case 1: {
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														// one vertex lies outside of the plane, perform clipping
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														if ( v1Out ) {
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															nV1 = inVertices[ i + 1 ];
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															nV2 = inVertices[ i + 2 ];
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															nV3 = clip( inVertices[ i ], nV1, plane, s );
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															nV4 = clip( inVertices[ i ], nV2, plane, s );
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														}
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														if ( v2Out ) {
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															nV1 = inVertices[ i ];
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															nV2 = inVertices[ i + 2 ];
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															nV3 = clip( inVertices[ i + 1 ], nV1, plane, s );
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															nV4 = clip( inVertices[ i + 1 ], nV2, plane, s );
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															outVertices.push( nV3 );
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															outVertices.push( nV2.clone() );
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															outVertices.push( nV1.clone() );
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															outVertices.push( nV2.clone() );
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															outVertices.push( nV3.clone() );
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															outVertices.push( nV4 );
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															break;
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														}
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														if ( v3Out ) {
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															nV1 = inVertices[ i ];
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															nV2 = inVertices[ i + 1 ];
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															nV3 = clip( inVertices[ i + 2 ], nV1, plane, s );
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															nV4 = clip( inVertices[ i + 2 ], nV2, plane, s );
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														}
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														outVertices.push( nV1.clone() );
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														outVertices.push( nV2.clone() );
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														outVertices.push( nV3 );
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														outVertices.push( nV4 );
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														outVertices.push( nV3.clone() );
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														outVertices.push( nV2.clone() );
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														break;
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													}
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													case 2: {
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														// two vertices lies outside of the plane, perform clipping
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														if ( ! v1Out ) {
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															nV1 = inVertices[ i ].clone();
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															nV2 = clip( nV1, inVertices[ i + 1 ], plane, s );
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															nV3 = clip( nV1, inVertices[ i + 2 ], plane, s );
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															outVertices.push( nV1 );
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															outVertices.push( nV2 );
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															outVertices.push( nV3 );
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														}
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														if ( ! v2Out ) {
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															nV1 = inVertices[ i + 1 ].clone();
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															nV2 = clip( nV1, inVertices[ i + 2 ], plane, s );
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															nV3 = clip( nV1, inVertices[ i ], plane, s );
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															outVertices.push( nV1 );
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															outVertices.push( nV2 );
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															outVertices.push( nV3 );
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														}
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														if ( ! v3Out ) {
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															nV1 = inVertices[ i + 2 ].clone();
							 | 
						||
| 
								 | 
							
															nV2 = clip( nV1, inVertices[ i ], plane, s );
							 | 
						||
| 
								 | 
							
															nV3 = clip( nV1, inVertices[ i + 1 ], plane, s );
							 | 
						||
| 
								 | 
							
															outVertices.push( nV1 );
							 | 
						||
| 
								 | 
							
															outVertices.push( nV2 );
							 | 
						||
| 
								 | 
							
															outVertices.push( nV3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													case 3: {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														// the entire face lies outside of the plane, so let's discard the corresponding vertices
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return outVertices;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function clip( v0, v1, p, s ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const d0 = v0.position.dot( p ) - s;
							 | 
						||
| 
								 | 
							
											const d1 = v1.position.dot( p ) - s;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const s0 = d0 / ( d0 - d1 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const v = new DecalVertex(
							 | 
						||
| 
								 | 
							
												new Vector3(
							 | 
						||
| 
								 | 
							
													v0.position.x + s0 * ( v1.position.x - v0.position.x ),
							 | 
						||
| 
								 | 
							
													v0.position.y + s0 * ( v1.position.y - v0.position.y ),
							 | 
						||
| 
								 | 
							
													v0.position.z + s0 * ( v1.position.z - v0.position.z )
							 | 
						||
| 
								 | 
							
												),
							 | 
						||
| 
								 | 
							
												new Vector3(
							 | 
						||
| 
								 | 
							
													v0.normal.x + s0 * ( v1.normal.x - v0.normal.x ),
							 | 
						||
| 
								 | 
							
													v0.normal.y + s0 * ( v1.normal.y - v0.normal.y ),
							 | 
						||
| 
								 | 
							
													v0.normal.z + s0 * ( v1.normal.z - v0.normal.z )
							 | 
						||
| 
								 | 
							
												)
							 | 
						||
| 
								 | 
							
											);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											// need to clip more values (texture coordinates)? do it this way:
							 | 
						||
| 
								 | 
							
											// intersectpoint.value = a.value + s * ( b.value - a.value );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return v;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								// helper
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class DecalVertex {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( position, normal ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.position = position;
							 | 
						||
| 
								 | 
							
										this.normal = normal;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									clone() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return new this.constructor( this.position.clone(), this.normal.clone() );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { DecalGeometry, DecalVertex };
							 |