copy method
dynamic
copy(
- dynamic source
Implementation
copy(source) {
// reset
this.vertices = [];
this.colors = [];
this.faces = [];
this.faceVertexUvs = [[]];
this.morphTargets = [];
this.morphNormals = [];
this.skinWeights = [];
this.skinIndices = [];
this.lineDistances = [];
this.boundingBox = null;
this.boundingSphere = null;
// name
this.name = source.name;
// vertices
var vertices = source.vertices;
for (var i = 0, il = vertices.length; i < il; i++) {
this.vertices.add(vertices[i].clone());
}
// colors
var colors = source.colors;
for (var i = 0, il = colors.length; i < il; i++) {
this.colors.add(colors[i].clone());
}
// faces
var faces = source.faces;
for (var i = 0, il = faces.length; i < il; i++) {
this.faces.add(faces[i].clone());
}
// face vertex uvs
for (var i = 0, il = source.faceVertexUvs.length; i < il; i++) {
var faceVertexUvs = source.faceVertexUvs[i];
if (this.faceVertexUvs[i] == null) {
this.faceVertexUvs[i] = [];
}
for (var j = 0, jl = faceVertexUvs.length; j < jl; j++) {
List<THREE.Vector2> uvs = faceVertexUvs[j];
List<THREE.Vector2> uvsCopy = [];
for (var k = 0, kl = uvs.length; k < kl; k++) {
var uv = uvs[k];
uvsCopy.add(uv.clone());
}
this.faceVertexUvs[i].add(uvsCopy);
}
}
// morph targets
var morphTargets = source.morphTargets;
for (var i = 0, il = morphTargets.length; i < il; i++) {
var morphTarget = MorphTarget(null);
morphTarget.name = morphTargets[i].name;
// vertices
if (morphTargets[i].vertices != null) {
morphTarget.vertices = [];
for (var j = 0, jl = morphTargets[i].vertices.length; j < jl; j++) {
morphTarget.vertices.add(morphTargets[i].vertices[j].clone());
}
}
// normals
if (morphTargets[i].normals != null) {
morphTarget.normals = [];
for (var j = 0, jl = morphTargets[i].normals.length; j < jl; j++) {
morphTarget.normals.add(morphTargets[i].normals[j].clone());
}
}
this.morphTargets.add(morphTarget);
}
// morph normals
var morphNormals = source.morphNormals;
for (var i = 0, il = morphNormals.length; i < il; i++) {
var morphNormal = MorphNormals();
// vertex normals
if (morphNormals[i].vertexNormals != null) {
morphNormal.vertexNormals = [];
for (var j = 0, jl = morphNormals[i].vertexNormals.length;
j < jl;
j++) {
var srcVertexNormal = morphNormals[i].vertexNormals[j];
Face3 destVertexNormal = Face3(0, 0, 0, null, null);
destVertexNormal.a = srcVertexNormal.a.clone();
destVertexNormal.b = srcVertexNormal.b.clone();
destVertexNormal.c = srcVertexNormal.c.clone();
morphNormal.vertexNormals.add(destVertexNormal);
}
}
// face normals
if (morphNormals[i].faceNormals != null) {
morphNormal.faceNormals = [];
for (var j = 0, jl = morphNormals[i].faceNormals.length; j < jl; j++) {
morphNormal.faceNormals.add(morphNormals[i].faceNormals[j].clone());
}
}
this.morphNormals.add(morphNormal);
}
// skin weights
var skinWeights = source.skinWeights;
for (var i = 0, il = skinWeights.length; i < il; i++) {
this.skinWeights.add(skinWeights[i].clone());
}
// skin indices
var skinIndices = source.skinIndices;
for (var i = 0, il = skinIndices.length; i < il; i++) {
this.skinIndices.add(skinIndices[i].clone());
}
// line distances
var lineDistances = source.lineDistances;
for (var i = 0, il = lineDistances.length; i < il; i++) {
this.lineDistances.add(lineDistances[i]);
}
// bounding box
var boundingBox = source.boundingBox;
if (boundingBox != null) {
this.boundingBox = boundingBox.clone();
}
// bounding sphere
var boundingSphere = source.boundingSphere;
if (boundingSphere != null) {
this.boundingSphere = boundingSphere.clone();
}
// update flags
this.elementsNeedUpdate = source.elementsNeedUpdate;
this.verticesNeedUpdate = source.verticesNeedUpdate;
this.uvsNeedUpdate = source.uvsNeedUpdate;
this.normalsNeedUpdate = source.normalsNeedUpdate;
this.colorsNeedUpdate = source.colorsNeedUpdate;
this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
this.groupsNeedUpdate = source.groupsNeedUpdate;
return this;
}