toTrianglesDrawMode top-level property
@param {BufferGeometry} geometry @param {Number} drawMode @return {BufferGeometry}
Implementation
Function toTrianglesDrawMode = (geometry, drawMode) {
var index = geometry.getIndex();
// generate index if not present
if (index == null) {
var indices = [];
var position = geometry.getAttribute('position');
if (position != null) {
for (var i = 0; i < position.count; i++) {
indices.add(i);
}
geometry.setIndex(indices);
index = geometry.getIndex();
} else {
print('THREE.GLTFLoader.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.');
return geometry;
}
}
//
var numberOfTriangles = index.count - 2;
var newIndices = [];
if (drawMode == TriangleFanDrawMode) {
// gl.TRIANGLE_FAN
for (var i = 1; i <= numberOfTriangles; i++) {
newIndices.add(index.getX(0));
newIndices.add(index.getX(i));
newIndices.add(index.getX(i + 1));
}
} else {
// gl.TRIANGLE_STRIP
for (var i = 0; i < numberOfTriangles; i++) {
if (i % 2 == 0) {
newIndices.add(index.getX(i));
newIndices.add(index.getX(i + 1));
newIndices.add(index.getX(i + 2));
} else {
newIndices.add(index.getX(i + 2));
newIndices.add(index.getX(i + 1));
newIndices.add(index.getX(i));
}
}
}
if ((newIndices.length / 3) != numberOfTriangles) {
print('THREE.GLTFLoader.toTrianglesDrawMode(): Unable to generate correct amount of triangles.');
}
// build final geometry
var newGeometry = geometry.clone();
newGeometry.setIndex(newIndices);
return newGeometry;
};