Source: lib/TeapotGeometry.js

/**
 * @file
 *
 * Summary.
 * <p>Utah teapot.</p>
 *
 * In the early years of 3D modeling and rendering, {@link https://en.wikipedia.org/wiki/Martin_Newell_(computer_scientist) Martin Newel}
 * created a computer-generated three dimensional teapot.
 * The original {@link https://www.computerhistory.org/revolution/computer-graphics-music-and-art/15/206/556 "Utah teapot"}
 * was actually taller than the famed teapot we see in so many places today.
 * Legend has it that during a demo, using a system with non-square pixels, {@link https://en.wikipedia.org/wiki/Jim_Blinn Jim Blinn}
 * scaled the teapot rather than scaling the image.
 * As this dataset became more widely distributed than the original, his edit changed the aspect of teapots in 3D software for years to come.
 *
 * @author Martin Newell
 * @since 07/01/2023
 *
 * @see <a href="/cwdc/13-webgl/lib/TeapotGeometry.js">source</a>
 * @see https://en.wikipedia.org/wiki/Utah_teapot
 * @see http://www.holmes3d.net/graphics/teapot/
 * @see <img src="https://upload.wikimedia.org/wikipedia/commons/a/af/Original_Utah_Teapot_-_Computer_History_Museums.jpg" width="512">
 */

import {
  BufferAttribute,
  BufferGeometry,
  Matrix4,
  Vector3,
  Vector4,
} from "/cwdc/13-webgl/lib/three.module.js";

/**
 * <p>Tessellates the famous Utah teapot database, by Martin Newell, into triangles.</p>
 * <pre>
 * Parameters:
 *   size = 50,
 *   segments = 10,
 *   bottom = true,
 *   lid = true,
 *   body = true,
 *   fitLid = false,
 *   blinn = true
 * </pre>
 *
 * Go to {@link https://en.wikipedia.org/wiki/Utah_teapot Wikipedia} for the original real-world teapot.
 *
 * <p>Note that the bottom (the last four patches) is not flat - blame Frank Crow, not me.</p>
 *
 * <p>The teapot should normally be rendered as a double sided object, since for some
 * patches both sides can be seen, <br>
 * e.g., the gap around the lid and inside the spout.</p>
 *
 * <p>Segments 'n' determines the number of triangles output.</p>
 * [degenerates at the top and bottom cusps are deleted]
 * <pre>
 *   Total triangles = 32*2*n*n - 8*n
 *
 *   size_factor   # triangles
 *       1          56
 *       2         240
 *       3         552
 *       4         992
 *
 *      10        6320
 *      20       25440
 *      30       57360
 * </pre>
 *
 * Code converted from my ancient {@link https://tog.acm.org/resources/SPD/ SPD software}.<br>
 * Created for the Udacity course  {@link https://bit.ly/ericity "Interactive Rendering"}.<br>
 * YouTube video on teapot history: {@link https://www.youtube.com/watch?v=DxMfblPzFNc}
 *
 * @param {Number} size is a relative scale: I've scaled the teapot to fit vertically between -1 and 1. <br>
 *    Think of it as a "radius".
 * @param {Number} segments - number of line segments to subdivide each patch edge; <br>
 *    1 is possible but gives degenerates, so two is the real minimum.
 * @param {Boolean} bottom - boolean, if true (default) then the bottom patches are added. <br>
 *    Some consider adding the bottom heresy, so set this to "false" to adhere to the One True Way.
 * @param {Boolean} lid - to remove the lid and look inside, set to true.
 * @param {Boolean} body - to remove the body and leave the lid, set this and "bottom" to false.
 * @param {Boolean} fitLid - the lid is a tad small in the original. <br>
 *    This stretches it a bit, so you can't see the teapot's insides through the gap.
 * @param {Boolean} blinn - Jim Blinn scaled the original data vertically by dividing by about 1.3 to look nicer. <br>
 *    If you want to see the original teapot, similar to the real-world model, set
 *    this to false. <br>
 *    True by default.
 */

class TeapotGeometry extends BufferGeometry {
  constructor(
    size = 50,
    segments = 10,
    bottom = true,
    lid = true,
    body = true,
    fitLid = true,
    blinn = true,
  ) {
    // 32 * 4 * 4 Bezier spline patches
    // prettier-ignore
    const 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
    ];
    // prettier-ignore
    const teapotVertices = [
      1.4, 0, 2.4,
      1.4, - 0.784, 2.4,
      0.784, - 1.4, 2.4,
      0, - 1.4, 2.4,
      1.3375, 0, 2.53125,
      1.3375, - 0.749, 2.53125,
      0.749, - 1.3375, 2.53125,
      0, - 1.3375, 2.53125,
      1.4375, 0, 2.53125,
      1.4375, - 0.805, 2.53125,
      0.805, - 1.4375, 2.53125,
      0, - 1.4375, 2.53125,
      1.5, 0, 2.4,
      1.5, - 0.84, 2.4,
      0.84, - 1.5, 2.4,
      0, - 1.5, 2.4,
      - 0.784, - 1.4, 2.4,
      - 1.4, - 0.784, 2.4,
      - 1.4, 0, 2.4,
      - 0.749, - 1.3375, 2.53125,
      - 1.3375, - 0.749, 2.53125,
      - 1.3375, 0, 2.53125,
      - 0.805, - 1.4375, 2.53125,
      - 1.4375, - 0.805, 2.53125,
      - 1.4375, 0, 2.53125,
      - 0.84, - 1.5, 2.4,
      - 1.5, - 0.84, 2.4,
      - 1.5, 0, 2.4,
      - 1.4, 0.784, 2.4,
      - 0.784, 1.4, 2.4,
      0, 1.4, 2.4,
      - 1.3375, 0.749, 2.53125,
      - 0.749, 1.3375, 2.53125,
      0, 1.3375, 2.53125,
      - 1.4375, 0.805, 2.53125,
      - 0.805, 1.4375, 2.53125,
      0, 1.4375, 2.53125,
      - 1.5, 0.84, 2.4,
      - 0.84, 1.5, 2.4,
      0, 1.5, 2.4,
      0.784, 1.4, 2.4,
      1.4, 0.784, 2.4,
      0.749, 1.3375, 2.53125,
      1.3375, 0.749, 2.53125,
      0.805, 1.4375, 2.53125,
      1.4375, 0.805, 2.53125,
      0.84, 1.5, 2.4,
      1.5, 0.84, 2.4,
      1.75, 0, 1.875,
      1.75, - 0.98, 1.875,
      0.98, - 1.75, 1.875,
      0, - 1.75, 1.875,
      2, 0, 1.35,
      2, - 1.12, 1.35,
      1.12, - 2, 1.35,
      0, - 2, 1.35,
      2, 0, 0.9,
      2, - 1.12, 0.9,
      1.12, - 2, 0.9,
      0, - 2, 0.9,
      - 0.98, - 1.75, 1.875,
      - 1.75, - 0.98, 1.875,
      - 1.75, 0, 1.875,
      - 1.12, - 2, 1.35,
      - 2, - 1.12, 1.35,
      - 2, 0, 1.35,
      - 1.12, - 2, 0.9,
      - 2, - 1.12, 0.9,
      - 2, 0, 0.9,
      - 1.75, 0.98, 1.875,
      - 0.98, 1.75, 1.875,
      0, 1.75, 1.875,
      - 2, 1.12, 1.35,
      - 1.12, 2, 1.35,
      0, 2, 1.35,
      - 2, 1.12, 0.9,
      - 1.12, 2, 0.9,
      0, 2, 0.9,
      0.98, 1.75, 1.875,
      1.75, 0.98, 1.875,
      1.12, 2, 1.35,
      2, 1.12, 1.35,
      1.12, 2, 0.9,
      2, 1.12, 0.9,
      2, 0, 0.45,
      2, - 1.12, 0.45,
      1.12, - 2, 0.45,
      0, - 2, 0.45,
      1.5, 0, 0.225,
      1.5, - 0.84, 0.225,
      0.84, - 1.5, 0.225,
      0, - 1.5, 0.225,
      1.5, 0, 0.15,
      1.5, - 0.84, 0.15,
      0.84, - 1.5, 0.15,
      0, - 1.5, 0.15,
      - 1.12, - 2, 0.45,
      - 2, - 1.12, 0.45,
      - 2, 0, 0.45,
      - 0.84, - 1.5, 0.225,
      - 1.5, - 0.84, 0.225,
      - 1.5, 0, 0.225,
      - 0.84, - 1.5, 0.15,
      - 1.5, - 0.84, 0.15,
      - 1.5, 0, 0.15,
      - 2, 1.12, 0.45,
      - 1.12, 2, 0.45,
      0, 2, 0.45,
      - 1.5, 0.84, 0.225,
      - 0.84, 1.5, 0.225,
      0, 1.5, 0.225,
      - 1.5, 0.84, 0.15,
      - 0.84, 1.5, 0.15,
      0, 1.5, 0.15,
      1.12, 2, 0.45,
      2, 1.12, 0.45,
      0.84, 1.5, 0.225,
      1.5, 0.84, 0.225,
      0.84, 1.5, 0.15,
      1.5, 0.84, 0.15,
      - 1.6, 0, 2.025,
      - 1.6, - 0.3, 2.025,
      - 1.5, - 0.3, 2.25,
      - 1.5, 0, 2.25,
      - 2.3, 0, 2.025,
      - 2.3, - 0.3, 2.025,
      - 2.5, - 0.3, 2.25,
      - 2.5, 0, 2.25,
      - 2.7, 0, 2.025,
      - 2.7, - 0.3, 2.025,
      - 3, - 0.3, 2.25,
      - 3, 0, 2.25,
      - 2.7, 0, 1.8,
      - 2.7, - 0.3, 1.8,
      - 3, - 0.3, 1.8,
      - 3, 0, 1.8,
      - 1.5, 0.3, 2.25,
      - 1.6, 0.3, 2.025,
      - 2.5, 0.3, 2.25,
      - 2.3, 0.3, 2.025,
      - 3, 0.3, 2.25,
      - 2.7, 0.3, 2.025,
      - 3, 0.3, 1.8,
      - 2.7, 0.3, 1.8,
      - 2.7, 0, 1.575,
      - 2.7, - 0.3, 1.575,
      - 3, - 0.3, 1.35,
      - 3, 0, 1.35,
      - 2.5, 0, 1.125,
      - 2.5, - 0.3, 1.125,
      - 2.65, - 0.3, 0.9375,
      - 2.65, 0, 0.9375,
      - 2, - 0.3, 0.9,
      - 1.9, - 0.3, 0.6,
      - 1.9, 0, 0.6,
      - 3, 0.3, 1.35,
      - 2.7, 0.3, 1.575,
      - 2.65, 0.3, 0.9375,
      - 2.5, 0.3, 1.125,
      - 1.9, 0.3, 0.6,
      - 2, 0.3, 0.9,
      1.7, 0, 1.425,
      1.7, - 0.66, 1.425,
      1.7, - 0.66, 0.6,
      1.7, 0, 0.6,
      2.6, 0, 1.425,
      2.6, - 0.66, 1.425,
      3.1, - 0.66, 0.825,
      3.1, 0, 0.825,
      2.3, 0, 2.1,
      2.3, - 0.25, 2.1,
      2.4, - 0.25, 2.025,
      2.4, 0, 2.025,
      2.7, 0, 2.4,
      2.7, - 0.25, 2.4,
      3.3, - 0.25, 2.4,
      3.3, 0, 2.4,
      1.7, 0.66, 0.6,
      1.7, 0.66, 1.425,
      3.1, 0.66, 0.825,
      2.6, 0.66, 1.425,
      2.4, 0.25, 2.025,
      2.3, 0.25, 2.1,
      3.3, 0.25, 2.4,
      2.7, 0.25, 2.4,
      2.8, 0, 2.475,
      2.8, - 0.25, 2.475,
      3.525, - 0.25, 2.49375,
      3.525, 0, 2.49375,
      2.9, 0, 2.475,
      2.9, - 0.15, 2.475,
      3.45, - 0.15, 2.5125,
      3.45, 0, 2.5125,
      2.8, 0, 2.4,
      2.8, - 0.15, 2.4,
      3.2, - 0.15, 2.4,
      3.2, 0, 2.4,
      3.525, 0.25, 2.49375,
      2.8, 0.25, 2.475,
      3.45, 0.15, 2.5125,
      2.9, 0.15, 2.475,
      3.2, 0.15, 2.4,
      2.8, 0.15, 2.4,
      0, 0, 3.15,
      0.8, 0, 3.15,
      0.8, - 0.45, 3.15,
      0.45, - 0.8, 3.15,
      0, - 0.8, 3.15,
      0, 0, 2.85,
      0.2, 0, 2.7,
      0.2, - 0.112, 2.7,
      0.112, - 0.2, 2.7,
      0, - 0.2, 2.7,
      - 0.45, - 0.8, 3.15,
      - 0.8, - 0.45, 3.15,
      - 0.8, 0, 3.15,
      - 0.112, - 0.2, 2.7,
      - 0.2, - 0.112, 2.7,
      - 0.2, 0, 2.7,
      - 0.8, 0.45, 3.15,
      - 0.45, 0.8, 3.15,
      0, 0.8, 3.15,
      - 0.2, 0.112, 2.7,
      - 0.112, 0.2, 2.7,
      0, 0.2, 2.7,
      0.45, 0.8, 3.15,
      0.8, 0.45, 3.15,
      0.112, 0.2, 2.7,
      0.2, 0.112, 2.7,
      0.4, 0, 2.55,
      0.4, - 0.224, 2.55,
      0.224, - 0.4, 2.55,
      0, - 0.4, 2.55,
      1.3, 0, 2.55,
      1.3, - 0.728, 2.55,
      0.728, - 1.3, 2.55,
      0, - 1.3, 2.55,
      1.3, 0, 2.4,
      1.3, - 0.728, 2.4,
      0.728, - 1.3, 2.4,
      0, - 1.3, 2.4,
      - 0.224, - 0.4, 2.55,
      - 0.4, - 0.224, 2.55,
      - 0.4, 0, 2.55,
      - 0.728, - 1.3, 2.55,
      - 1.3, - 0.728, 2.55,
      - 1.3, 0, 2.55,
      - 0.728, - 1.3, 2.4,
      - 1.3, - 0.728, 2.4,
      - 1.3, 0, 2.4,
      - 0.4, 0.224, 2.55,
      - 0.224, 0.4, 2.55,
      0, 0.4, 2.55,
      - 1.3, 0.728, 2.55,
      - 0.728, 1.3, 2.55,
      0, 1.3, 2.55,
      - 1.3, 0.728, 2.4,
      - 0.728, 1.3, 2.4,
      0, 1.3, 2.4,
      0.224, 0.4, 2.55,
      0.4, 0.224, 2.55,
      0.728, 1.3, 2.55,
      1.3, 0.728, 2.55,
      0.728, 1.3, 2.4,
      1.3, 0.728, 2.4,
      0, 0, 0,
      1.425, 0, 0,
      1.425, 0.798, 0,
      0.798, 1.425, 0,
      0, 1.425, 0,
      1.5, 0, 0.075,
      1.5, 0.84, 0.075,
      0.84, 1.5, 0.075,
      0, 1.5, 0.075,
      - 0.798, 1.425, 0,
      - 1.425, 0.798, 0,
      - 1.425, 0, 0,
      - 0.84, 1.5, 0.075,
      - 1.5, 0.84, 0.075,
      - 1.5, 0, 0.075,
      - 1.425, - 0.798, 0,
      - 0.798, - 1.425, 0,
      0, - 1.425, 0,
      - 1.5, - 0.84, 0.075,
      - 0.84, - 1.5, 0.075,
      0, - 1.5, 0.075,
      0.798, - 1.425, 0,
      1.425, - 0.798, 0,
      0.84, - 1.5, 0.075,
      1.5, - 0.84, 0.075
    ];

    super();

    // 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.
    const blinnScale = 1.3;

    // scale the size to be the real scaling factor
    const maxHeight = 3.15 * (blinn ? 1 : blinnScale);

    const maxHeight2 = maxHeight / 2;
    const trueSize = size / maxHeight2;

    // Number of elements depends on what is needed. Subtract degenerate
    // triangles at tip of bottom and lid out in advance.
    let numTriangles = bottom ? (8 * segments - 4) * segments : 0;
    numTriangles += lid ? (16 * segments - 4) * segments : 0;
    numTriangles += body ? 40 * segments * segments : 0;

    const indices = new Uint32Array(numTriangles * 3);

    let numVertices = bottom ? 4 : 0;
    numVertices += lid ? 8 : 0;
    numVertices += body ? 20 : 0;
    numVertices *= (segments + 1) * (segments + 1);

    const vertices = new Float32Array(numVertices * 3);
    const normals = new Float32Array(numVertices * 3);
    const uvs = new Float32Array(numVertices * 2);

    // Bezier form
    const ms = new Matrix4();
    // prettier-ignore
    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
        );

    const g = [];

    const sp = [];
    const tp = [];
    const dsp = [];
    const dtp = [];

    // M * G * M matrix, sort of see
    // http://www.cs.helsinki.fi/group/goa/mallinnus/curves/surfaces.html
    const mgm = [];

    const vert = [];
    const sdir = [];
    const tdir = [];

    const norm = new Vector3();

    let tcoord;

    let sval;
    let tval;
    let p;
    let dsval = 0;
    let dtval = 0;

    const normOut = new Vector3();

    const gmx = new Matrix4();
    const tmtx = new Matrix4();

    const vsp = new Vector4();
    const vtp = new Vector4();
    const vdsp = new Vector4();
    const vdtp = new Vector4();

    const vsdir = new Vector3();
    const vtdir = new Vector3();

    const 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.
    const notDegenerate = (
      vtx1,
      vtx2,
      vtx3, // 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 (let i = 0; i < 3; i++) {
      mgm[i] = new Matrix4();
    }

    const minPatches = body ? 0 : 20;
    const maxPatches = bottom ? 32 : 28;

    const vertPerRow = segments + 1;

    let surfCount = 0;

    let vertCount = 0;
    let normCount = 0;
    let uvCount = 0;

    let indexCount = 0;

    for (let 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 (let i = 0; i < 3; i++) {
          // get control patches
          for (let r = 0; r < 4; r++) {
            for (let 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;
              }
            }
          }
          // prettier-ignore
          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 (let sstep = 0; sstep <= segments; sstep++) {
          const s = sstep / segments;

          for (let tstep = 0; tstep <= segments; tstep++) {
            const 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 (let i = 0; i < 3; i++) {
              // multiply power vectors times matrix to get value
              tcoord = vsp.clone();
              tcoord.applyMatrix4(mgm[i]);
              vert[i] = tcoord.dot(vtp);

              // get s and t tangent vectors
              tcoord = vdsp.clone();
              tcoord.applyMatrix4(mgm[i]);
              sdir[i] = tcoord.dot(vtp);

              tcoord = vsp.clone();
              tcoord.applyMatrix4(mgm[i]);
              tdir[i] = 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 (let sstep = 0; sstep < segments; sstep++) {
          for (let tstep = 0; tstep < segments; tstep++) {
            const v1 =
              surfCount * vertPerRow * vertPerRow + sstep * vertPerRow + tstep;
            const v2 = v1 + 1;
            const v3 = v2 + vertPerRow;
            const 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++;
      }
    }

    /**
     * @name TeapotGeometry.BufferAttribute
     * @property {Object} attributes TeaPot vertex attributes.
     * @property {Float32Array} attributes.position vertex coordinates.
     * @property {Float32Array} attributes.normal vertex normals.
     * @property {Float32Array} attributes.uv texture coordinates.
     * @property {Float32Array} index face index array.
     * @see {@link https://threejs.org/docs/#api/en/core/BufferAttribute BufferAttribute}
     */
    this.setIndex(new BufferAttribute(indices, 1));
    this.setAttribute("position", new BufferAttribute(vertices, 3));
    this.setAttribute("normal", new BufferAttribute(normals, 3));
    this.setAttribute("uv", new BufferAttribute(uvs, 2));

    this.computeBoundingSphere();
  }
}

export { TeapotGeometry };