添加关照、全局等高线、修改图层问题
This commit is contained in:
69
dist/electron/static/sdk/three/jsm/geometries/BoxLineGeometry.js
vendored
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69
dist/electron/static/sdk/three/jsm/geometries/BoxLineGeometry.js
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@ -0,0 +1,69 @@
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import {
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BufferGeometry,
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Float32BufferAttribute
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} from 'three';
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class BoxLineGeometry extends BufferGeometry {
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constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
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super();
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widthSegments = Math.floor( widthSegments );
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heightSegments = Math.floor( heightSegments );
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depthSegments = Math.floor( depthSegments );
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const widthHalf = width / 2;
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const heightHalf = height / 2;
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const depthHalf = depth / 2;
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const segmentWidth = width / widthSegments;
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const segmentHeight = height / heightSegments;
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const segmentDepth = depth / depthSegments;
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const vertices = [];
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let x = - widthHalf;
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let y = - heightHalf;
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let z = - depthHalf;
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for ( let i = 0; i <= widthSegments; i ++ ) {
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vertices.push( x, - heightHalf, - depthHalf, x, heightHalf, - depthHalf );
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vertices.push( x, heightHalf, - depthHalf, x, heightHalf, depthHalf );
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vertices.push( x, heightHalf, depthHalf, x, - heightHalf, depthHalf );
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vertices.push( x, - heightHalf, depthHalf, x, - heightHalf, - depthHalf );
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x += segmentWidth;
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}
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for ( let i = 0; i <= heightSegments; i ++ ) {
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vertices.push( - widthHalf, y, - depthHalf, widthHalf, y, - depthHalf );
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vertices.push( widthHalf, y, - depthHalf, widthHalf, y, depthHalf );
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vertices.push( widthHalf, y, depthHalf, - widthHalf, y, depthHalf );
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vertices.push( - widthHalf, y, depthHalf, - widthHalf, y, - depthHalf );
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y += segmentHeight;
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}
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for ( let i = 0; i <= depthSegments; i ++ ) {
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vertices.push( - widthHalf, - heightHalf, z, - widthHalf, heightHalf, z );
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vertices.push( - widthHalf, heightHalf, z, widthHalf, heightHalf, z );
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vertices.push( widthHalf, heightHalf, z, widthHalf, - heightHalf, z );
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vertices.push( widthHalf, - heightHalf, z, - widthHalf, - heightHalf, z );
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z += segmentDepth;
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}
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this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
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}
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}
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export { BoxLineGeometry };
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53
dist/electron/static/sdk/three/jsm/geometries/ConvexGeometry.js
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53
dist/electron/static/sdk/three/jsm/geometries/ConvexGeometry.js
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@ -0,0 +1,53 @@
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import {
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BufferGeometry,
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Float32BufferAttribute
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} from 'three';
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import { ConvexHull } from '../math/ConvexHull.js';
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class ConvexGeometry extends BufferGeometry {
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constructor( points = [] ) {
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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 convexHull = new ConvexHull().setFromPoints( points );
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// generate vertices and normals
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const faces = convexHull.faces;
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for ( let i = 0; i < faces.length; i ++ ) {
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const face = faces[ i ];
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let edge = face.edge;
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// we move along a doubly-connected edge list to access all face points (see HalfEdge docs)
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do {
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const point = edge.head().point;
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vertices.push( point.x, point.y, point.z );
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normals.push( face.normal.x, face.normal.y, face.normal.z );
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edge = edge.next;
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} while ( edge !== face.edge );
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}
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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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}
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}
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export { ConvexGeometry };
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356
dist/electron/static/sdk/three/jsm/geometries/DecalGeometry.js
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356
dist/electron/static/sdk/three/jsm/geometries/DecalGeometry.js
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@ -0,0 +1,356 @@
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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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}
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||||
case 1: {
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||||
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// one vertex lies outside of the plane, perform clipping
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||||
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||||
if ( v1Out ) {
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||||
|
||||
nV1 = inVertices[ i + 1 ];
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||||
nV2 = inVertices[ i + 2 ];
|
||||
nV3 = clip( inVertices[ i ], nV1, plane, s );
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||||
nV4 = clip( inVertices[ i ], nV2, plane, s );
|
||||
|
||||
}
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||||
|
||||
if ( v2Out ) {
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||||
|
||||
nV1 = inVertices[ i ];
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||||
nV2 = inVertices[ i + 2 ];
|
||||
nV3 = clip( inVertices[ i + 1 ], nV1, plane, s );
|
||||
nV4 = clip( inVertices[ i + 1 ], nV2, plane, s );
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||||
|
||||
outVertices.push( nV3 );
|
||||
outVertices.push( nV2.clone() );
|
||||
outVertices.push( nV1.clone() );
|
||||
|
||||
outVertices.push( nV2.clone() );
|
||||
outVertices.push( nV3.clone() );
|
||||
outVertices.push( nV4 );
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
if ( v3Out ) {
|
||||
|
||||
nV1 = inVertices[ i ];
|
||||
nV2 = inVertices[ i + 1 ];
|
||||
nV3 = clip( inVertices[ i + 2 ], nV1, plane, s );
|
||||
nV4 = clip( inVertices[ i + 2 ], nV2, plane, s );
|
||||
|
||||
}
|
||||
|
||||
outVertices.push( nV1.clone() );
|
||||
outVertices.push( nV2.clone() );
|
||||
outVertices.push( nV3 );
|
||||
|
||||
outVertices.push( nV4 );
|
||||
outVertices.push( nV3.clone() );
|
||||
outVertices.push( nV2.clone() );
|
||||
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
case 2: {
|
||||
|
||||
// two vertices lies outside of the plane, perform clipping
|
||||
|
||||
if ( ! v1Out ) {
|
||||
|
||||
nV1 = inVertices[ i ].clone();
|
||||
nV2 = clip( nV1, inVertices[ i + 1 ], plane, s );
|
||||
nV3 = clip( nV1, inVertices[ i + 2 ], plane, s );
|
||||
outVertices.push( nV1 );
|
||||
outVertices.push( nV2 );
|
||||
outVertices.push( nV3 );
|
||||
|
||||
}
|
||||
|
||||
if ( ! v2Out ) {
|
||||
|
||||
nV1 = inVertices[ i + 1 ].clone();
|
||||
nV2 = clip( nV1, inVertices[ i + 2 ], plane, s );
|
||||
nV3 = clip( nV1, inVertices[ i ], plane, s );
|
||||
outVertices.push( nV1 );
|
||||
outVertices.push( nV2 );
|
||||
outVertices.push( nV3 );
|
||||
|
||||
}
|
||||
|
||||
if ( ! v3Out ) {
|
||||
|
||||
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 };
|
174
dist/electron/static/sdk/three/jsm/geometries/InstancedPointsGeometry.js
vendored
Normal file
174
dist/electron/static/sdk/three/jsm/geometries/InstancedPointsGeometry.js
vendored
Normal file
@ -0,0 +1,174 @@
|
||||
import {
|
||||
Box3,
|
||||
Float32BufferAttribute,
|
||||
InstancedBufferGeometry,
|
||||
InstancedBufferAttribute,
|
||||
Sphere,
|
||||
Vector3
|
||||
} from 'three';
|
||||
|
||||
const _vector = new Vector3();
|
||||
|
||||
class InstancedPointsGeometry extends InstancedBufferGeometry {
|
||||
|
||||
constructor() {
|
||||
|
||||
super();
|
||||
|
||||
this.isInstancedPointsGeometry = true;
|
||||
|
||||
this.type = 'InstancedPointsGeometry';
|
||||
|
||||
const positions = [ - 1, 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
|
||||
const uvs = [ - 1, 1, 1, 1, - 1, - 1, 1, - 1 ];
|
||||
const index = [ 0, 2, 1, 2, 3, 1 ];
|
||||
|
||||
this.setIndex( index );
|
||||
this.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
|
||||
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||||
|
||||
}
|
||||
|
||||
applyMatrix4( matrix ) {
|
||||
|
||||
const pos = this.attributes.instancePosition;
|
||||
|
||||
if ( pos !== undefined ) {
|
||||
|
||||
pos.applyMatrix4( matrix );
|
||||
|
||||
pos.needsUpdate = true;
|
||||
|
||||
}
|
||||
|
||||
if ( this.boundingBox !== null ) {
|
||||
|
||||
this.computeBoundingBox();
|
||||
|
||||
}
|
||||
|
||||
if ( this.boundingSphere !== null ) {
|
||||
|
||||
this.computeBoundingSphere();
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setPositions( array ) {
|
||||
|
||||
let points;
|
||||
|
||||
if ( array instanceof Float32Array ) {
|
||||
|
||||
points = array;
|
||||
|
||||
} else if ( Array.isArray( array ) ) {
|
||||
|
||||
points = new Float32Array( array );
|
||||
|
||||
}
|
||||
|
||||
this.setAttribute( 'instancePosition', new InstancedBufferAttribute( points, 3 ) ); // xyz
|
||||
|
||||
//
|
||||
|
||||
this.computeBoundingBox();
|
||||
this.computeBoundingSphere();
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
setColors( array ) {
|
||||
|
||||
let colors;
|
||||
|
||||
if ( array instanceof Float32Array ) {
|
||||
|
||||
colors = array;
|
||||
|
||||
} else if ( Array.isArray( array ) ) {
|
||||
|
||||
colors = new Float32Array( array );
|
||||
|
||||
}
|
||||
|
||||
this.setAttribute( 'instanceColor', new InstancedBufferAttribute( colors, 3 ) ); // rgb
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
computeBoundingBox() {
|
||||
|
||||
if ( this.boundingBox === null ) {
|
||||
|
||||
this.boundingBox = new Box3();
|
||||
|
||||
}
|
||||
|
||||
const pos = this.attributes.instancePosition;
|
||||
|
||||
if ( pos !== undefined ) {
|
||||
|
||||
this.boundingBox.setFromBufferAttribute( pos );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
computeBoundingSphere() {
|
||||
|
||||
if ( this.boundingSphere === null ) {
|
||||
|
||||
this.boundingSphere = new Sphere();
|
||||
|
||||
}
|
||||
|
||||
if ( this.boundingBox === null ) {
|
||||
|
||||
this.computeBoundingBox();
|
||||
|
||||
}
|
||||
|
||||
const pos = this.attributes.instancePosition;
|
||||
|
||||
if ( pos !== undefined ) {
|
||||
|
||||
const center = this.boundingSphere.center;
|
||||
|
||||
this.boundingBox.getCenter( center );
|
||||
|
||||
let maxRadiusSq = 0;
|
||||
|
||||
for ( let i = 0, il = pos.count; i < il; i ++ ) {
|
||||
|
||||
_vector.fromBufferAttribute( pos, i );
|
||||
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector ) );
|
||||
|
||||
}
|
||||
|
||||
this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
|
||||
|
||||
if ( isNaN( this.boundingSphere.radius ) ) {
|
||||
|
||||
console.error( 'THREE.InstancedPointsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.', this );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
toJSON() {
|
||||
|
||||
// todo
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export default InstancedPointsGeometry;
|
254
dist/electron/static/sdk/three/jsm/geometries/ParametricGeometries.js
vendored
Normal file
254
dist/electron/static/sdk/three/jsm/geometries/ParametricGeometries.js
vendored
Normal file
@ -0,0 +1,254 @@
|
||||
import {
|
||||
Curve,
|
||||
Vector3
|
||||
} from 'three';
|
||||
|
||||
import { ParametricGeometry } from './ParametricGeometry.js';
|
||||
|
||||
/**
|
||||
* Experimenting of primitive geometry creation using Surface Parametric equations
|
||||
*/
|
||||
|
||||
const ParametricGeometries = {
|
||||
|
||||
klein: function ( v, u, target ) {
|
||||
|
||||
u *= Math.PI;
|
||||
v *= 2 * Math.PI;
|
||||
|
||||
u = u * 2;
|
||||
let x, z;
|
||||
if ( u < Math.PI ) {
|
||||
|
||||
x = 3 * Math.cos( u ) * ( 1 + Math.sin( u ) ) + ( 2 * ( 1 - Math.cos( u ) / 2 ) ) * Math.cos( u ) * Math.cos( v );
|
||||
z = - 8 * Math.sin( u ) - 2 * ( 1 - Math.cos( u ) / 2 ) * Math.sin( u ) * Math.cos( v );
|
||||
|
||||
} else {
|
||||
|
||||
x = 3 * Math.cos( u ) * ( 1 + Math.sin( u ) ) + ( 2 * ( 1 - Math.cos( u ) / 2 ) ) * Math.cos( v + Math.PI );
|
||||
z = - 8 * Math.sin( u );
|
||||
|
||||
}
|
||||
|
||||
const y = - 2 * ( 1 - Math.cos( u ) / 2 ) * Math.sin( v );
|
||||
|
||||
target.set( x, y, z );
|
||||
|
||||
},
|
||||
|
||||
plane: function ( width, height ) {
|
||||
|
||||
return function ( u, v, target ) {
|
||||
|
||||
const x = u * width;
|
||||
const y = 0;
|
||||
const z = v * height;
|
||||
|
||||
target.set( x, y, z );
|
||||
|
||||
};
|
||||
|
||||
},
|
||||
|
||||
mobius: function ( u, t, target ) {
|
||||
|
||||
// flat mobius strip
|
||||
// http://www.wolframalpha.com/input/?i=M%C3%B6bius+strip+parametric+equations&lk=1&a=ClashPrefs_*Surface.MoebiusStrip.SurfaceProperty.ParametricEquations-
|
||||
u = u - 0.5;
|
||||
const v = 2 * Math.PI * t;
|
||||
|
||||
const a = 2;
|
||||
|
||||
const x = Math.cos( v ) * ( a + u * Math.cos( v / 2 ) );
|
||||
const y = Math.sin( v ) * ( a + u * Math.cos( v / 2 ) );
|
||||
const z = u * Math.sin( v / 2 );
|
||||
|
||||
target.set( x, y, z );
|
||||
|
||||
},
|
||||
|
||||
mobius3d: function ( u, t, target ) {
|
||||
|
||||
// volumetric mobius strip
|
||||
|
||||
u *= Math.PI;
|
||||
t *= 2 * Math.PI;
|
||||
|
||||
u = u * 2;
|
||||
const phi = u / 2;
|
||||
const major = 2.25, a = 0.125, b = 0.65;
|
||||
|
||||
let x = a * Math.cos( t ) * Math.cos( phi ) - b * Math.sin( t ) * Math.sin( phi );
|
||||
const z = a * Math.cos( t ) * Math.sin( phi ) + b * Math.sin( t ) * Math.cos( phi );
|
||||
const y = ( major + x ) * Math.sin( u );
|
||||
x = ( major + x ) * Math.cos( u );
|
||||
|
||||
target.set( x, y, z );
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
/*********************************************
|
||||
*
|
||||
* Parametric Replacement for TubeGeometry
|
||||
*
|
||||
*********************************************/
|
||||
|
||||
ParametricGeometries.TubeGeometry = class TubeGeometry extends ParametricGeometry {
|
||||
|
||||
constructor( path, segments = 64, radius = 1, segmentsRadius = 8, closed = false ) {
|
||||
|
||||
const numpoints = segments + 1;
|
||||
|
||||
const frames = path.computeFrenetFrames( segments, closed ),
|
||||
tangents = frames.tangents,
|
||||
normals = frames.normals,
|
||||
binormals = frames.binormals;
|
||||
|
||||
const position = new Vector3();
|
||||
|
||||
function ParametricTube( u, v, target ) {
|
||||
|
||||
v *= 2 * Math.PI;
|
||||
|
||||
const i = Math.floor( u * ( numpoints - 1 ) );
|
||||
|
||||
path.getPointAt( u, position );
|
||||
|
||||
const normal = normals[ i ];
|
||||
const binormal = binormals[ i ];
|
||||
|
||||
const cx = - radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
|
||||
const cy = radius * Math.sin( v );
|
||||
|
||||
position.x += cx * normal.x + cy * binormal.x;
|
||||
position.y += cx * normal.y + cy * binormal.y;
|
||||
position.z += cx * normal.z + cy * binormal.z;
|
||||
|
||||
target.copy( position );
|
||||
|
||||
}
|
||||
|
||||
super( ParametricTube, segments, segmentsRadius );
|
||||
|
||||
// proxy internals
|
||||
|
||||
this.tangents = tangents;
|
||||
this.normals = normals;
|
||||
this.binormals = binormals;
|
||||
|
||||
this.path = path;
|
||||
this.segments = segments;
|
||||
this.radius = radius;
|
||||
this.segmentsRadius = segmentsRadius;
|
||||
this.closed = closed;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
/*********************************************
|
||||
*
|
||||
* Parametric Replacement for TorusKnotGeometry
|
||||
*
|
||||
*********************************************/
|
||||
ParametricGeometries.TorusKnotGeometry = class TorusKnotGeometry extends ParametricGeometries.TubeGeometry {
|
||||
|
||||
constructor( radius = 200, tube = 40, segmentsT = 64, segmentsR = 8, p = 2, q = 3 ) {
|
||||
|
||||
class TorusKnotCurve extends Curve {
|
||||
|
||||
getPoint( t, optionalTarget = new Vector3() ) {
|
||||
|
||||
const point = optionalTarget;
|
||||
|
||||
t *= Math.PI * 2;
|
||||
|
||||
const r = 0.5;
|
||||
|
||||
const x = ( 1 + r * Math.cos( q * t ) ) * Math.cos( p * t );
|
||||
const y = ( 1 + r * Math.cos( q * t ) ) * Math.sin( p * t );
|
||||
const z = r * Math.sin( q * t );
|
||||
|
||||
return point.set( x, y, z ).multiplyScalar( radius );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
const segments = segmentsT;
|
||||
const radiusSegments = segmentsR;
|
||||
const extrudePath = new TorusKnotCurve();
|
||||
|
||||
super( extrudePath, segments, tube, radiusSegments, true, false );
|
||||
|
||||
this.radius = radius;
|
||||
this.tube = tube;
|
||||
this.segmentsT = segmentsT;
|
||||
this.segmentsR = segmentsR;
|
||||
this.p = p;
|
||||
this.q = q;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/*********************************************
|
||||
*
|
||||
* Parametric Replacement for SphereGeometry
|
||||
*
|
||||
*********************************************/
|
||||
ParametricGeometries.SphereGeometry = class SphereGeometry extends ParametricGeometry {
|
||||
|
||||
constructor( size, u, v ) {
|
||||
|
||||
function sphere( u, v, target ) {
|
||||
|
||||
u *= Math.PI;
|
||||
v *= 2 * Math.PI;
|
||||
|
||||
const x = size * Math.sin( u ) * Math.cos( v );
|
||||
const y = size * Math.sin( u ) * Math.sin( v );
|
||||
const z = size * Math.cos( u );
|
||||
|
||||
target.set( x, y, z );
|
||||
|
||||
}
|
||||
|
||||
super( sphere, u, v );
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
|
||||
/*********************************************
|
||||
*
|
||||
* Parametric Replacement for PlaneGeometry
|
||||
*
|
||||
*********************************************/
|
||||
|
||||
ParametricGeometries.PlaneGeometry = class PlaneGeometry extends ParametricGeometry {
|
||||
|
||||
constructor( width, depth, segmentsWidth, segmentsDepth ) {
|
||||
|
||||
function plane( u, v, target ) {
|
||||
|
||||
const x = u * width;
|
||||
const y = 0;
|
||||
const z = v * depth;
|
||||
|
||||
target.set( x, y, z );
|
||||
|
||||
}
|
||||
|
||||
super( plane, segmentsWidth, segmentsDepth );
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
export { ParametricGeometries };
|
139
dist/electron/static/sdk/three/jsm/geometries/ParametricGeometry.js
vendored
Normal file
139
dist/electron/static/sdk/three/jsm/geometries/ParametricGeometry.js
vendored
Normal file
@ -0,0 +1,139 @@
|
||||
/**
|
||||
* Parametric Surfaces Geometry
|
||||
* based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html
|
||||
*/
|
||||
|
||||
import {
|
||||
BufferGeometry,
|
||||
Float32BufferAttribute,
|
||||
Vector3
|
||||
} from 'three';
|
||||
|
||||
class ParametricGeometry extends BufferGeometry {
|
||||
|
||||
constructor( func = ( u, v, target ) => target.set( u, v, Math.cos( u ) * Math.sin( v ) ), slices = 8, stacks = 8 ) {
|
||||
|
||||
super();
|
||||
|
||||
this.type = 'ParametricGeometry';
|
||||
|
||||
this.parameters = {
|
||||
func: func,
|
||||
slices: slices,
|
||||
stacks: stacks
|
||||
};
|
||||
|
||||
// buffers
|
||||
|
||||
const indices = [];
|
||||
const vertices = [];
|
||||
const normals = [];
|
||||
const uvs = [];
|
||||
|
||||
const EPS = 0.00001;
|
||||
|
||||
const normal = new Vector3();
|
||||
|
||||
const p0 = new Vector3(), p1 = new Vector3();
|
||||
const pu = new Vector3(), pv = new Vector3();
|
||||
|
||||
// generate vertices, normals and uvs
|
||||
|
||||
const sliceCount = slices + 1;
|
||||
|
||||
for ( let i = 0; i <= stacks; i ++ ) {
|
||||
|
||||
const v = i / stacks;
|
||||
|
||||
for ( let j = 0; j <= slices; j ++ ) {
|
||||
|
||||
const u = j / slices;
|
||||
|
||||
// vertex
|
||||
|
||||
func( u, v, p0 );
|
||||
vertices.push( p0.x, p0.y, p0.z );
|
||||
|
||||
// normal
|
||||
|
||||
// approximate tangent vectors via finite differences
|
||||
|
||||
if ( u - EPS >= 0 ) {
|
||||
|
||||
func( u - EPS, v, p1 );
|
||||
pu.subVectors( p0, p1 );
|
||||
|
||||
} else {
|
||||
|
||||
func( u + EPS, v, p1 );
|
||||
pu.subVectors( p1, p0 );
|
||||
|
||||
}
|
||||
|
||||
if ( v - EPS >= 0 ) {
|
||||
|
||||
func( u, v - EPS, p1 );
|
||||
pv.subVectors( p0, p1 );
|
||||
|
||||
} else {
|
||||
|
||||
func( u, v + EPS, p1 );
|
||||
pv.subVectors( p1, p0 );
|
||||
|
||||
}
|
||||
|
||||
// cross product of tangent vectors returns surface normal
|
||||
|
||||
normal.crossVectors( pu, pv ).normalize();
|
||||
normals.push( normal.x, normal.y, normal.z );
|
||||
|
||||
// uv
|
||||
|
||||
uvs.push( u, v );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// generate indices
|
||||
|
||||
for ( let i = 0; i < stacks; i ++ ) {
|
||||
|
||||
for ( let j = 0; j < slices; j ++ ) {
|
||||
|
||||
const a = i * sliceCount + j;
|
||||
const b = i * sliceCount + j + 1;
|
||||
const c = ( i + 1 ) * sliceCount + j + 1;
|
||||
const d = ( i + 1 ) * sliceCount + j;
|
||||
|
||||
// faces one and two
|
||||
|
||||
indices.push( a, b, d );
|
||||
indices.push( b, c, d );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// build geometry
|
||||
|
||||
this.setIndex( indices );
|
||||
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
|
||||
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
|
||||
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
|
||||
|
||||
}
|
||||
|
||||
copy( source ) {
|
||||
|
||||
super.copy( source );
|
||||
|
||||
this.parameters = Object.assign( {}, source.parameters );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { ParametricGeometry };
|
155
dist/electron/static/sdk/three/jsm/geometries/RoundedBoxGeometry.js
vendored
Normal file
155
dist/electron/static/sdk/three/jsm/geometries/RoundedBoxGeometry.js
vendored
Normal file
@ -0,0 +1,155 @@
|
||||
import {
|
||||
BoxGeometry,
|
||||
Vector3
|
||||
} from 'three';
|
||||
|
||||
const _tempNormal = new Vector3();
|
||||
|
||||
function getUv( faceDirVector, normal, uvAxis, projectionAxis, radius, sideLength ) {
|
||||
|
||||
const totArcLength = 2 * Math.PI * radius / 4;
|
||||
|
||||
// length of the planes between the arcs on each axis
|
||||
const centerLength = Math.max( sideLength - 2 * radius, 0 );
|
||||
const halfArc = Math.PI / 4;
|
||||
|
||||
// Get the vector projected onto the Y plane
|
||||
_tempNormal.copy( normal );
|
||||
_tempNormal[ projectionAxis ] = 0;
|
||||
_tempNormal.normalize();
|
||||
|
||||
// total amount of UV space alloted to a single arc
|
||||
const arcUvRatio = 0.5 * totArcLength / ( totArcLength + centerLength );
|
||||
|
||||
// the distance along one arc the point is at
|
||||
const arcAngleRatio = 1.0 - ( _tempNormal.angleTo( faceDirVector ) / halfArc );
|
||||
|
||||
if ( Math.sign( _tempNormal[ uvAxis ] ) === 1 ) {
|
||||
|
||||
return arcAngleRatio * arcUvRatio;
|
||||
|
||||
} else {
|
||||
|
||||
// total amount of UV space alloted to the plane between the arcs
|
||||
const lenUv = centerLength / ( totArcLength + centerLength );
|
||||
return lenUv + arcUvRatio + arcUvRatio * ( 1.0 - arcAngleRatio );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class RoundedBoxGeometry extends BoxGeometry {
|
||||
|
||||
constructor( width = 1, height = 1, depth = 1, segments = 2, radius = 0.1 ) {
|
||||
|
||||
// ensure segments is odd so we have a plane connecting the rounded corners
|
||||
segments = segments * 2 + 1;
|
||||
|
||||
// ensure radius isn't bigger than shortest side
|
||||
radius = Math.min( width / 2, height / 2, depth / 2, radius );
|
||||
|
||||
super( 1, 1, 1, segments, segments, segments );
|
||||
|
||||
// if we just have one segment we're the same as a regular box
|
||||
if ( segments === 1 ) return;
|
||||
|
||||
const geometry2 = this.toNonIndexed();
|
||||
|
||||
this.index = null;
|
||||
this.attributes.position = geometry2.attributes.position;
|
||||
this.attributes.normal = geometry2.attributes.normal;
|
||||
this.attributes.uv = geometry2.attributes.uv;
|
||||
|
||||
//
|
||||
|
||||
const position = new Vector3();
|
||||
const normal = new Vector3();
|
||||
|
||||
const box = new Vector3( width, height, depth ).divideScalar( 2 ).subScalar( radius );
|
||||
|
||||
const positions = this.attributes.position.array;
|
||||
const normals = this.attributes.normal.array;
|
||||
const uvs = this.attributes.uv.array;
|
||||
|
||||
const faceTris = positions.length / 6;
|
||||
const faceDirVector = new Vector3();
|
||||
const halfSegmentSize = 0.5 / segments;
|
||||
|
||||
for ( let i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
|
||||
|
||||
position.fromArray( positions, i );
|
||||
normal.copy( position );
|
||||
normal.x -= Math.sign( normal.x ) * halfSegmentSize;
|
||||
normal.y -= Math.sign( normal.y ) * halfSegmentSize;
|
||||
normal.z -= Math.sign( normal.z ) * halfSegmentSize;
|
||||
normal.normalize();
|
||||
|
||||
positions[ i + 0 ] = box.x * Math.sign( position.x ) + normal.x * radius;
|
||||
positions[ i + 1 ] = box.y * Math.sign( position.y ) + normal.y * radius;
|
||||
positions[ i + 2 ] = box.z * Math.sign( position.z ) + normal.z * radius;
|
||||
|
||||
normals[ i + 0 ] = normal.x;
|
||||
normals[ i + 1 ] = normal.y;
|
||||
normals[ i + 2 ] = normal.z;
|
||||
|
||||
const side = Math.floor( i / faceTris );
|
||||
|
||||
switch ( side ) {
|
||||
|
||||
case 0: // right
|
||||
|
||||
// generate UVs along Z then Y
|
||||
faceDirVector.set( 1, 0, 0 );
|
||||
uvs[ j + 0 ] = getUv( faceDirVector, normal, 'z', 'y', radius, depth );
|
||||
uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'z', radius, height );
|
||||
break;
|
||||
|
||||
case 1: // left
|
||||
|
||||
// generate UVs along Z then Y
|
||||
faceDirVector.set( - 1, 0, 0 );
|
||||
uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'z', 'y', radius, depth );
|
||||
uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'z', radius, height );
|
||||
break;
|
||||
|
||||
case 2: // top
|
||||
|
||||
// generate UVs along X then Z
|
||||
faceDirVector.set( 0, 1, 0 );
|
||||
uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'x', 'z', radius, width );
|
||||
uvs[ j + 1 ] = getUv( faceDirVector, normal, 'z', 'x', radius, depth );
|
||||
break;
|
||||
|
||||
case 3: // bottom
|
||||
|
||||
// generate UVs along X then Z
|
||||
faceDirVector.set( 0, - 1, 0 );
|
||||
uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'x', 'z', radius, width );
|
||||
uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'z', 'x', radius, depth );
|
||||
break;
|
||||
|
||||
case 4: // front
|
||||
|
||||
// generate UVs along X then Y
|
||||
faceDirVector.set( 0, 0, 1 );
|
||||
uvs[ j + 0 ] = 1.0 - getUv( faceDirVector, normal, 'x', 'y', radius, width );
|
||||
uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'x', radius, height );
|
||||
break;
|
||||
|
||||
case 5: // back
|
||||
|
||||
// generate UVs along X then Y
|
||||
faceDirVector.set( 0, 0, - 1 );
|
||||
uvs[ j + 0 ] = getUv( faceDirVector, normal, 'x', 'y', radius, width );
|
||||
uvs[ j + 1 ] = 1.0 - getUv( faceDirVector, normal, 'y', 'x', radius, height );
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { RoundedBoxGeometry };
|
144
dist/electron/static/sdk/three/jsm/geometries/SDFGeometryGenerator.js
vendored
Normal file
144
dist/electron/static/sdk/three/jsm/geometries/SDFGeometryGenerator.js
vendored
Normal file
@ -0,0 +1,144 @@
|
||||
/**
|
||||
* @author santiago / @glitch_life
|
||||
* wrapper of https://www.npmjs.com/package/isosurface by https://github.com/mikolalysenko
|
||||
*
|
||||
* Returns BufferGeometry from SDF
|
||||
*/
|
||||
|
||||
import {
|
||||
BufferAttribute,
|
||||
BufferGeometry,
|
||||
FloatType,
|
||||
Mesh,
|
||||
OrthographicCamera,
|
||||
PlaneGeometry,
|
||||
Scene,
|
||||
ShaderMaterial,
|
||||
Vector2,
|
||||
WebGLRenderTarget
|
||||
} from 'three';
|
||||
|
||||
import { surfaceNet } from './../libs/surfaceNet.js';
|
||||
|
||||
class SDFGeometryGenerator {
|
||||
|
||||
constructor( renderer ) {
|
||||
|
||||
this.renderer = renderer;
|
||||
|
||||
}
|
||||
|
||||
generate( res = 64, distFunc = 'float dist( vec3 p ){ return length(p) - 0.5; }', bounds = 1 ) {
|
||||
|
||||
let w, h;
|
||||
if ( res == 8 ) [ w, h ] = [ 32, 16 ];
|
||||
else if ( res == 16 ) [ w, h ] = [ 64, 64 ];
|
||||
else if ( res == 32 ) [ w, h ] = [ 256, 128 ];
|
||||
else if ( res == 64 ) [ w, h ] = [ 512, 512 ];
|
||||
else if ( res == 128 ) [ w, h ] = [ 2048, 1024 ];
|
||||
else if ( res == 256 ) [ w, h ] = [ 4096, 4096 ];
|
||||
else if ( res == 512 ) [ w, h ] = [ 16384, 8096 ];
|
||||
else if ( res == 1024 ) [ w, h ] = [ 32768, 32768 ];
|
||||
else throw new Error( 'THREE.SDFGeometryGenerator: Resolution must be in range 8 < res < 1024 and must be ^2' );
|
||||
|
||||
const maxTexSize = this.renderer.capabilities.maxTextureSize;
|
||||
|
||||
if ( w > maxTexSize || h > maxTexSize ) throw new Error( 'THREE.SDFGeometryGenerator: Your device does not support this resolution ( ' + res + ' ), decrease [res] param.' );
|
||||
|
||||
const [ tilesX, tilesY ] = [ ( w / res ), ( h / res ) ];
|
||||
|
||||
const sdfCompute = `
|
||||
varying vec2 vUv;
|
||||
uniform float tileNum;
|
||||
uniform float bounds;
|
||||
[#dist#]
|
||||
void main() { gl_FragColor=vec4( ( dist( vec3( vUv, tileNum ) * 2.0 * bounds - vec3( bounds ) ) < 0.00001 ) ? 1.0 : 0.0 ); }
|
||||
`;
|
||||
|
||||
const sdfRT = this.computeSDF( w, h, tilesX, tilesY, bounds, sdfCompute.replace( '[#dist#]', distFunc ) );
|
||||
|
||||
const read = new Float32Array( w * h * 4 );
|
||||
this.renderer.readRenderTargetPixels( sdfRT, 0, 0, w, h, read );
|
||||
sdfRT.dispose();
|
||||
|
||||
//
|
||||
|
||||
const mesh = surfaceNet( [ res, res, res ], ( x, y, z ) => {
|
||||
|
||||
x = ( x + bounds ) * ( res / ( bounds * 2 ) );
|
||||
y = ( y + bounds ) * ( res / ( bounds * 2 ) );
|
||||
z = ( z + bounds ) * ( res / ( bounds * 2 ) );
|
||||
let p = ( x + ( z % tilesX ) * res ) + y * w + ( Math.floor( z / tilesX ) * res * w );
|
||||
p *= 4;
|
||||
return ( read[ p + 3 ] > 0 ) ? - 0.000000001 : 1;
|
||||
|
||||
}, [[ - bounds, - bounds, - bounds ], [ bounds, bounds, bounds ]] );
|
||||
|
||||
const ps = [], ids = [];
|
||||
const geometry = new BufferGeometry();
|
||||
mesh.positions.forEach( p => {
|
||||
|
||||
ps.push( p[ 0 ], p[ 1 ], p[ 2 ] );
|
||||
|
||||
} );
|
||||
mesh.cells.forEach( p => ids.push( p[ 0 ], p[ 1 ], p[ 2 ] ) );
|
||||
geometry.setAttribute( 'position', new BufferAttribute( new Float32Array( ps ), 3 ) );
|
||||
geometry.setIndex( ids );
|
||||
|
||||
return geometry;
|
||||
|
||||
}
|
||||
|
||||
computeSDF( width, height, tilesX, tilesY, bounds, shader ) {
|
||||
|
||||
const rt = new WebGLRenderTarget( width, height, { type: FloatType } );
|
||||
const scn = new Scene();
|
||||
const cam = new OrthographicCamera();
|
||||
const tiles = tilesX * tilesY;
|
||||
let currentTile = 0;
|
||||
|
||||
Object.assign( cam, { left: width / - 2, right: width / 2, top: height / 2, bottom: height / - 2 } ).updateProjectionMatrix();
|
||||
cam.position.z = 2;
|
||||
|
||||
const tileSize = width / tilesX;
|
||||
const geometry = new PlaneGeometry( tileSize, tileSize );
|
||||
|
||||
while ( currentTile ++ < tiles ) {
|
||||
|
||||
const c = currentTile - 1;
|
||||
const [ px, py ] = [ ( tileSize ) / 2 + ( c % tilesX ) * ( tileSize ) - width / 2, ( tileSize ) / 2 + Math.floor( c / tilesX ) * ( tileSize ) - height / 2 ];
|
||||
const compPlane = new Mesh( geometry, new ShaderMaterial( {
|
||||
uniforms: {
|
||||
res: { value: new Vector2( width, height ) },
|
||||
tileNum: { value: c / ( tilesX * tilesY - 1 ) },
|
||||
bounds: { value: bounds }
|
||||
},
|
||||
vertexShader: 'varying vec2 vUv;void main(){vUv=uv;gl_Position=projectionMatrix*modelViewMatrix*vec4(position,1.0);}',
|
||||
fragmentShader: shader
|
||||
} ) );
|
||||
compPlane.position.set( px, py, 0 );
|
||||
scn.add( compPlane );
|
||||
|
||||
}
|
||||
|
||||
this.renderer.setRenderTarget( rt );
|
||||
this.renderer.render( scn, cam );
|
||||
this.renderer.setRenderTarget( null );
|
||||
|
||||
//
|
||||
|
||||
geometry.dispose();
|
||||
|
||||
scn.traverse( function ( object ) {
|
||||
|
||||
if ( object.material !== undefined ) object.material.dispose();
|
||||
|
||||
} );
|
||||
|
||||
return rt;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { SDFGeometryGenerator };
|
704
dist/electron/static/sdk/three/jsm/geometries/TeapotGeometry.js
vendored
Normal file
704
dist/electron/static/sdk/three/jsm/geometries/TeapotGeometry.js
vendored
Normal file
@ -0,0 +1,704 @@
|
||||
import {
|
||||
BufferAttribute,
|
||||
BufferGeometry,
|
||||
Matrix4,
|
||||
Vector3,
|
||||
Vector4
|
||||
} from 'three';
|
||||
|
||||
/**
|
||||
* 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
|
||||
* 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
|
||||
*
|
||||
*/
|
||||
|
||||
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
|
||||
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
|
||||
];
|
||||
|
||||
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();
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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 ++;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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 };
|
65
dist/electron/static/sdk/three/jsm/geometries/TextGeometry.js
vendored
Normal file
65
dist/electron/static/sdk/three/jsm/geometries/TextGeometry.js
vendored
Normal file
@ -0,0 +1,65 @@
|
||||
/**
|
||||
* Text = 3D Text
|
||||
*
|
||||
* parameters = {
|
||||
* font: <THREE.Font>, // font
|
||||
*
|
||||
* size: <float>, // size of the text
|
||||
* depth: <float>, // thickness to extrude text
|
||||
* curveSegments: <int>, // number of points on the curves
|
||||
*
|
||||
* bevelEnabled: <bool>, // turn on bevel
|
||||
* bevelThickness: <float>, // how deep into text bevel goes
|
||||
* bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
|
||||
* bevelOffset: <float> // how far from text outline does bevel start
|
||||
* }
|
||||
*/
|
||||
|
||||
import {
|
||||
ExtrudeGeometry
|
||||
} from '../../three.module.min.js';
|
||||
|
||||
class TextGeometry extends ExtrudeGeometry {
|
||||
|
||||
constructor( text, parameters = {} ) {
|
||||
|
||||
const font = parameters.font;
|
||||
|
||||
if ( font === undefined ) {
|
||||
|
||||
super(); // generate default extrude geometry
|
||||
|
||||
} else {
|
||||
|
||||
const shapes = font.generateShapes( text, parameters.size );
|
||||
|
||||
// translate parameters to ExtrudeGeometry API
|
||||
|
||||
if ( parameters.depth === undefined && parameters.height !== undefined ) {
|
||||
|
||||
console.warn( 'THREE.TextGeometry: .height is now depreciated. Please use .depth instead' ); // @deprecated, r163
|
||||
|
||||
}
|
||||
|
||||
parameters.depth = parameters.depth !== undefined ?
|
||||
parameters.depth : parameters.height !== undefined ?
|
||||
parameters.height : 50;
|
||||
|
||||
// defaults
|
||||
|
||||
if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
|
||||
if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
|
||||
if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
|
||||
|
||||
super( shapes, parameters );
|
||||
|
||||
}
|
||||
|
||||
this.type = 'TextGeometry';
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
export { TextGeometry };
|
Reference in New Issue
Block a user