添加关照、全局等高线、修改图层问题
This commit is contained in:
344
dist/electron/static/sdk/three/jsm/modifiers/CurveModifier.js
vendored
Normal file
344
dist/electron/static/sdk/three/jsm/modifiers/CurveModifier.js
vendored
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// Original src: https://github.com/zz85/threejs-path-flow
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const CHANNELS = 4;
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const TEXTURE_WIDTH = 1024;
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const TEXTURE_HEIGHT = 4;
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import {
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DataTexture,
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RGBAFormat,
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FloatType,
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RepeatWrapping,
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Mesh,
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InstancedMesh,
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NearestFilter,
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DynamicDrawUsage,
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Matrix4
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} from 'three';
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/**
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* Make a new DataTexture to store the descriptions of the curves.
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*
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* @param { number } numberOfCurves the number of curves needed to be described by this texture.
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*/
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export function initSplineTexture( numberOfCurves = 1 ) {
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const dataArray = new Float32Array( TEXTURE_WIDTH * TEXTURE_HEIGHT * numberOfCurves * CHANNELS );
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const dataTexture = new DataTexture(
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dataArray,
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TEXTURE_WIDTH,
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TEXTURE_HEIGHT * numberOfCurves,
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RGBAFormat,
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FloatType
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);
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dataTexture.wrapS = RepeatWrapping;
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dataTexture.wrapY = RepeatWrapping;
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dataTexture.magFilter = NearestFilter;
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dataTexture.needsUpdate = true;
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return dataTexture;
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}
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/**
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* Write the curve description to the data texture
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*
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* @param { DataTexture } texture The DataTexture to write to
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* @param { Curve } splineCurve The curve to describe
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* @param { number } offset Which curve slot to write to
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*/
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export function updateSplineTexture( texture, splineCurve, offset = 0 ) {
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const numberOfPoints = Math.floor( TEXTURE_WIDTH * ( TEXTURE_HEIGHT / 4 ) );
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splineCurve.arcLengthDivisions = numberOfPoints / 2;
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splineCurve.updateArcLengths();
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const points = splineCurve.getSpacedPoints( numberOfPoints );
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const frenetFrames = splineCurve.computeFrenetFrames( numberOfPoints, true );
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for ( let i = 0; i < numberOfPoints; i ++ ) {
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const rowOffset = Math.floor( i / TEXTURE_WIDTH );
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const rowIndex = i % TEXTURE_WIDTH;
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let pt = points[ i ];
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setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 0 + rowOffset + ( TEXTURE_HEIGHT * offset ) );
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pt = frenetFrames.tangents[ i ];
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setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 1 + rowOffset + ( TEXTURE_HEIGHT * offset ) );
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pt = frenetFrames.normals[ i ];
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setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 2 + rowOffset + ( TEXTURE_HEIGHT * offset ) );
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pt = frenetFrames.binormals[ i ];
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setTextureValue( texture, rowIndex, pt.x, pt.y, pt.z, 3 + rowOffset + ( TEXTURE_HEIGHT * offset ) );
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}
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texture.needsUpdate = true;
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}
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function setTextureValue( texture, index, x, y, z, o ) {
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const image = texture.image;
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const { data } = image;
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const i = CHANNELS * TEXTURE_WIDTH * o; // Row Offset
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data[ index * CHANNELS + i + 0 ] = x;
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data[ index * CHANNELS + i + 1 ] = y;
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data[ index * CHANNELS + i + 2 ] = z;
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data[ index * CHANNELS + i + 3 ] = 1;
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}
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/**
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* Create a new set of uniforms for describing the curve modifier
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*
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* @param { DataTexture } Texture which holds the curve description
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*/
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export function getUniforms( splineTexture ) {
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const uniforms = {
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spineTexture: { value: splineTexture },
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pathOffset: { type: 'f', value: 0 }, // time of path curve
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pathSegment: { type: 'f', value: 1 }, // fractional length of path
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spineOffset: { type: 'f', value: 161 },
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spineLength: { type: 'f', value: 400 },
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flow: { type: 'i', value: 1 },
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};
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return uniforms;
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}
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export function modifyShader( material, uniforms, numberOfCurves = 1 ) {
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if ( material.__ok ) return;
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material.__ok = true;
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material.onBeforeCompile = ( shader ) => {
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if ( shader.__modified ) return;
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shader.__modified = true;
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Object.assign( shader.uniforms, uniforms );
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const vertexShader = `
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uniform sampler2D spineTexture;
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uniform float pathOffset;
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uniform float pathSegment;
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uniform float spineOffset;
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uniform float spineLength;
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uniform int flow;
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float textureLayers = ${TEXTURE_HEIGHT * numberOfCurves}.;
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float textureStacks = ${TEXTURE_HEIGHT / 4}.;
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${shader.vertexShader}
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`
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// chunk import moved in front of modified shader below
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.replace( '#include <beginnormal_vertex>', '' )
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// vec3 transformedNormal declaration overriden below
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.replace( '#include <defaultnormal_vertex>', '' )
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// vec3 transformed declaration overriden below
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.replace( '#include <begin_vertex>', '' )
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// shader override
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.replace(
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/void\s*main\s*\(\)\s*\{/,
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`
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void main() {
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#include <beginnormal_vertex>
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vec4 worldPos = modelMatrix * vec4(position, 1.);
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bool bend = flow > 0;
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float xWeight = bend ? 0. : 1.;
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#ifdef USE_INSTANCING
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float pathOffsetFromInstanceMatrix = instanceMatrix[3][2];
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float spineLengthFromInstanceMatrix = instanceMatrix[3][0];
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float spinePortion = bend ? (worldPos.x + spineOffset) / spineLengthFromInstanceMatrix : 0.;
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float mt = (spinePortion * pathSegment + pathOffset + pathOffsetFromInstanceMatrix)*textureStacks;
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#else
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float spinePortion = bend ? (worldPos.x + spineOffset) / spineLength : 0.;
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float mt = (spinePortion * pathSegment + pathOffset)*textureStacks;
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#endif
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mt = mod(mt, textureStacks);
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float rowOffset = floor(mt);
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#ifdef USE_INSTANCING
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rowOffset += instanceMatrix[3][1] * ${TEXTURE_HEIGHT}.;
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#endif
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vec3 spinePos = texture2D(spineTexture, vec2(mt, (0. + rowOffset + 0.5) / textureLayers)).xyz;
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vec3 a = texture2D(spineTexture, vec2(mt, (1. + rowOffset + 0.5) / textureLayers)).xyz;
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vec3 b = texture2D(spineTexture, vec2(mt, (2. + rowOffset + 0.5) / textureLayers)).xyz;
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vec3 c = texture2D(spineTexture, vec2(mt, (3. + rowOffset + 0.5) / textureLayers)).xyz;
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mat3 basis = mat3(a, b, c);
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vec3 transformed = basis
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* vec3(worldPos.x * xWeight, worldPos.y * 1., worldPos.z * 1.)
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+ spinePos;
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vec3 transformedNormal = normalMatrix * (basis * objectNormal);
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` ).replace(
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'#include <project_vertex>',
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`vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );
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gl_Position = projectionMatrix * mvPosition;`
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);
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shader.vertexShader = vertexShader;
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};
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}
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/**
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* A helper class for making meshes bend aroudn curves
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*/
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export class Flow {
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/**
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* @param {Mesh} mesh The mesh to clone and modify to bend around the curve
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* @param {number} numberOfCurves The amount of space that should preallocated for additional curves
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*/
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constructor( mesh, numberOfCurves = 1 ) {
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const obj3D = mesh.clone();
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const splineTexure = initSplineTexture( numberOfCurves );
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const uniforms = getUniforms( splineTexure );
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obj3D.traverse( function ( child ) {
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if (
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child instanceof Mesh ||
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child instanceof InstancedMesh
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) {
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if ( Array.isArray( child.material ) ) {
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const materials = [];
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for ( const material of child.material ) {
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const newMaterial = material.clone();
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modifyShader( newMaterial, uniforms, numberOfCurves );
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materials.push( newMaterial );
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}
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child.material = materials;
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} else {
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child.material = child.material.clone();
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modifyShader( child.material, uniforms, numberOfCurves );
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}
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}
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} );
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this.curveArray = new Array( numberOfCurves );
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this.curveLengthArray = new Array( numberOfCurves );
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this.object3D = obj3D;
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this.splineTexure = splineTexure;
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this.uniforms = uniforms;
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}
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updateCurve( index, curve ) {
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if ( index >= this.curveArray.length ) throw Error( 'Index out of range for Flow' );
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const curveLength = curve.getLength();
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this.uniforms.spineLength.value = curveLength;
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this.curveLengthArray[ index ] = curveLength;
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this.curveArray[ index ] = curve;
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updateSplineTexture( this.splineTexure, curve, index );
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}
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moveAlongCurve( amount ) {
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this.uniforms.pathOffset.value += amount;
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}
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}
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const matrix = new Matrix4();
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/**
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* A helper class for creating instanced versions of flow, where the instances are placed on the curve.
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*/
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export class InstancedFlow extends Flow {
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/**
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*
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* @param {number} count The number of instanced elements
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* @param {number} curveCount The number of curves to preallocate for
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* @param {Geometry} geometry The geometry to use for the instanced mesh
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* @param {Material} material The material to use for the instanced mesh
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*/
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constructor( count, curveCount, geometry, material ) {
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const mesh = new InstancedMesh(
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geometry,
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material,
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count
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);
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mesh.instanceMatrix.setUsage( DynamicDrawUsage );
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mesh.frustumCulled = false;
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super( mesh, curveCount );
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this.offsets = new Array( count ).fill( 0 );
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this.whichCurve = new Array( count ).fill( 0 );
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}
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/**
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* The extra information about which curve and curve position is stored in the translation components of the matrix for the instanced objects
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* This writes that information to the matrix and marks it as needing update.
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*
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* @param {number} index of the instanced element to update
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*/
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writeChanges( index ) {
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matrix.makeTranslation(
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this.curveLengthArray[ this.whichCurve[ index ] ],
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this.whichCurve[ index ],
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this.offsets[ index ]
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);
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this.object3D.setMatrixAt( index, matrix );
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this.object3D.instanceMatrix.needsUpdate = true;
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}
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/**
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* Move an individual element along the curve by a specific amount
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*
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* @param {number} index Which element to update
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* @param {number} offset Move by how much
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*/
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moveIndividualAlongCurve( index, offset ) {
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this.offsets[ index ] += offset;
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this.writeChanges( index );
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}
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/**
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* Select which curve to use for an element
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*
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* @param {number} index the index of the instanced element to update
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* @param {number} curveNo the index of the curve it should use
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*/
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setCurve( index, curveNo ) {
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if ( isNaN( curveNo ) ) throw Error( 'curve index being set is Not a Number (NaN)' );
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this.whichCurve[ index ] = curveNo;
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this.writeChanges( index );
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}
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}
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279
dist/electron/static/sdk/three/jsm/modifiers/EdgeSplitModifier.js
vendored
Normal file
279
dist/electron/static/sdk/three/jsm/modifiers/EdgeSplitModifier.js
vendored
Normal file
@ -0,0 +1,279 @@
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import {
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BufferAttribute,
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BufferGeometry,
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Vector3
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} from 'three';
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import * as BufferGeometryUtils from '../utils/BufferGeometryUtils.js';
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const _A = new Vector3();
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const _B = new Vector3();
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const _C = new Vector3();
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class EdgeSplitModifier {
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modify( geometry, cutOffAngle, tryKeepNormals = true ) {
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function computeNormals() {
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normals = new Float32Array( indexes.length * 3 );
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for ( let i = 0; i < indexes.length; i += 3 ) {
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let index = indexes[ i ];
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_A.set(
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positions[ 3 * index ],
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positions[ 3 * index + 1 ],
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positions[ 3 * index + 2 ] );
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index = indexes[ i + 1 ];
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_B.set(
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positions[ 3 * index ],
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positions[ 3 * index + 1 ],
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positions[ 3 * index + 2 ] );
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index = indexes[ i + 2 ];
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_C.set(
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positions[ 3 * index ],
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positions[ 3 * index + 1 ],
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positions[ 3 * index + 2 ] );
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_C.sub( _B );
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_A.sub( _B );
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const normal = _C.cross( _A ).normalize();
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for ( let j = 0; j < 3; j ++ ) {
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normals[ 3 * ( i + j ) ] = normal.x;
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normals[ 3 * ( i + j ) + 1 ] = normal.y;
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normals[ 3 * ( i + j ) + 2 ] = normal.z;
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}
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}
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}
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function mapPositionsToIndexes() {
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pointToIndexMap = Array( positions.length / 3 );
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for ( let i = 0; i < indexes.length; i ++ ) {
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const index = indexes[ i ];
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if ( pointToIndexMap[ index ] == null ) {
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pointToIndexMap[ index ] = [];
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}
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pointToIndexMap[ index ].push( i );
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}
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}
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function edgeSplitToGroups( indexes, cutOff, firstIndex ) {
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_A.set( normals[ 3 * firstIndex ], normals[ 3 * firstIndex + 1 ], normals[ 3 * firstIndex + 2 ] ).normalize();
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const result = {
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splitGroup: [],
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currentGroup: [ firstIndex ]
|
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};
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for ( const j of indexes ) {
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||||
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if ( j !== firstIndex ) {
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_B.set( normals[ 3 * j ], normals[ 3 * j + 1 ], normals[ 3 * j + 2 ] ).normalize();
|
||||
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if ( _B.dot( _A ) < cutOff ) {
|
||||
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result.splitGroup.push( j );
|
||||
|
||||
} else {
|
||||
|
||||
result.currentGroup.push( j );
|
||||
|
||||
}
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||||
|
||||
}
|
||||
|
||||
}
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||||
|
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return result;
|
||||
|
||||
}
|
||||
|
||||
|
||||
function edgeSplit( indexes, cutOff, original = null ) {
|
||||
|
||||
if ( indexes.length === 0 ) return;
|
||||
|
||||
const groupResults = [];
|
||||
|
||||
for ( const index of indexes ) {
|
||||
|
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groupResults.push( edgeSplitToGroups( indexes, cutOff, index ) );
|
||||
|
||||
}
|
||||
|
||||
let result = groupResults[ 0 ];
|
||||
|
||||
for ( const groupResult of groupResults ) {
|
||||
|
||||
if ( groupResult.currentGroup.length > result.currentGroup.length ) {
|
||||
|
||||
result = groupResult;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
if ( original != null ) {
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||||
|
||||
splitIndexes.push( {
|
||||
original: original,
|
||||
indexes: result.currentGroup
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
if ( result.splitGroup.length ) {
|
||||
|
||||
edgeSplit( result.splitGroup, cutOff, original || result.currentGroup[ 0 ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
let hadNormals = false;
|
||||
let oldNormals = null;
|
||||
|
||||
if ( geometry.attributes.normal ) {
|
||||
|
||||
hadNormals = true;
|
||||
|
||||
geometry = geometry.clone();
|
||||
|
||||
if ( tryKeepNormals === true && geometry.index !== null ) {
|
||||
|
||||
oldNormals = geometry.attributes.normal.array;
|
||||
|
||||
}
|
||||
|
||||
geometry.deleteAttribute( 'normal' );
|
||||
|
||||
}
|
||||
|
||||
if ( geometry.index == null ) {
|
||||
|
||||
geometry = BufferGeometryUtils.mergeVertices( geometry );
|
||||
|
||||
}
|
||||
|
||||
const indexes = geometry.index.array;
|
||||
const positions = geometry.getAttribute( 'position' ).array;
|
||||
|
||||
let normals;
|
||||
let pointToIndexMap;
|
||||
|
||||
computeNormals();
|
||||
mapPositionsToIndexes();
|
||||
|
||||
const splitIndexes = [];
|
||||
|
||||
for ( const vertexIndexes of pointToIndexMap ) {
|
||||
|
||||
edgeSplit( vertexIndexes, Math.cos( cutOffAngle ) - 0.001 );
|
||||
|
||||
}
|
||||
|
||||
const newAttributes = {};
|
||||
for ( const name of Object.keys( geometry.attributes ) ) {
|
||||
|
||||
const oldAttribute = geometry.attributes[ name ];
|
||||
const newArray = new oldAttribute.array.constructor( ( indexes.length + splitIndexes.length ) * oldAttribute.itemSize );
|
||||
newArray.set( oldAttribute.array );
|
||||
newAttributes[ name ] = new BufferAttribute( newArray, oldAttribute.itemSize, oldAttribute.normalized );
|
||||
|
||||
}
|
||||
|
||||
const newIndexes = new Uint32Array( indexes.length );
|
||||
newIndexes.set( indexes );
|
||||
|
||||
for ( let i = 0; i < splitIndexes.length; i ++ ) {
|
||||
|
||||
const split = splitIndexes[ i ];
|
||||
const index = indexes[ split.original ];
|
||||
|
||||
for ( const attribute of Object.values( newAttributes ) ) {
|
||||
|
||||
for ( let j = 0; j < attribute.itemSize; j ++ ) {
|
||||
|
||||
attribute.array[ ( indexes.length + i ) * attribute.itemSize + j ] =
|
||||
attribute.array[ index * attribute.itemSize + j ];
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for ( const j of split.indexes ) {
|
||||
|
||||
newIndexes[ j ] = indexes.length + i;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
geometry = new BufferGeometry();
|
||||
geometry.setIndex( new BufferAttribute( newIndexes, 1 ) );
|
||||
|
||||
for ( const name of Object.keys( newAttributes ) ) {
|
||||
|
||||
geometry.setAttribute( name, newAttributes[ name ] );
|
||||
|
||||
}
|
||||
|
||||
if ( hadNormals ) {
|
||||
|
||||
geometry.computeVertexNormals();
|
||||
|
||||
if ( oldNormals !== null ) {
|
||||
|
||||
const changedNormals = new Array( oldNormals.length / 3 ).fill( false );
|
||||
|
||||
for ( const splitData of splitIndexes )
|
||||
changedNormals[ splitData.original ] = true;
|
||||
|
||||
for ( let i = 0; i < changedNormals.length; i ++ ) {
|
||||
|
||||
if ( changedNormals[ i ] === false ) {
|
||||
|
||||
for ( let j = 0; j < 3; j ++ )
|
||||
geometry.attributes.normal.array[ 3 * i + j ] = oldNormals[ 3 * i + j ];
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return geometry;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
export { EdgeSplitModifier };
|
617
dist/electron/static/sdk/three/jsm/modifiers/SimplifyModifier.js
vendored
Normal file
617
dist/electron/static/sdk/three/jsm/modifiers/SimplifyModifier.js
vendored
Normal file
@ -0,0 +1,617 @@
|
||||
import {
|
||||
BufferGeometry,
|
||||
Float32BufferAttribute,
|
||||
Vector2,
|
||||
Vector3,
|
||||
Vector4
|
||||
} from '../../three.module.min.js';
|
||||
import * as BufferGeometryUtils from '../utils/BufferGeometryUtils.js';
|
||||
|
||||
/**
|
||||
* Simplification Geometry Modifier
|
||||
* - based on code and technique
|
||||
* - by Stan Melax in 1998
|
||||
* - Progressive Mesh type Polygon Reduction Algorithm
|
||||
* - http://www.melax.com/polychop/
|
||||
*/
|
||||
|
||||
const _cb = new Vector3(), _ab = new Vector3();
|
||||
|
||||
class SimplifyModifier {
|
||||
|
||||
modify( geometry, count ) {
|
||||
|
||||
geometry = geometry.clone();
|
||||
|
||||
// currently morphAttributes are not supported
|
||||
delete geometry.morphAttributes.position;
|
||||
delete geometry.morphAttributes.normal;
|
||||
const attributes = geometry.attributes;
|
||||
|
||||
// this modifier can only process indexed and non-indexed geomtries with at least a position attribute
|
||||
|
||||
for ( const name in attributes ) {
|
||||
|
||||
if ( name !== 'position' && name !== 'uv' && name !== 'normal' && name !== 'tangent' && name !== 'color' ) geometry.deleteAttribute( name );
|
||||
|
||||
}
|
||||
|
||||
geometry = BufferGeometryUtils.mergeVertices( geometry );
|
||||
|
||||
//
|
||||
// put data of original geometry in different data structures
|
||||
//
|
||||
|
||||
const vertices = [];
|
||||
const faces = [];
|
||||
|
||||
// add vertices
|
||||
|
||||
const positionAttribute = geometry.getAttribute( 'position' );
|
||||
const uvAttribute = geometry.getAttribute( 'uv' );
|
||||
const normalAttribute = geometry.getAttribute( 'normal' );
|
||||
const tangentAttribute = geometry.getAttribute( 'tangent' );
|
||||
const colorAttribute = geometry.getAttribute( 'color' );
|
||||
|
||||
let t = null;
|
||||
let v2 = null;
|
||||
let nor = null;
|
||||
let col = null;
|
||||
|
||||
for ( let i = 0; i < positionAttribute.count; i ++ ) {
|
||||
|
||||
const v = new Vector3().fromBufferAttribute( positionAttribute, i );
|
||||
if ( uvAttribute ) {
|
||||
|
||||
v2 = new Vector2().fromBufferAttribute( uvAttribute, i );
|
||||
|
||||
}
|
||||
|
||||
if ( normalAttribute ) {
|
||||
|
||||
nor = new Vector3().fromBufferAttribute( normalAttribute, i );
|
||||
|
||||
}
|
||||
|
||||
if ( tangentAttribute ) {
|
||||
|
||||
t = new Vector4().fromBufferAttribute( tangentAttribute, i );
|
||||
|
||||
}
|
||||
|
||||
if ( colorAttribute ) {
|
||||
|
||||
col = new THREE.Color().fromBufferAttribute( colorAttribute, i );
|
||||
|
||||
}
|
||||
|
||||
const vertex = new Vertex( v, v2, nor, t, col );
|
||||
vertices.push( vertex );
|
||||
|
||||
}
|
||||
|
||||
// add faces
|
||||
|
||||
let index = geometry.getIndex();
|
||||
|
||||
if ( index !== null ) {
|
||||
|
||||
for ( let i = 0; i < index.count; i += 3 ) {
|
||||
|
||||
const a = index.getX( i );
|
||||
const b = index.getX( i + 1 );
|
||||
const c = index.getX( i + 2 );
|
||||
|
||||
const triangle = new Triangle( vertices[ a ], vertices[ b ], vertices[ c ], a, b, c );
|
||||
faces.push( triangle );
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
for ( let i = 0; i < positionAttribute.count; i += 3 ) {
|
||||
|
||||
const a = i;
|
||||
const b = i + 1;
|
||||
const c = i + 2;
|
||||
|
||||
const triangle = new Triangle( vertices[ a ], vertices[ b ], vertices[ c ], a, b, c );
|
||||
faces.push( triangle );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// compute all edge collapse costs
|
||||
|
||||
for ( let i = 0, il = vertices.length; i < il; i ++ ) {
|
||||
|
||||
computeEdgeCostAtVertex( vertices[ i ] );
|
||||
|
||||
}
|
||||
|
||||
let nextVertex;
|
||||
|
||||
let z = count;
|
||||
|
||||
while ( z -- ) {
|
||||
|
||||
nextVertex = minimumCostEdge( vertices );
|
||||
|
||||
if ( ! nextVertex ) {
|
||||
|
||||
console.log( 'THREE.SimplifyModifier: No next vertex' );
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
collapse( vertices, faces, nextVertex, nextVertex.collapseNeighbor );
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
const simplifiedGeometry = new BufferGeometry();
|
||||
const position = [];
|
||||
const uv = [];
|
||||
const normal = [];
|
||||
const tangent = [];
|
||||
const color = [];
|
||||
|
||||
index = [];
|
||||
|
||||
//
|
||||
|
||||
for ( let i = 0; i < vertices.length; i ++ ) {
|
||||
|
||||
const vertex = vertices[ i ];
|
||||
position.push( vertex.position.x, vertex.position.y, vertex.position.z );
|
||||
if ( vertex.uv ) {
|
||||
|
||||
uv.push( vertex.uv.x, vertex.uv.y );
|
||||
|
||||
}
|
||||
|
||||
if ( vertex.normal ) {
|
||||
|
||||
normal.push( vertex.normal.x, vertex.normal.y, vertex.normal.z );
|
||||
|
||||
}
|
||||
|
||||
if ( vertex.tangent ) {
|
||||
|
||||
tangent.push( vertex.tangent.x, vertex.tangent.y, vertex.tangent.z, vertex.tangent.w );
|
||||
|
||||
}
|
||||
|
||||
if ( vertex.color ) {
|
||||
|
||||
color.push( vertex.color.r, vertex.color.g, vertex.color.b );
|
||||
|
||||
}
|
||||
|
||||
|
||||
// cache final index to GREATLY speed up faces reconstruction
|
||||
vertex.id = i;
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
for ( let i = 0; i < faces.length; i ++ ) {
|
||||
|
||||
const face = faces[ i ];
|
||||
index.push( face.v1.id, face.v2.id, face.v3.id );
|
||||
|
||||
}
|
||||
|
||||
simplifiedGeometry.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
|
||||
if ( uv.length > 0 ) simplifiedGeometry.setAttribute( 'uv', new Float32BufferAttribute( uv, 2 ) );
|
||||
if ( normal.length > 0 ) simplifiedGeometry.setAttribute( 'normal', new Float32BufferAttribute( normal, 3 ) );
|
||||
if ( tangent.length > 0 ) simplifiedGeometry.setAttribute( 'tangent', new Float32BufferAttribute( tangent, 4 ) );
|
||||
if ( color.length > 0 ) simplifiedGeometry.setAttribute( 'color', new Float32BufferAttribute( color, 3 ) );
|
||||
|
||||
simplifiedGeometry.setIndex( index );
|
||||
|
||||
return simplifiedGeometry;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function pushIfUnique( array, object ) {
|
||||
|
||||
if ( array.indexOf( object ) === - 1 ) array.push( object );
|
||||
|
||||
}
|
||||
|
||||
function removeFromArray( array, object ) {
|
||||
|
||||
const k = array.indexOf( object );
|
||||
if ( k > - 1 ) array.splice( k, 1 );
|
||||
|
||||
}
|
||||
|
||||
function computeEdgeCollapseCost( u, v ) {
|
||||
|
||||
// if we collapse edge uv by moving u to v then how
|
||||
// much different will the model change, i.e. the "error".
|
||||
|
||||
const edgelength = v.position.distanceTo( u.position );
|
||||
let curvature = 0;
|
||||
|
||||
const sideFaces = [];
|
||||
|
||||
// find the "sides" triangles that are on the edge uv
|
||||
for ( let i = 0, il = u.faces.length; i < il; i ++ ) {
|
||||
|
||||
const face = u.faces[ i ];
|
||||
|
||||
if ( face.hasVertex( v ) ) {
|
||||
|
||||
sideFaces.push( face );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// use the triangle facing most away from the sides
|
||||
// to determine our curvature term
|
||||
for ( let i = 0, il = u.faces.length; i < il; i ++ ) {
|
||||
|
||||
let minCurvature = 1;
|
||||
const face = u.faces[ i ];
|
||||
|
||||
for ( let j = 0; j < sideFaces.length; j ++ ) {
|
||||
|
||||
const sideFace = sideFaces[ j ];
|
||||
// use dot product of face normals.
|
||||
const dotProd = face.normal.dot( sideFace.normal );
|
||||
minCurvature = Math.min( minCurvature, ( 1.001 - dotProd ) / 2 );
|
||||
|
||||
}
|
||||
|
||||
curvature = Math.max( curvature, minCurvature );
|
||||
|
||||
}
|
||||
|
||||
// crude approach in attempt to preserve borders
|
||||
// though it seems not to be totally correct
|
||||
const borders = 0;
|
||||
|
||||
if ( sideFaces.length < 2 ) {
|
||||
|
||||
// we add some arbitrary cost for borders,
|
||||
// borders += 10;
|
||||
curvature = 1;
|
||||
|
||||
}
|
||||
|
||||
const amt = edgelength * curvature + borders;
|
||||
|
||||
return amt;
|
||||
|
||||
}
|
||||
|
||||
function computeEdgeCostAtVertex( v ) {
|
||||
|
||||
// compute the edge collapse cost for all edges that start
|
||||
// from vertex v. Since we are only interested in reducing
|
||||
// the object by selecting the min cost edge at each step, we
|
||||
// only cache the cost of the least cost edge at this vertex
|
||||
// (in member variable collapse) as well as the value of the
|
||||
// cost (in member variable collapseCost).
|
||||
|
||||
if ( v.neighbors.length === 0 ) {
|
||||
|
||||
// collapse if no neighbors.
|
||||
v.collapseNeighbor = null;
|
||||
v.collapseCost = - 0.01;
|
||||
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
v.collapseCost = 100000;
|
||||
v.collapseNeighbor = null;
|
||||
|
||||
// search all neighboring edges for "least cost" edge
|
||||
for ( let i = 0; i < v.neighbors.length; i ++ ) {
|
||||
|
||||
const collapseCost = computeEdgeCollapseCost( v, v.neighbors[ i ] );
|
||||
|
||||
if ( ! v.collapseNeighbor ) {
|
||||
|
||||
v.collapseNeighbor = v.neighbors[ i ];
|
||||
v.collapseCost = collapseCost;
|
||||
v.minCost = collapseCost;
|
||||
v.totalCost = 0;
|
||||
v.costCount = 0;
|
||||
|
||||
}
|
||||
|
||||
v.costCount ++;
|
||||
v.totalCost += collapseCost;
|
||||
|
||||
if ( collapseCost < v.minCost ) {
|
||||
|
||||
v.collapseNeighbor = v.neighbors[ i ];
|
||||
v.minCost = collapseCost;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// we average the cost of collapsing at this vertex
|
||||
v.collapseCost = v.totalCost / v.costCount;
|
||||
// v.collapseCost = v.minCost;
|
||||
|
||||
}
|
||||
|
||||
function removeVertex( v, vertices ) {
|
||||
|
||||
console.assert( v.faces.length === 0 );
|
||||
|
||||
while ( v.neighbors.length ) {
|
||||
|
||||
const n = v.neighbors.pop();
|
||||
removeFromArray( n.neighbors, v );
|
||||
|
||||
}
|
||||
|
||||
removeFromArray( vertices, v );
|
||||
|
||||
}
|
||||
|
||||
function removeFace( f, faces ) {
|
||||
|
||||
removeFromArray( faces, f );
|
||||
|
||||
if ( f.v1 ) removeFromArray( f.v1.faces, f );
|
||||
if ( f.v2 ) removeFromArray( f.v2.faces, f );
|
||||
if ( f.v3 ) removeFromArray( f.v3.faces, f );
|
||||
|
||||
// TODO optimize this!
|
||||
const vs = [ f.v1, f.v2, f.v3 ];
|
||||
|
||||
for ( let i = 0; i < 3; i ++ ) {
|
||||
|
||||
const v1 = vs[ i ];
|
||||
const v2 = vs[ ( i + 1 ) % 3 ];
|
||||
|
||||
if ( ! v1 || ! v2 ) continue;
|
||||
|
||||
v1.removeIfNonNeighbor( v2 );
|
||||
v2.removeIfNonNeighbor( v1 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function collapse( vertices, faces, u, v ) {
|
||||
|
||||
// Collapse the edge uv by moving vertex u onto v
|
||||
|
||||
if ( ! v ) {
|
||||
|
||||
// u is a vertex all by itself so just delete it..
|
||||
removeVertex( u, vertices );
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
if ( v.uv ) {
|
||||
|
||||
u.uv.copy( v.uv );
|
||||
|
||||
}
|
||||
|
||||
if ( v.normal ) {
|
||||
|
||||
v.normal.add( u.normal ).normalize();
|
||||
|
||||
}
|
||||
|
||||
if ( v.tangent ) {
|
||||
|
||||
v.tangent.add( u.tangent ).normalize();
|
||||
|
||||
}
|
||||
|
||||
const tmpVertices = [];
|
||||
|
||||
for ( let i = 0; i < u.neighbors.length; i ++ ) {
|
||||
|
||||
tmpVertices.push( u.neighbors[ i ] );
|
||||
|
||||
}
|
||||
|
||||
|
||||
// delete triangles on edge uv:
|
||||
for ( let i = u.faces.length - 1; i >= 0; i -- ) {
|
||||
|
||||
if ( u.faces[ i ] && u.faces[ i ].hasVertex( v ) ) {
|
||||
|
||||
removeFace( u.faces[ i ], faces );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// update remaining triangles to have v instead of u
|
||||
for ( let i = u.faces.length - 1; i >= 0; i -- ) {
|
||||
|
||||
u.faces[ i ].replaceVertex( u, v );
|
||||
|
||||
}
|
||||
|
||||
|
||||
removeVertex( u, vertices );
|
||||
|
||||
// recompute the edge collapse costs in neighborhood
|
||||
for ( let i = 0; i < tmpVertices.length; i ++ ) {
|
||||
|
||||
computeEdgeCostAtVertex( tmpVertices[ i ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
function minimumCostEdge( vertices ) {
|
||||
|
||||
// O(n * n) approach. TODO optimize this
|
||||
|
||||
let least = vertices[ 0 ];
|
||||
|
||||
for ( let i = 0; i < vertices.length; i ++ ) {
|
||||
|
||||
if ( vertices[ i ].collapseCost < least.collapseCost ) {
|
||||
|
||||
least = vertices[ i ];
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return least;
|
||||
|
||||
}
|
||||
|
||||
// we use a triangle class to represent structure of face slightly differently
|
||||
|
||||
class Triangle {
|
||||
|
||||
constructor( v1, v2, v3, a, b, c ) {
|
||||
|
||||
this.a = a;
|
||||
this.b = b;
|
||||
this.c = c;
|
||||
|
||||
this.v1 = v1;
|
||||
this.v2 = v2;
|
||||
this.v3 = v3;
|
||||
|
||||
this.normal = new Vector3();
|
||||
|
||||
this.computeNormal();
|
||||
|
||||
v1.faces.push( this );
|
||||
v1.addUniqueNeighbor( v2 );
|
||||
v1.addUniqueNeighbor( v3 );
|
||||
|
||||
v2.faces.push( this );
|
||||
v2.addUniqueNeighbor( v1 );
|
||||
v2.addUniqueNeighbor( v3 );
|
||||
|
||||
|
||||
v3.faces.push( this );
|
||||
v3.addUniqueNeighbor( v1 );
|
||||
v3.addUniqueNeighbor( v2 );
|
||||
|
||||
}
|
||||
|
||||
computeNormal() {
|
||||
|
||||
const vA = this.v1.position;
|
||||
const vB = this.v2.position;
|
||||
const vC = this.v3.position;
|
||||
|
||||
_cb.subVectors( vC, vB );
|
||||
_ab.subVectors( vA, vB );
|
||||
_cb.cross( _ab ).normalize();
|
||||
|
||||
this.normal.copy( _cb );
|
||||
|
||||
}
|
||||
|
||||
hasVertex( v ) {
|
||||
|
||||
return v === this.v1 || v === this.v2 || v === this.v3;
|
||||
|
||||
}
|
||||
|
||||
replaceVertex( oldv, newv ) {
|
||||
|
||||
if ( oldv === this.v1 ) this.v1 = newv;
|
||||
else if ( oldv === this.v2 ) this.v2 = newv;
|
||||
else if ( oldv === this.v3 ) this.v3 = newv;
|
||||
|
||||
removeFromArray( oldv.faces, this );
|
||||
newv.faces.push( this );
|
||||
|
||||
|
||||
oldv.removeIfNonNeighbor( this.v1 );
|
||||
this.v1.removeIfNonNeighbor( oldv );
|
||||
|
||||
oldv.removeIfNonNeighbor( this.v2 );
|
||||
this.v2.removeIfNonNeighbor( oldv );
|
||||
|
||||
oldv.removeIfNonNeighbor( this.v3 );
|
||||
this.v3.removeIfNonNeighbor( oldv );
|
||||
|
||||
this.v1.addUniqueNeighbor( this.v2 );
|
||||
this.v1.addUniqueNeighbor( this.v3 );
|
||||
|
||||
this.v2.addUniqueNeighbor( this.v1 );
|
||||
this.v2.addUniqueNeighbor( this.v3 );
|
||||
|
||||
this.v3.addUniqueNeighbor( this.v1 );
|
||||
this.v3.addUniqueNeighbor( this.v2 );
|
||||
|
||||
this.computeNormal();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class Vertex {
|
||||
|
||||
constructor( v, uv, normal, tangent, color ) {
|
||||
|
||||
this.position = v;
|
||||
this.uv = uv;
|
||||
this.normal = normal;
|
||||
this.tangent = tangent;
|
||||
this.color = color;
|
||||
|
||||
this.id = - 1; // external use position in vertices list (for e.g. face generation)
|
||||
|
||||
this.faces = []; // faces vertex is connected
|
||||
this.neighbors = []; // neighbouring vertices aka "adjacentVertices"
|
||||
|
||||
// these will be computed in computeEdgeCostAtVertex()
|
||||
this.collapseCost = 0; // cost of collapsing this vertex, the less the better. aka objdist
|
||||
this.collapseNeighbor = null; // best candinate for collapsing
|
||||
|
||||
}
|
||||
|
||||
addUniqueNeighbor( vertex ) {
|
||||
|
||||
pushIfUnique( this.neighbors, vertex );
|
||||
|
||||
}
|
||||
|
||||
removeIfNonNeighbor( n ) {
|
||||
|
||||
const neighbors = this.neighbors;
|
||||
const faces = this.faces;
|
||||
|
||||
const offset = neighbors.indexOf( n );
|
||||
|
||||
if ( offset === - 1 ) return;
|
||||
|
||||
for ( let i = 0; i < faces.length; i ++ ) {
|
||||
|
||||
if ( faces[ i ].hasVertex( n ) ) return;
|
||||
|
||||
}
|
||||
|
||||
neighbors.splice( offset, 1 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { SimplifyModifier };
|
307
dist/electron/static/sdk/three/jsm/modifiers/TessellateModifier.js
vendored
Normal file
307
dist/electron/static/sdk/three/jsm/modifiers/TessellateModifier.js
vendored
Normal file
@ -0,0 +1,307 @@
|
||||
import {
|
||||
BufferGeometry,
|
||||
Color,
|
||||
Float32BufferAttribute,
|
||||
Vector2,
|
||||
Vector3
|
||||
} from 'three';
|
||||
|
||||
/**
|
||||
* Break faces with edges longer than maxEdgeLength
|
||||
*/
|
||||
|
||||
class TessellateModifier {
|
||||
|
||||
constructor( maxEdgeLength = 0.1, maxIterations = 6 ) {
|
||||
|
||||
this.maxEdgeLength = maxEdgeLength;
|
||||
this.maxIterations = maxIterations;
|
||||
|
||||
}
|
||||
|
||||
modify( geometry ) {
|
||||
|
||||
if ( geometry.index !== null ) {
|
||||
|
||||
geometry = geometry.toNonIndexed();
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
const maxIterations = this.maxIterations;
|
||||
const maxEdgeLengthSquared = this.maxEdgeLength * this.maxEdgeLength;
|
||||
|
||||
const va = new Vector3();
|
||||
const vb = new Vector3();
|
||||
const vc = new Vector3();
|
||||
const vm = new Vector3();
|
||||
const vs = [ va, vb, vc, vm ];
|
||||
|
||||
const na = new Vector3();
|
||||
const nb = new Vector3();
|
||||
const nc = new Vector3();
|
||||
const nm = new Vector3();
|
||||
const ns = [ na, nb, nc, nm ];
|
||||
|
||||
const ca = new Color();
|
||||
const cb = new Color();
|
||||
const cc = new Color();
|
||||
const cm = new Color();
|
||||
const cs = [ ca, cb, cc, cm ];
|
||||
|
||||
const ua = new Vector2();
|
||||
const ub = new Vector2();
|
||||
const uc = new Vector2();
|
||||
const um = new Vector2();
|
||||
const us = [ ua, ub, uc, um ];
|
||||
|
||||
const u2a = new Vector2();
|
||||
const u2b = new Vector2();
|
||||
const u2c = new Vector2();
|
||||
const u2m = new Vector2();
|
||||
const u2s = [ u2a, u2b, u2c, u2m ];
|
||||
|
||||
const attributes = geometry.attributes;
|
||||
const hasNormals = attributes.normal !== undefined;
|
||||
const hasColors = attributes.color !== undefined;
|
||||
const hasUVs = attributes.uv !== undefined;
|
||||
const hasUV1s = attributes.uv1 !== undefined;
|
||||
|
||||
let positions = attributes.position.array;
|
||||
let normals = hasNormals ? attributes.normal.array : null;
|
||||
let colors = hasColors ? attributes.color.array : null;
|
||||
let uvs = hasUVs ? attributes.uv.array : null;
|
||||
let uv1s = hasUV1s ? attributes.uv1.array : null;
|
||||
|
||||
let positions2 = positions;
|
||||
let normals2 = normals;
|
||||
let colors2 = colors;
|
||||
let uvs2 = uvs;
|
||||
let uv1s2 = uv1s;
|
||||
|
||||
let iteration = 0;
|
||||
let tessellating = true;
|
||||
|
||||
function addTriangle( a, b, c ) {
|
||||
|
||||
const v1 = vs[ a ];
|
||||
const v2 = vs[ b ];
|
||||
const v3 = vs[ c ];
|
||||
|
||||
positions2.push( v1.x, v1.y, v1.z );
|
||||
positions2.push( v2.x, v2.y, v2.z );
|
||||
positions2.push( v3.x, v3.y, v3.z );
|
||||
|
||||
if ( hasNormals ) {
|
||||
|
||||
const n1 = ns[ a ];
|
||||
const n2 = ns[ b ];
|
||||
const n3 = ns[ c ];
|
||||
|
||||
normals2.push( n1.x, n1.y, n1.z );
|
||||
normals2.push( n2.x, n2.y, n2.z );
|
||||
normals2.push( n3.x, n3.y, n3.z );
|
||||
|
||||
}
|
||||
|
||||
if ( hasColors ) {
|
||||
|
||||
const c1 = cs[ a ];
|
||||
const c2 = cs[ b ];
|
||||
const c3 = cs[ c ];
|
||||
|
||||
colors2.push( c1.r, c1.g, c1.b );
|
||||
colors2.push( c2.r, c2.g, c2.b );
|
||||
colors2.push( c3.r, c3.g, c3.b );
|
||||
|
||||
}
|
||||
|
||||
if ( hasUVs ) {
|
||||
|
||||
const u1 = us[ a ];
|
||||
const u2 = us[ b ];
|
||||
const u3 = us[ c ];
|
||||
|
||||
uvs2.push( u1.x, u1.y );
|
||||
uvs2.push( u2.x, u2.y );
|
||||
uvs2.push( u3.x, u3.y );
|
||||
|
||||
}
|
||||
|
||||
if ( hasUV1s ) {
|
||||
|
||||
const u21 = u2s[ a ];
|
||||
const u22 = u2s[ b ];
|
||||
const u23 = u2s[ c ];
|
||||
|
||||
uv1s2.push( u21.x, u21.y );
|
||||
uv1s2.push( u22.x, u22.y );
|
||||
uv1s2.push( u23.x, u23.y );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
while ( tessellating && iteration < maxIterations ) {
|
||||
|
||||
iteration ++;
|
||||
tessellating = false;
|
||||
|
||||
positions = positions2;
|
||||
positions2 = [];
|
||||
|
||||
if ( hasNormals ) {
|
||||
|
||||
normals = normals2;
|
||||
normals2 = [];
|
||||
|
||||
}
|
||||
|
||||
if ( hasColors ) {
|
||||
|
||||
colors = colors2;
|
||||
colors2 = [];
|
||||
|
||||
}
|
||||
|
||||
if ( hasUVs ) {
|
||||
|
||||
uvs = uvs2;
|
||||
uvs2 = [];
|
||||
|
||||
}
|
||||
|
||||
if ( hasUV1s ) {
|
||||
|
||||
uv1s = uv1s2;
|
||||
uv1s2 = [];
|
||||
|
||||
}
|
||||
|
||||
for ( let i = 0, i2 = 0, il = positions.length; i < il; i += 9, i2 += 6 ) {
|
||||
|
||||
va.fromArray( positions, i + 0 );
|
||||
vb.fromArray( positions, i + 3 );
|
||||
vc.fromArray( positions, i + 6 );
|
||||
|
||||
if ( hasNormals ) {
|
||||
|
||||
na.fromArray( normals, i + 0 );
|
||||
nb.fromArray( normals, i + 3 );
|
||||
nc.fromArray( normals, i + 6 );
|
||||
|
||||
}
|
||||
|
||||
if ( hasColors ) {
|
||||
|
||||
ca.fromArray( colors, i + 0 );
|
||||
cb.fromArray( colors, i + 3 );
|
||||
cc.fromArray( colors, i + 6 );
|
||||
|
||||
}
|
||||
|
||||
if ( hasUVs ) {
|
||||
|
||||
ua.fromArray( uvs, i2 + 0 );
|
||||
ub.fromArray( uvs, i2 + 2 );
|
||||
uc.fromArray( uvs, i2 + 4 );
|
||||
|
||||
}
|
||||
|
||||
if ( hasUV1s ) {
|
||||
|
||||
u2a.fromArray( uv1s, i2 + 0 );
|
||||
u2b.fromArray( uv1s, i2 + 2 );
|
||||
u2c.fromArray( uv1s, i2 + 4 );
|
||||
|
||||
}
|
||||
|
||||
const dab = va.distanceToSquared( vb );
|
||||
const dbc = vb.distanceToSquared( vc );
|
||||
const dac = va.distanceToSquared( vc );
|
||||
|
||||
if ( dab > maxEdgeLengthSquared || dbc > maxEdgeLengthSquared || dac > maxEdgeLengthSquared ) {
|
||||
|
||||
tessellating = true;
|
||||
|
||||
if ( dab >= dbc && dab >= dac ) {
|
||||
|
||||
vm.lerpVectors( va, vb, 0.5 );
|
||||
if ( hasNormals ) nm.lerpVectors( na, nb, 0.5 );
|
||||
if ( hasColors ) cm.lerpColors( ca, cb, 0.5 );
|
||||
if ( hasUVs ) um.lerpVectors( ua, ub, 0.5 );
|
||||
if ( hasUV1s ) u2m.lerpVectors( u2a, u2b, 0.5 );
|
||||
|
||||
addTriangle( 0, 3, 2 );
|
||||
addTriangle( 3, 1, 2 );
|
||||
|
||||
} else if ( dbc >= dab && dbc >= dac ) {
|
||||
|
||||
vm.lerpVectors( vb, vc, 0.5 );
|
||||
if ( hasNormals ) nm.lerpVectors( nb, nc, 0.5 );
|
||||
if ( hasColors ) cm.lerpColors( cb, cc, 0.5 );
|
||||
if ( hasUVs ) um.lerpVectors( ub, uc, 0.5 );
|
||||
if ( hasUV1s ) u2m.lerpVectors( u2b, u2c, 0.5 );
|
||||
|
||||
addTriangle( 0, 1, 3 );
|
||||
addTriangle( 3, 2, 0 );
|
||||
|
||||
} else {
|
||||
|
||||
vm.lerpVectors( va, vc, 0.5 );
|
||||
if ( hasNormals ) nm.lerpVectors( na, nc, 0.5 );
|
||||
if ( hasColors ) cm.lerpColors( ca, cc, 0.5 );
|
||||
if ( hasUVs ) um.lerpVectors( ua, uc, 0.5 );
|
||||
if ( hasUV1s ) u2m.lerpVectors( u2a, u2c, 0.5 );
|
||||
|
||||
addTriangle( 0, 1, 3 );
|
||||
addTriangle( 3, 1, 2 );
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
addTriangle( 0, 1, 2 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
const geometry2 = new BufferGeometry();
|
||||
|
||||
geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
|
||||
|
||||
if ( hasNormals ) {
|
||||
|
||||
geometry2.setAttribute( 'normal', new Float32BufferAttribute( normals2, 3 ) );
|
||||
|
||||
}
|
||||
|
||||
if ( hasColors ) {
|
||||
|
||||
geometry2.setAttribute( 'color', new Float32BufferAttribute( colors2, 3 ) );
|
||||
|
||||
}
|
||||
|
||||
if ( hasUVs ) {
|
||||
|
||||
geometry2.setAttribute( 'uv', new Float32BufferAttribute( uvs2, 2 ) );
|
||||
|
||||
}
|
||||
|
||||
if ( hasUV1s ) {
|
||||
|
||||
geometry2.setAttribute( 'uv1', new Float32BufferAttribute( uv1s2, 2 ) );
|
||||
|
||||
}
|
||||
|
||||
return geometry2;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { TessellateModifier };
|
Reference in New Issue
Block a user