251 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			251 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									Triangle,
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									Vector2,
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									Vector3
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								} from 'three';
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								/**
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								 * Utility class for sampling weighted random points on the surface of a mesh.
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								 *
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								 * Building the sampler is a one-time O(n) operation. Once built, any number of
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								 * random samples may be selected in O(logn) time. Memory usage is O(n).
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								 *
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								 * References:
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								 * - http://www.joesfer.com/?p=84
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								 * - https://stackoverflow.com/a/4322940/1314762
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								 */
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								const _face = new Triangle();
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								const _color = new Vector3();
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								const _uva = new Vector2(), _uvb = new Vector2(), _uvc = new Vector2();
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								class MeshSurfaceSampler {
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									constructor( mesh ) {
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										this.geometry = mesh.geometry;
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										this.randomFunction = Math.random;
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										this.indexAttribute = this.geometry.index;
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										this.positionAttribute = this.geometry.getAttribute( 'position' );
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										this.normalAttribute = this.geometry.getAttribute( 'normal' );
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										this.colorAttribute = this.geometry.getAttribute( 'color' );
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										this.uvAttribute = this.geometry.getAttribute( 'uv' );
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										this.weightAttribute = null;
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										this.distribution = null;
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									}
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									setWeightAttribute( name ) {
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										this.weightAttribute = name ? this.geometry.getAttribute( name ) : null;
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										return this;
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									}
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									build() {
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										const indexAttribute = this.indexAttribute;
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										const positionAttribute = this.positionAttribute;
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										const weightAttribute = this.weightAttribute;
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										const totalFaces = indexAttribute ? ( indexAttribute.count / 3 ) : ( positionAttribute.count / 3 );
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										const faceWeights = new Float32Array( totalFaces );
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										// Accumulate weights for each mesh face.
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										for ( let i = 0; i < totalFaces; i ++ ) {
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											let faceWeight = 1;
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											let i0 = 3 * i;
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											let i1 = 3 * i + 1;
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											let i2 = 3 * i + 2;
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											if ( indexAttribute ) {
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												i0 = indexAttribute.getX( i0 );
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												i1 = indexAttribute.getX( i1 );
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												i2 = indexAttribute.getX( i2 );
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											}
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											if ( weightAttribute ) {
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												faceWeight = weightAttribute.getX( i0 )
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													+ weightAttribute.getX( i1 )
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													+ weightAttribute.getX( i2 );
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											}
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											_face.a.fromBufferAttribute( positionAttribute, i0 );
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											_face.b.fromBufferAttribute( positionAttribute, i1 );
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											_face.c.fromBufferAttribute( positionAttribute, i2 );
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											faceWeight *= _face.getArea();
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											faceWeights[ i ] = faceWeight;
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										}
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										// Store cumulative total face weights in an array, where weight index
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										// corresponds to face index.
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										const distribution = new Float32Array( totalFaces );
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										let cumulativeTotal = 0;
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										for ( let i = 0; i < totalFaces; i ++ ) {
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											cumulativeTotal += faceWeights[ i ];
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											distribution[ i ] = cumulativeTotal;
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										}
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										this.distribution = distribution;
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										return this;
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									}
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									setRandomGenerator( randomFunction ) {
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										this.randomFunction = randomFunction;
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										return this;
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									}
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									sample( targetPosition, targetNormal, targetColor, targetUV ) {
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										const faceIndex = this.sampleFaceIndex();
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										return this.sampleFace( faceIndex, targetPosition, targetNormal, targetColor, targetUV );
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									}
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									sampleFaceIndex() {
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										const cumulativeTotal = this.distribution[ this.distribution.length - 1 ];
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										return this.binarySearch( this.randomFunction() * cumulativeTotal );
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									}
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									binarySearch( x ) {
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										const dist = this.distribution;
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										let start = 0;
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										let end = dist.length - 1;
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										let index = - 1;
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										while ( start <= end ) {
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											const mid = Math.ceil( ( start + end ) / 2 );
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											if ( mid === 0 || dist[ mid - 1 ] <= x && dist[ mid ] > x ) {
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												index = mid;
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												break;
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											} else if ( x < dist[ mid ] ) {
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												end = mid - 1;
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											} else {
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												start = mid + 1;
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											}
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										}
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										return index;
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									}
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									sampleFace( faceIndex, targetPosition, targetNormal, targetColor, targetUV ) {
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										let u = this.randomFunction();
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										let v = this.randomFunction();
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										if ( u + v > 1 ) {
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											u = 1 - u;
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											v = 1 - v;
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										}
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										// get the vertex attribute indices
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										const indexAttribute = this.indexAttribute;
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										let i0 = faceIndex * 3;
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										let i1 = faceIndex * 3 + 1;
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										let i2 = faceIndex * 3 + 2;
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										if ( indexAttribute ) {
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											i0 = indexAttribute.getX( i0 );
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											i1 = indexAttribute.getX( i1 );
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											i2 = indexAttribute.getX( i2 );
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										}
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										_face.a.fromBufferAttribute( this.positionAttribute, i0 );
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										_face.b.fromBufferAttribute( this.positionAttribute, i1 );
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										_face.c.fromBufferAttribute( this.positionAttribute, i2 );
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										targetPosition
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											.set( 0, 0, 0 )
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											.addScaledVector( _face.a, u )
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											.addScaledVector( _face.b, v )
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											.addScaledVector( _face.c, 1 - ( u + v ) );
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										if ( targetNormal !== undefined ) {
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											if ( this.normalAttribute !== undefined ) {
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												_face.a.fromBufferAttribute( this.normalAttribute, i0 );
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												_face.b.fromBufferAttribute( this.normalAttribute, i1 );
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												_face.c.fromBufferAttribute( this.normalAttribute, i2 );
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												targetNormal.set( 0, 0, 0 ).addScaledVector( _face.a, u ).addScaledVector( _face.b, v ).addScaledVector( _face.c, 1 - ( u + v ) ).normalize();
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											} else {
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												_face.getNormal( targetNormal );
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											}
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										}
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										if ( targetColor !== undefined && this.colorAttribute !== undefined ) {
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											_face.a.fromBufferAttribute( this.colorAttribute, i0 );
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											_face.b.fromBufferAttribute( this.colorAttribute, i1 );
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											_face.c.fromBufferAttribute( this.colorAttribute, i2 );
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											_color
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												.set( 0, 0, 0 )
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												.addScaledVector( _face.a, u )
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												.addScaledVector( _face.b, v )
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												.addScaledVector( _face.c, 1 - ( u + v ) );
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											targetColor.r = _color.x;
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											targetColor.g = _color.y;
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											targetColor.b = _color.z;
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										}
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										if ( targetUV !== undefined && this.uvAttribute !== undefined ) {
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											_uva.fromBufferAttribute( this.uvAttribute, i0 );
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											_uvb.fromBufferAttribute( this.uvAttribute, i1 );
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											_uvc.fromBufferAttribute( this.uvAttribute, i2 );
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											targetUV.set( 0, 0 ).addScaledVector( _uva, u ).addScaledVector( _uvb, v ).addScaledVector( _uvc, 1 - ( u + v ) );
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										}
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										return this;
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									}
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								}
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								export { MeshSurfaceSampler };
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