357 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			357 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	BufferGeometry, | ||
|  | 	Float32BufferAttribute, | ||
|  | 	Matrix4, | ||
|  | 	Vector3 | ||
|  | } from 'three'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * You can use this geometry to create a decal mesh, that serves different kinds of purposes. | ||
|  |  * e.g. adding unique details to models, performing dynamic visual environmental changes or covering seams. | ||
|  |  * | ||
|  |  * Constructor parameter: | ||
|  |  * | ||
|  |  * mesh — Any mesh object | ||
|  |  * position — Position of the decal projector | ||
|  |  * orientation — Orientation of the decal projector | ||
|  |  * size — Size of the decal projector | ||
|  |  * | ||
|  |  * reference: http://blog.wolfire.com/2009/06/how-to-project-decals/
 | ||
|  |  * | ||
|  |  */ | ||
|  | 
 | ||
|  | class DecalGeometry extends BufferGeometry { | ||
|  | 
 | ||
|  | 	constructor( mesh, position, orientation, size ) { | ||
|  | 
 | ||
|  | 		super(); | ||
|  | 
 | ||
|  | 		// buffers
 | ||
|  | 
 | ||
|  | 		const vertices = []; | ||
|  | 		const normals = []; | ||
|  | 		const uvs = []; | ||
|  | 
 | ||
|  | 		// helpers
 | ||
|  | 
 | ||
|  | 		const plane = new Vector3(); | ||
|  | 
 | ||
|  | 		// this matrix represents the transformation of the decal projector
 | ||
|  | 
 | ||
|  | 		const projectorMatrix = new Matrix4(); | ||
|  | 		projectorMatrix.makeRotationFromEuler( orientation ); | ||
|  | 		projectorMatrix.setPosition( position ); | ||
|  | 
 | ||
|  | 		const projectorMatrixInverse = new Matrix4(); | ||
|  | 		projectorMatrixInverse.copy( projectorMatrix ).invert(); | ||
|  | 
 | ||
|  | 		// generate buffers
 | ||
|  | 
 | ||
|  | 		generate(); | ||
|  | 
 | ||
|  | 		// build geometry
 | ||
|  | 
 | ||
|  | 		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | ||
|  | 		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); | ||
|  | 		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); | ||
|  | 
 | ||
|  | 		function generate() { | ||
|  | 
 | ||
|  | 			let decalVertices = []; | ||
|  | 
 | ||
|  | 			const vertex = new Vector3(); | ||
|  | 			const normal = new Vector3(); | ||
|  | 
 | ||
|  | 			// handle different geometry types
 | ||
|  | 
 | ||
|  | 			const geometry = mesh.geometry; | ||
|  | 
 | ||
|  | 			const positionAttribute = geometry.attributes.position; | ||
|  | 			const normalAttribute = geometry.attributes.normal; | ||
|  | 
 | ||
|  | 			// first, create an array of 'DecalVertex' objects
 | ||
|  | 			// three consecutive 'DecalVertex' objects represent a single face
 | ||
|  | 			//
 | ||
|  | 			// this data structure will be later used to perform the clipping
 | ||
|  | 
 | ||
|  | 			if ( geometry.index !== null ) { | ||
|  | 
 | ||
|  | 				// indexed BufferGeometry
 | ||
|  | 
 | ||
|  | 				const index = geometry.index; | ||
|  | 
 | ||
|  | 				for ( let i = 0; i < index.count; i ++ ) { | ||
|  | 
 | ||
|  | 					vertex.fromBufferAttribute( positionAttribute, index.getX( i ) ); | ||
|  | 					normal.fromBufferAttribute( normalAttribute, index.getX( i ) ); | ||
|  | 
 | ||
|  | 					pushDecalVertex( decalVertices, vertex, normal ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				// non-indexed BufferGeometry
 | ||
|  | 
 | ||
|  | 				for ( let i = 0; i < positionAttribute.count; i ++ ) { | ||
|  | 
 | ||
|  | 					vertex.fromBufferAttribute( positionAttribute, i ); | ||
|  | 					normal.fromBufferAttribute( normalAttribute, i ); | ||
|  | 
 | ||
|  | 					pushDecalVertex( decalVertices, vertex, normal ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// second, clip the geometry so that it doesn't extend out from the projector
 | ||
|  | 
 | ||
|  | 			decalVertices = clipGeometry( decalVertices, plane.set( 1, 0, 0 ) ); | ||
|  | 			decalVertices = clipGeometry( decalVertices, plane.set( - 1, 0, 0 ) ); | ||
|  | 			decalVertices = clipGeometry( decalVertices, plane.set( 0, 1, 0 ) ); | ||
|  | 			decalVertices = clipGeometry( decalVertices, plane.set( 0, - 1, 0 ) ); | ||
|  | 			decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, 1 ) ); | ||
|  | 			decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, - 1 ) ); | ||
|  | 
 | ||
|  | 			// third, generate final vertices, normals and uvs
 | ||
|  | 
 | ||
|  | 			for ( let i = 0; i < decalVertices.length; i ++ ) { | ||
|  | 
 | ||
|  | 				const decalVertex = decalVertices[ i ]; | ||
|  | 
 | ||
|  | 				// create texture coordinates (we are still in projector space)
 | ||
|  | 
 | ||
|  | 				uvs.push( | ||
|  | 					0.5 + ( decalVertex.position.x / size.x ), | ||
|  | 					0.5 + ( decalVertex.position.y / size.y ) | ||
|  | 				); | ||
|  | 
 | ||
|  | 				// transform the vertex back to world space
 | ||
|  | 
 | ||
|  | 				decalVertex.position.applyMatrix4( projectorMatrix ); | ||
|  | 
 | ||
|  | 				// now create vertex and normal buffer data
 | ||
|  | 
 | ||
|  | 				vertices.push( decalVertex.position.x, decalVertex.position.y, decalVertex.position.z ); | ||
|  | 				normals.push( decalVertex.normal.x, decalVertex.normal.y, decalVertex.normal.z ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function pushDecalVertex( decalVertices, vertex, normal ) { | ||
|  | 
 | ||
|  | 			// transform the vertex to world space, then to projector space
 | ||
|  | 
 | ||
|  | 			vertex.applyMatrix4( mesh.matrixWorld ); | ||
|  | 			vertex.applyMatrix4( projectorMatrixInverse ); | ||
|  | 
 | ||
|  | 			normal.transformDirection( mesh.matrixWorld ); | ||
|  | 
 | ||
|  | 			decalVertices.push( new DecalVertex( vertex.clone(), normal.clone() ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function clipGeometry( inVertices, plane ) { | ||
|  | 
 | ||
|  | 			const outVertices = []; | ||
|  | 
 | ||
|  | 			const s = 0.5 * Math.abs( size.dot( plane ) ); | ||
|  | 
 | ||
|  | 			// a single iteration clips one face,
 | ||
|  | 			// which consists of three consecutive 'DecalVertex' objects
 | ||
|  | 
 | ||
|  | 			for ( let i = 0; i < inVertices.length; i += 3 ) { | ||
|  | 
 | ||
|  | 				let total = 0; | ||
|  | 				let nV1; | ||
|  | 				let nV2; | ||
|  | 				let nV3; | ||
|  | 				let nV4; | ||
|  | 
 | ||
|  | 				const d1 = inVertices[ i + 0 ].position.dot( plane ) - s; | ||
|  | 				const d2 = inVertices[ i + 1 ].position.dot( plane ) - s; | ||
|  | 				const d3 = inVertices[ i + 2 ].position.dot( plane ) - s; | ||
|  | 
 | ||
|  | 				const v1Out = d1 > 0; | ||
|  | 				const v2Out = d2 > 0; | ||
|  | 				const v3Out = d3 > 0; | ||
|  | 
 | ||
|  | 				// calculate, how many vertices of the face lie outside of the clipping plane
 | ||
|  | 
 | ||
|  | 				total = ( v1Out ? 1 : 0 ) + ( v2Out ? 1 : 0 ) + ( v3Out ? 1 : 0 ); | ||
|  | 
 | ||
|  | 				switch ( total ) { | ||
|  | 
 | ||
|  | 					case 0: { | ||
|  | 
 | ||
|  | 						// the entire face lies inside of the plane, no clipping needed
 | ||
|  | 
 | ||
|  | 						outVertices.push( inVertices[ i ] ); | ||
|  | 						outVertices.push( inVertices[ i + 1 ] ); | ||
|  | 						outVertices.push( inVertices[ i + 2 ] ); | ||
|  | 						break; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					case 1: { | ||
|  | 
 | ||
|  | 						// one vertex lies outside of the plane, perform clipping
 | ||
|  | 
 | ||
|  | 						if ( v1Out ) { | ||
|  | 
 | ||
|  | 							nV1 = inVertices[ i + 1 ]; | ||
|  | 							nV2 = inVertices[ i + 2 ]; | ||
|  | 							nV3 = clip( inVertices[ i ], nV1, plane, s ); | ||
|  | 							nV4 = clip( inVertices[ i ], nV2, plane, s ); | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 						if ( v2Out ) { | ||
|  | 
 | ||
|  | 							nV1 = inVertices[ i ]; | ||
|  | 							nV2 = inVertices[ i + 2 ]; | ||
|  | 							nV3 = clip( inVertices[ i + 1 ], nV1, plane, s ); | ||
|  | 							nV4 = clip( inVertices[ i + 1 ], nV2, plane, s ); | ||
|  | 
 | ||
|  | 							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 }; |