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