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								public/sdk/three/jsm/utils/SceneUtils.js
									
									
									
									
									
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								public/sdk/three/jsm/utils/SceneUtils.js
									
									
									
									
									
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							| @ -0,0 +1,313 @@ | ||||
| import { | ||||
| 	BufferAttribute, | ||||
| 	BufferGeometry, | ||||
| 	Color, | ||||
| 	Group, | ||||
| 	Matrix4, | ||||
| 	Mesh, | ||||
| 	Vector3 | ||||
| } from 'three'; | ||||
|  | ||||
| import { mergeGroups, deepCloneAttribute } from './BufferGeometryUtils.js'; | ||||
|  | ||||
| const _color = /*@__PURE__*/new Color(); | ||||
| const _matrix = /*@__PURE__*/new Matrix4(); | ||||
|  | ||||
| function createMeshesFromInstancedMesh( instancedMesh ) { | ||||
|  | ||||
| 	const group = new Group(); | ||||
|  | ||||
| 	const count = instancedMesh.count; | ||||
| 	const geometry = instancedMesh.geometry; | ||||
| 	const material = instancedMesh.material; | ||||
|  | ||||
| 	for ( let i = 0; i < count; i ++ ) { | ||||
|  | ||||
| 		const mesh = new Mesh( geometry, material ); | ||||
|  | ||||
| 		instancedMesh.getMatrixAt( i, mesh.matrix ); | ||||
| 		mesh.matrix.decompose( mesh.position, mesh.quaternion, mesh.scale ); | ||||
|  | ||||
| 		group.add( mesh ); | ||||
|  | ||||
| 	} | ||||
|  | ||||
| 	group.copy( instancedMesh ); | ||||
| 	group.updateMatrixWorld(); // ensure correct world matrices of meshes | ||||
|  | ||||
| 	return group; | ||||
|  | ||||
| } | ||||
|  | ||||
| function createMeshesFromMultiMaterialMesh( mesh ) { | ||||
|  | ||||
| 	if ( Array.isArray( mesh.material ) === false ) { | ||||
|  | ||||
| 		console.warn( 'THREE.SceneUtils.createMeshesFromMultiMaterialMesh(): The given mesh has no multiple materials.' ); | ||||
| 		return mesh; | ||||
|  | ||||
| 	} | ||||
|  | ||||
| 	const object = new Group(); | ||||
| 	object.copy( mesh ); | ||||
|  | ||||
| 	// merge groups (which automatically sorts them) | ||||
|  | ||||
| 	const geometry = mergeGroups( mesh.geometry ); | ||||
|  | ||||
| 	const index = geometry.index; | ||||
| 	const groups = geometry.groups; | ||||
| 	const attributeNames = Object.keys( geometry.attributes ); | ||||
|  | ||||
| 	// create a mesh for each group by extracting the buffer data into a new geometry | ||||
|  | ||||
| 	for ( let i = 0; i < groups.length; i ++ ) { | ||||
|  | ||||
| 		const group = groups[ i ]; | ||||
|  | ||||
| 		const start = group.start; | ||||
| 		const end = start + group.count; | ||||
|  | ||||
| 		const newGeometry = new BufferGeometry(); | ||||
| 		const newMaterial = mesh.material[ group.materialIndex ]; | ||||
|  | ||||
| 		// process all buffer attributes | ||||
|  | ||||
| 		for ( let j = 0; j < attributeNames.length; j ++ ) { | ||||
|  | ||||
| 			const name = attributeNames[ j ]; | ||||
| 			const attribute = geometry.attributes[ name ]; | ||||
| 			const itemSize = attribute.itemSize; | ||||
|  | ||||
| 			const newLength = group.count * itemSize; | ||||
| 			const type = attribute.array.constructor; | ||||
|  | ||||
| 			const newArray = new type( newLength ); | ||||
| 			const newAttribute = new BufferAttribute( newArray, itemSize ); | ||||
|  | ||||
| 			for ( let k = start, n = 0; k < end; k ++, n ++ ) { | ||||
|  | ||||
| 				const ind = index.getX( k ); | ||||
|  | ||||
| 				if ( itemSize >= 1 ) newAttribute.setX( n, attribute.getX( ind ) ); | ||||
| 				if ( itemSize >= 2 ) newAttribute.setY( n, attribute.getY( ind ) ); | ||||
| 				if ( itemSize >= 3 ) newAttribute.setZ( n, attribute.getZ( ind ) ); | ||||
| 				if ( itemSize >= 4 ) newAttribute.setW( n, attribute.getW( ind ) ); | ||||
|  | ||||
| 			} | ||||
|  | ||||
|  | ||||
| 			newGeometry.setAttribute( name, newAttribute ); | ||||
|  | ||||
| 		} | ||||
|  | ||||
| 		const newMesh = new Mesh( newGeometry, newMaterial ); | ||||
| 		object.add( newMesh ); | ||||
|  | ||||
| 	} | ||||
|  | ||||
| 	return object; | ||||
|  | ||||
| } | ||||
|  | ||||
| function createMultiMaterialObject( geometry, materials ) { | ||||
|  | ||||
| 	const group = new Group(); | ||||
|  | ||||
| 	for ( let i = 0, l = materials.length; i < l; i ++ ) { | ||||
|  | ||||
| 		group.add( new Mesh( geometry, materials[ i ] ) ); | ||||
|  | ||||
| 	} | ||||
|  | ||||
| 	return group; | ||||
|  | ||||
| } | ||||
|  | ||||
| function reduceVertices( object, func, initialValue ) { | ||||
|  | ||||
| 	let value = initialValue; | ||||
| 	const vertex = new Vector3(); | ||||
|  | ||||
| 	object.updateWorldMatrix( true, true ); | ||||
|  | ||||
| 	object.traverseVisible( ( child ) => { | ||||
|  | ||||
| 		const { geometry } = child; | ||||
|  | ||||
| 		if ( geometry !== undefined ) { | ||||
|  | ||||
| 			const { position } = geometry.attributes; | ||||
|  | ||||
| 			if ( position !== undefined ) { | ||||
|  | ||||
| 				for ( let i = 0, l = position.count; i < l; i ++ ) { | ||||
|  | ||||
| 					if ( child.isMesh ) { | ||||
|  | ||||
| 						child.getVertexPosition( i, vertex ); | ||||
|  | ||||
| 					} else { | ||||
|  | ||||
| 						vertex.fromBufferAttribute( position, i ); | ||||
|  | ||||
| 					} | ||||
|  | ||||
| 					if ( ! child.isSkinnedMesh ) { | ||||
|  | ||||
| 						vertex.applyMatrix4( child.matrixWorld ); | ||||
|  | ||||
| 					} | ||||
|  | ||||
| 					value = func( value, vertex ); | ||||
|  | ||||
| 				} | ||||
|  | ||||
| 			} | ||||
|  | ||||
| 		} | ||||
|  | ||||
| 	} ); | ||||
|  | ||||
| 	return value; | ||||
|  | ||||
| } | ||||
|  | ||||
| /** | ||||
|  * @param {InstancedMesh} | ||||
|  * @param {function(int, int):int} | ||||
|  */ | ||||
| function sortInstancedMesh( mesh, compareFn ) { | ||||
|  | ||||
| 	// store copy of instanced attributes for lookups | ||||
|  | ||||
| 	const instanceMatrixRef = deepCloneAttribute( mesh.instanceMatrix ); | ||||
| 	const instanceColorRef = mesh.instanceColor ? deepCloneAttribute( mesh.instanceColor ) : null; | ||||
|  | ||||
| 	const attributeRefs = new Map(); | ||||
|  | ||||
| 	for ( const name in mesh.geometry.attributes ) { | ||||
|  | ||||
| 		const attribute = mesh.geometry.attributes[ name ]; | ||||
|  | ||||
| 		if ( attribute.isInstancedBufferAttribute ) { | ||||
|  | ||||
| 			attributeRefs.set( attribute, deepCloneAttribute( attribute ) ); | ||||
|  | ||||
| 		} | ||||
|  | ||||
| 	} | ||||
|  | ||||
|  | ||||
| 	// compute sort order | ||||
|  | ||||
| 	const tokens = []; | ||||
|  | ||||
| 	for ( let i = 0; i < mesh.count; i ++ ) tokens.push( i ); | ||||
|  | ||||
| 	tokens.sort( compareFn ); | ||||
|  | ||||
|  | ||||
| 	// apply sort order | ||||
|  | ||||
| 	for ( let i = 0; i < tokens.length; i ++ ) { | ||||
|  | ||||
| 		const refIndex = tokens[ i ]; | ||||
|  | ||||
| 		_matrix.fromArray( instanceMatrixRef.array, refIndex * mesh.instanceMatrix.itemSize ); | ||||
| 		_matrix.toArray( mesh.instanceMatrix.array, i * mesh.instanceMatrix.itemSize ); | ||||
|  | ||||
| 		if ( mesh.instanceColor ) { | ||||
|  | ||||
| 			_color.fromArray( instanceColorRef.array, refIndex * mesh.instanceColor.itemSize ); | ||||
| 			_color.toArray( mesh.instanceColor.array, i * mesh.instanceColor.itemSize ); | ||||
|  | ||||
| 		} | ||||
|  | ||||
| 		for ( const name in mesh.geometry.attributes ) { | ||||
|  | ||||
| 			const attribute = mesh.geometry.attributes[ name ]; | ||||
|  | ||||
| 			if ( attribute.isInstancedBufferAttribute ) { | ||||
|  | ||||
| 				const attributeRef = attributeRefs.get( attribute ); | ||||
|  | ||||
| 				attribute.setX( i, attributeRef.getX( refIndex ) ); | ||||
| 				if ( attribute.itemSize > 1 ) attribute.setY( i, attributeRef.getY( refIndex ) ); | ||||
| 				if ( attribute.itemSize > 2 ) attribute.setZ( i, attributeRef.getZ( refIndex ) ); | ||||
| 				if ( attribute.itemSize > 3 ) attribute.setW( i, attributeRef.getW( refIndex ) ); | ||||
|  | ||||
| 			} | ||||
|  | ||||
| 		} | ||||
|  | ||||
| 	} | ||||
|  | ||||
| } | ||||
|  | ||||
| /** | ||||
|  * @param {Object3D} object Object to traverse. | ||||
|  * @yields {Object3D} Objects that passed the filter condition. | ||||
|  */ | ||||
| function* traverseGenerator( object ) { | ||||
|  | ||||
| 	yield object; | ||||
|  | ||||
| 	const children = object.children; | ||||
|  | ||||
| 	for ( let i = 0, l = children.length; i < l; i ++ ) { | ||||
|  | ||||
| 		yield* traverseGenerator( children[ i ] ); | ||||
|  | ||||
| 	} | ||||
|  | ||||
| } | ||||
|  | ||||
| /** | ||||
|  * @param {Object3D} object Object to traverse. | ||||
|  * @yields {Object3D} Objects that passed the filter condition. | ||||
|  */ | ||||
| function* traverseVisibleGenerator( object ) { | ||||
|  | ||||
| 	if ( object.visible === false ) return; | ||||
|  | ||||
| 	yield object; | ||||
|  | ||||
| 	const children = object.children; | ||||
|  | ||||
| 	for ( let i = 0, l = children.length; i < l; i ++ ) { | ||||
|  | ||||
| 		yield* traverseVisibleGenerator( children[ i ] ); | ||||
|  | ||||
| 	} | ||||
|  | ||||
| } | ||||
|  | ||||
| /** | ||||
|  * @param {Object3D} object Object to traverse. | ||||
|  * @yields {Object3D} Objects that passed the filter condition. | ||||
|  */ | ||||
| function* traverseAncestorsGenerator( object ) { | ||||
|  | ||||
| 	const parent = object.parent; | ||||
|  | ||||
| 	if ( parent !== null ) { | ||||
|  | ||||
| 		yield parent; | ||||
|  | ||||
| 		yield* traverseAncestorsGenerator( parent ); | ||||
|  | ||||
| 	} | ||||
|  | ||||
| } | ||||
|  | ||||
| export { | ||||
| 	createMeshesFromInstancedMesh, | ||||
| 	createMeshesFromMultiMaterialMesh, | ||||
| 	createMultiMaterialObject, | ||||
| 	reduceVertices, | ||||
| 	sortInstancedMesh, | ||||
| 	traverseGenerator, | ||||
| 	traverseVisibleGenerator, | ||||
| 	traverseAncestorsGenerator | ||||
| }; | ||||
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