357 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			357 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| import {
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| 	BufferGeometry,
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| 	Float32BufferAttribute,
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| 	Matrix4,
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| 	Vector3
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| } from 'three';
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| 
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| /**
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|  * You can use this geometry to create a decal mesh, that serves different kinds of purposes.
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|  * e.g. adding unique details to models, performing dynamic visual environmental changes or covering seams.
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|  *
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|  * Constructor parameter:
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|  *
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|  * mesh — Any mesh object
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|  * position — Position of the decal projector
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|  * orientation — Orientation of the decal projector
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|  * size — Size of the decal projector
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|  *
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|  * reference: http://blog.wolfire.com/2009/06/how-to-project-decals/
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|  *
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|  */
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| 
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| class DecalGeometry extends BufferGeometry {
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| 
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| 	constructor( mesh, position, orientation, size ) {
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| 
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| 		super();
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| 
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| 		// buffers
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| 
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| 		const vertices = [];
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| 		const normals = [];
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| 		const uvs = [];
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| 
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| 		// helpers
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| 
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| 		const plane = new Vector3();
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| 
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| 		// this matrix represents the transformation of the decal projector
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| 
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| 		const projectorMatrix = new Matrix4();
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| 		projectorMatrix.makeRotationFromEuler( orientation );
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| 		projectorMatrix.setPosition( position );
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| 
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| 		const projectorMatrixInverse = new Matrix4();
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| 		projectorMatrixInverse.copy( projectorMatrix ).invert();
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| 
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| 		// generate buffers
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| 
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| 		generate();
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| 
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| 		// build geometry
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| 
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| 		this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
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| 		this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
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| 		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
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| 
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| 		function generate() {
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| 
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| 			let decalVertices = [];
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| 
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| 			const vertex = new Vector3();
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| 			const normal = new Vector3();
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| 
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| 			// handle different geometry types
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| 
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| 			const geometry = mesh.geometry;
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| 
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| 			const positionAttribute = geometry.attributes.position;
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| 			const normalAttribute = geometry.attributes.normal;
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| 
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| 			// first, create an array of 'DecalVertex' objects
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| 			// three consecutive 'DecalVertex' objects represent a single face
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| 			//
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| 			// this data structure will be later used to perform the clipping
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| 
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| 			if ( geometry.index !== null ) {
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| 
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| 				// indexed BufferGeometry
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| 
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| 				const index = geometry.index;
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| 
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| 				for ( let i = 0; i < index.count; i ++ ) {
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| 
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| 					vertex.fromBufferAttribute( positionAttribute, index.getX( i ) );
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| 					normal.fromBufferAttribute( normalAttribute, index.getX( i ) );
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| 
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| 					pushDecalVertex( decalVertices, vertex, normal );
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| 
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| 				}
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| 
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| 			} else {
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| 
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| 				// non-indexed BufferGeometry
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| 
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| 				for ( let i = 0; i < positionAttribute.count; i ++ ) {
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| 
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| 					vertex.fromBufferAttribute( positionAttribute, i );
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| 					normal.fromBufferAttribute( normalAttribute, i );
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| 
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| 					pushDecalVertex( decalVertices, vertex, normal );
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| 
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| 				}
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| 
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| 			}
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| 
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| 			// second, clip the geometry so that it doesn't extend out from the projector
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| 
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| 			decalVertices = clipGeometry( decalVertices, plane.set( 1, 0, 0 ) );
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| 			decalVertices = clipGeometry( decalVertices, plane.set( - 1, 0, 0 ) );
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| 			decalVertices = clipGeometry( decalVertices, plane.set( 0, 1, 0 ) );
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| 			decalVertices = clipGeometry( decalVertices, plane.set( 0, - 1, 0 ) );
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| 			decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, 1 ) );
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| 			decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, - 1 ) );
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| 
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| 			// third, generate final vertices, normals and uvs
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| 
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| 			for ( let i = 0; i < decalVertices.length; i ++ ) {
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| 
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| 				const decalVertex = decalVertices[ i ];
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| 
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| 				// create texture coordinates (we are still in projector space)
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| 
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| 				uvs.push(
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| 					0.5 + ( decalVertex.position.x / size.x ),
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| 					0.5 + ( decalVertex.position.y / size.y )
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| 				);
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| 
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| 				// transform the vertex back to world space
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| 
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| 				decalVertex.position.applyMatrix4( projectorMatrix );
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| 
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| 				// now create vertex and normal buffer data
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| 
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| 				vertices.push( decalVertex.position.x, decalVertex.position.y, decalVertex.position.z );
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| 				normals.push( decalVertex.normal.x, decalVertex.normal.y, decalVertex.normal.z );
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| 
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| 			}
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| 
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| 		}
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| 
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| 		function pushDecalVertex( decalVertices, vertex, normal ) {
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| 
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| 			// transform the vertex to world space, then to projector space
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| 
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| 			vertex.applyMatrix4( mesh.matrixWorld );
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| 			vertex.applyMatrix4( projectorMatrixInverse );
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| 
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| 			normal.transformDirection( mesh.matrixWorld );
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| 
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| 			decalVertices.push( new DecalVertex( vertex.clone(), normal.clone() ) );
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| 
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| 		}
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| 
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| 		function clipGeometry( inVertices, plane ) {
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| 
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| 			const outVertices = [];
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| 
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| 			const s = 0.5 * Math.abs( size.dot( plane ) );
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| 
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| 			// a single iteration clips one face,
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| 			// which consists of three consecutive 'DecalVertex' objects
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| 
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| 			for ( let i = 0; i < inVertices.length; i += 3 ) {
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| 
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| 				let total = 0;
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| 				let nV1;
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| 				let nV2;
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| 				let nV3;
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| 				let nV4;
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| 
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| 				const d1 = inVertices[ i + 0 ].position.dot( plane ) - s;
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| 				const d2 = inVertices[ i + 1 ].position.dot( plane ) - s;
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| 				const d3 = inVertices[ i + 2 ].position.dot( plane ) - s;
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| 
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| 				const v1Out = d1 > 0;
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| 				const v2Out = d2 > 0;
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| 				const v3Out = d3 > 0;
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| 
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| 				// calculate, how many vertices of the face lie outside of the clipping plane
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| 
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| 				total = ( v1Out ? 1 : 0 ) + ( v2Out ? 1 : 0 ) + ( v3Out ? 1 : 0 );
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| 
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| 				switch ( total ) {
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| 
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| 					case 0: {
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| 
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| 						// the entire face lies inside of the plane, no clipping needed
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| 
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| 						outVertices.push( inVertices[ i ] );
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| 						outVertices.push( inVertices[ i + 1 ] );
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| 						outVertices.push( inVertices[ i + 2 ] );
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| 						break;
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| 
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| 					}
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| 
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| 					case 1: {
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| 
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| 						// one vertex lies outside of the plane, perform clipping
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| 
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| 						if ( v1Out ) {
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| 
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| 							nV1 = inVertices[ i + 1 ];
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| 							nV2 = inVertices[ i + 2 ];
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| 							nV3 = clip( inVertices[ i ], nV1, plane, s );
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| 							nV4 = clip( inVertices[ i ], nV2, plane, s );
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| 
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| 						}
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| 
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| 						if ( v2Out ) {
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| 
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| 							nV1 = inVertices[ i ];
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| 							nV2 = inVertices[ i + 2 ];
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| 							nV3 = clip( inVertices[ i + 1 ], nV1, plane, s );
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| 							nV4 = clip( inVertices[ i + 1 ], nV2, plane, s );
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| 
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| 							outVertices.push( nV3 );
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| 							outVertices.push( nV2.clone() );
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| 							outVertices.push( nV1.clone() );
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| 
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| 							outVertices.push( nV2.clone() );
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| 							outVertices.push( nV3.clone() );
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| 							outVertices.push( nV4 );
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| 							break;
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| 
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| 						}
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| 
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| 						if ( v3Out ) {
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| 
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| 							nV1 = inVertices[ i ];
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| 							nV2 = inVertices[ i + 1 ];
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| 							nV3 = clip( inVertices[ i + 2 ], nV1, plane, s );
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| 							nV4 = clip( inVertices[ i + 2 ], nV2, plane, s );
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| 
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| 						}
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| 
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| 						outVertices.push( nV1.clone() );
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| 						outVertices.push( nV2.clone() );
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| 						outVertices.push( nV3 );
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| 
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| 						outVertices.push( nV4 );
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| 						outVertices.push( nV3.clone() );
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| 						outVertices.push( nV2.clone() );
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| 
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| 						break;
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| 
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| 					}
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| 
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| 					case 2: {
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| 
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| 						// two vertices lies outside of the plane, perform clipping
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| 
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| 						if ( ! v1Out ) {
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| 
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| 							nV1 = inVertices[ i ].clone();
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| 							nV2 = clip( nV1, inVertices[ i + 1 ], plane, s );
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| 							nV3 = clip( nV1, inVertices[ i + 2 ], plane, s );
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| 							outVertices.push( nV1 );
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| 							outVertices.push( nV2 );
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| 							outVertices.push( nV3 );
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| 
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| 						}
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| 
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| 						if ( ! v2Out ) {
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| 
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| 							nV1 = inVertices[ i + 1 ].clone();
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| 							nV2 = clip( nV1, inVertices[ i + 2 ], plane, s );
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| 							nV3 = clip( nV1, inVertices[ i ], plane, s );
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| 							outVertices.push( nV1 );
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| 							outVertices.push( nV2 );
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| 							outVertices.push( nV3 );
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| 
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| 						}
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| 
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| 						if ( ! v3Out ) {
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| 
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| 							nV1 = inVertices[ i + 2 ].clone();
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| 							nV2 = clip( nV1, inVertices[ i ], plane, s );
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| 							nV3 = clip( nV1, inVertices[ i + 1 ], plane, s );
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| 							outVertices.push( nV1 );
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| 							outVertices.push( nV2 );
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| 							outVertices.push( nV3 );
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| 
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| 						}
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| 
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| 						break;
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| 
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| 					}
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| 
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| 					case 3: {
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| 
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| 						// the entire face lies outside of the plane, so let's discard the corresponding vertices
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| 
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| 						break;
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| 
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| 					}
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| 
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| 				}
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| 
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| 			}
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| 
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| 			return outVertices;
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| 
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| 		}
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| 
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| 		function clip( v0, v1, p, s ) {
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| 
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| 			const d0 = v0.position.dot( p ) - s;
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| 			const d1 = v1.position.dot( p ) - s;
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| 
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| 			const s0 = d0 / ( d0 - d1 );
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| 
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| 			const v = new DecalVertex(
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| 				new Vector3(
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| 					v0.position.x + s0 * ( v1.position.x - v0.position.x ),
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| 					v0.position.y + s0 * ( v1.position.y - v0.position.y ),
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| 					v0.position.z + s0 * ( v1.position.z - v0.position.z )
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| 				),
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| 				new Vector3(
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| 					v0.normal.x + s0 * ( v1.normal.x - v0.normal.x ),
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| 					v0.normal.y + s0 * ( v1.normal.y - v0.normal.y ),
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| 					v0.normal.z + s0 * ( v1.normal.z - v0.normal.z )
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| 				)
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| 			);
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| 
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| 			// need to clip more values (texture coordinates)? do it this way:
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| 			// intersectpoint.value = a.value + s * ( b.value - a.value );
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| 
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| 			return v;
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| 
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| 		}
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| 
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| 	}
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| 
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| }
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| 
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| // helper
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| 
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| class DecalVertex {
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| 
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| 	constructor( position, normal ) {
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| 
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| 		this.position = position;
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| 		this.normal = normal;
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| 
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| 	}
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| 
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| 	clone() {
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| 
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| 		return new this.constructor( this.position.clone(), this.normal.clone() );
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| 
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| 	}
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| 
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| }
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| 
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| export { DecalGeometry, DecalVertex };
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