251 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			251 lines
		
	
	
		
			5.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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