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@@ -1,7 +1,13 @@
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import { BufferGeometry } from '../core/BufferGeometry.js';
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import { Float32BufferAttribute } from '../core/BufferAttribute.js';
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-import { Geometry } from '../core/Geometry.js';
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import { MathUtils } from '../math/MathUtils.js';
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+import { Triangle } from '../math/Triangle.js';
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+import { Vector3 } from '../math/Vector3.js';
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+
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+const _v0 = new Vector3();
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+const _v1 = new Vector3();
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+const _normal = new Vector3();
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+const _triangle = new Triangle();
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class EdgesGeometry extends BufferGeometry {
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@@ -17,94 +23,123 @@ class EdgesGeometry extends BufferGeometry {
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thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
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- // buffer
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+ if ( geometry.isGeometry ) {
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- const vertices = [];
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+ geometry = new BufferGeometry().fromGeometry( geometry );
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- // helper variables
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+ }
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+ const precisionPoints = 4;
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+ const precision = Math.pow( 10, precisionPoints );
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const thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );
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- const edge = [ 0, 0 ], edges = {};
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- let edge1, edge2, key;
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- const keys = [ 'a', 'b', 'c' ];
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- // prepare source geometry
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+ const indexAttr = geometry.getIndex();
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+ const positionAttr = geometry.getAttribute( 'position' );
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+ const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
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- let geometry2;
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+ const indexArr = [ 0, 0, 0 ];
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+ const vertKeys = [ 'a', 'b', 'c' ];
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+ const hashes = new Array( 3 );
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- if ( geometry.isBufferGeometry ) {
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+ const edgeData = {};
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+ const vertices = [];
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+ for ( let i = 0; i < indexCount; i += 3 ) {
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- geometry2 = new Geometry();
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- geometry2.fromBufferGeometry( geometry );
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+ if ( indexAttr ) {
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- } else {
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+ indexArr[ 0 ] = indexAttr.getX( i );
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+ indexArr[ 1 ] = indexAttr.getX( i + 1 );
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+ indexArr[ 2 ] = indexAttr.getX( i + 2 );
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- geometry2 = geometry.clone();
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+ } else {
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- }
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+ indexArr[ 0 ] = i;
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+ indexArr[ 1 ] = i + 1;
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+ indexArr[ 2 ] = i + 2;
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- geometry2.mergeVertices();
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- geometry2.computeFaceNormals();
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+ }
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+
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+ const { a, b, c } = _triangle;
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+ a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
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+ b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
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+ c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
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+ _triangle.getNormal( _normal );
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- const sourceVertices = geometry2.vertices;
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- const faces = geometry2.faces;
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+ // create hashes for the edge from the vertices
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+ hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
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+ hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
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+ hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
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- // now create a data structure where each entry represents an edge with its adjoining faces
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+ // skip degenerate triangles
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+ if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
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- for ( let i = 0, l = faces.length; i < l; i ++ ) {
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+ continue;
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- const face = faces[ i ];
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+ }
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+ // iterate over every edge
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for ( let j = 0; j < 3; j ++ ) {
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- edge1 = face[ keys[ j ] ];
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- edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
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- edge[ 0 ] = Math.min( edge1, edge2 );
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- edge[ 1 ] = Math.max( edge1, edge2 );
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+ // get the first and next vertex making up the edge
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+ const jNext = ( j + 1 ) % 3;
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+ const vecHash0 = hashes[ j ];
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+ const vecHash1 = hashes[ jNext ];
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+ const v0 = _triangle[ vertKeys[ j ] ];
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+ const v1 = _triangle[ vertKeys[ jNext ] ];
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- key = edge[ 0 ] + ',' + edge[ 1 ];
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+ const hash = `${ vecHash0 }_${ vecHash1 }`;
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+ const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
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- if ( edges[ key ] === undefined ) {
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+ if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
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- edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
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+ // if we found a sibling edge add it into the vertex array if
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+ // it meets the angle threshold and delete the edge from the map.
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+ if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
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- } else {
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+ vertices.push( v0.x, v0.y, v0.z );
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+ vertices.push( v1.x, v1.y, v1.z );
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- edges[ key ].face2 = i;
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+ }
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- }
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+ edgeData[ reverseHash ] = null;
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- }
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+ } else if ( ! ( hash in edgeData ) ) {
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- }
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+ // if we've already got an edge here then skip adding a new one
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+ edgeData[ hash ] = {
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- // generate vertices
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+ index0: indexArr[ j ],
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+ index1: indexArr[ jNext ],
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+ normal: _normal.clone(),
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- for ( key in edges ) {
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+ };
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- const e = edges[ key ];
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+ }
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- // an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
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+ }
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- if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
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+ }
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- let vertex = sourceVertices[ e.index1 ];
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- vertices.push( vertex.x, vertex.y, vertex.z );
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+ // iterate over all remaining, unmatched edges and add them to the vertex array
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+ for ( const key in edgeData ) {
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- vertex = sourceVertices[ e.index2 ];
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- vertices.push( vertex.x, vertex.y, vertex.z );
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+ if ( edgeData[ key ] ) {
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+
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+ const { index0, index1 } = edgeData[ key ];
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+ _v0.fromBufferAttribute( positionAttr, index0 );
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+ _v1.fromBufferAttribute( positionAttr, index1 );
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+
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+ vertices.push( _v0.x, _v0.y, _v0.z );
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+ vertices.push( _v1.x, _v1.y, _v1.z );
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}
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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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}
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}
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-
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export { EdgesGeometry };
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