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@@ -11,133 +11,128 @@ const _triangle = new Triangle();
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class EdgesGeometry extends BufferGeometry {
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- constructor( geometry, thresholdAngle ) {
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+ constructor( geometry = null, thresholdAngle = 1 ) {
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super();
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-
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this.type = 'EdgesGeometry';
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this.parameters = {
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+ geometry: geometry,
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thresholdAngle: thresholdAngle
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};
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- thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
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-
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- if ( geometry.isGeometry === true ) {
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+ if ( geometry !== null ) {
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- console.error( 'THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
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- return;
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-
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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 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 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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- 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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+ 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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- 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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+ const edgeData = {};
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+ const vertices = [];
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+ for ( let i = 0; i < indexCount; i += 3 ) {
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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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+ if ( indexAttr ) {
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- if ( indexAttr ) {
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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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- 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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+ } else {
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- } else {
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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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- indexArr[ 0 ] = i;
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- indexArr[ 1 ] = i + 1;
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- indexArr[ 2 ] = i + 2;
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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 { 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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+ // 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 ) },${ Math.round( c.z * precision ) }`;
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- // create hashes for the edge from the vertices
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- hashes[ 0 ] = `${ 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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+ // skip degenerate triangles
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+ if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
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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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+ continue;
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- continue;
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+ }
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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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- // iterate over every edge
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- for ( let j = 0; j < 3; j ++ ) {
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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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- // 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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+ const hash = `${ vecHash0 }_${ vecHash1 }`;
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+ const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
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- const hash = `${ vecHash0 }_${ vecHash1 }`;
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- const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
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+ if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
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- if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
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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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- // 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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+ vertices.push( v0.x, v0.y, v0.z );
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+ vertices.push( v1.x, v1.y, v1.z );
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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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+ edgeData[ reverseHash ] = null;
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- edgeData[ reverseHash ] = null;
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+ } else if ( ! ( hash in edgeData ) ) {
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- } else if ( ! ( hash in edgeData ) ) {
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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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- // if we've already got an edge here then skip adding a new one
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- edgeData[ hash ] = {
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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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- index0: indexArr[ j ],
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- index1: indexArr[ jNext ],
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- normal: _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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- }
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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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- // 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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+ if ( edgeData[ key ] ) {
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- if ( edgeData[ key ] ) {
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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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- 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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+ vertices.push( _v0.x, _v0.y, _v0.z );
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+ vertices.push( _v1.x, _v1.y, _v1.z );
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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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- }
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+ this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
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- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
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+ }
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}
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