THREE.EdgeSplitModifier = function () { const A = new THREE.Vector3(); const B = new THREE.Vector3(); const C = new THREE.Vector3(); let positions, normals; let indexes; let pointToIndexMap, splitIndexes; function computeNormals() { normals = new Float32Array( indexes.length * 3 ); for ( let i = 0; i < indexes.length; i += 3 ) { let index = indexes[ i ]; A.set( positions[ 3 * index ], positions[ 3 * index + 1 ], positions[ 3 * index + 2 ] ); index = indexes[ i + 1 ]; B.set( positions[ 3 * index ], positions[ 3 * index + 1 ], positions[ 3 * index + 2 ] ); index = indexes[ i + 2 ]; C.set( positions[ 3 * index ], positions[ 3 * index + 1 ], positions[ 3 * index + 2 ] ); C.sub( B ); A.sub( B ); const normal = C.cross( A ).normalize(); for ( let j = 0; j < 3; j ++ ) { normals[ 3 * ( i + j ) ] = normal.x; normals[ 3 * ( i + j ) + 1 ] = normal.y; normals[ 3 * ( i + j ) + 2 ] = normal.z; } } } function mapPositionsToIndexes() { pointToIndexMap = Array( positions.length / 3 ); for ( let i = 0; i < indexes.length; i ++ ) { const index = indexes[ i ]; if ( pointToIndexMap[ index ] == null ) pointToIndexMap[ index ] = []; pointToIndexMap[ index ].push( i ); } } function edgeSplitToGroups( indexes, cutOff, firstIndex ) { A.set( normals[ 3 * firstIndex ], normals[ 3 * firstIndex + 1 ], normals[ 3 * firstIndex + 2 ] ) .normalize(); const result = { splitGroup: [], currentGroup: [ firstIndex ] }; for ( const j of indexes ) { if ( j !== firstIndex ) { B.set( normals[ 3 * j ], normals[ 3 * j + 1 ], normals[ 3 * j + 2 ] ) .normalize(); if ( B.dot( A ) < cutOff ) result.splitGroup.push( j ); else result.currentGroup.push( j ); } } return result; } function edgeSplit( indexes, cutOff, original = null ) { if ( indexes.length === 0 ) return; const groupResults = []; for ( const index of indexes ) groupResults.push( edgeSplitToGroups( indexes, cutOff, index ) ); let result = groupResults[ 0 ]; for ( const groupResult of groupResults ) if ( groupResult.currentGroup.length > result.currentGroup.length ) result = groupResult; if ( original != null ) splitIndexes.push( { original: original, indexes: result.currentGroup } ); if ( result.splitGroup.length ) edgeSplit( result.splitGroup, cutOff, original || result.currentGroup[ 0 ] ); } this.modify = function ( geometry, cutOffAngle ) { if ( ! geometry.isBufferGeometry ) { geometry = new THREE.BufferGeometry().fromGeometry( geometry ); } if ( geometry.index == null ) geometry = THREE.BufferGeometryUtils.mergeVertices( geometry ); indexes = geometry.index.array; positions = geometry.getAttribute( "position" ).array; computeNormals(); mapPositionsToIndexes(); splitIndexes = []; for ( const vertexIndexes of pointToIndexMap ) edgeSplit( vertexIndexes, Math.cos( cutOffAngle ) - 0.001 ); const newPositions = new Float32Array( positions.length + 3 * splitIndexes.length ); newPositions.set( positions ); const offset = positions.length; const newIndexes = new Uint32Array( indexes.length ); newIndexes.set( indexes ); for ( let i = 0; i < splitIndexes.length; i ++ ) { const split = splitIndexes[ i ]; const index = indexes[ split.original ]; newPositions[ offset + 3 * i ] = positions[ 3 * index ]; newPositions[ offset + 3 * i + 1 ] = positions[ 3 * index + 1 ]; newPositions[ offset + 3 * i + 2 ] = positions[ 3 * index + 2 ]; for ( const j of split.indexes ) newIndexes[ j ] = offset / 3 + i; } geometry = new THREE.BufferGeometry(); geometry.setAttribute( 'position', new THREE.BufferAttribute( newPositions, 3, true ) ); geometry.setIndex( new THREE.BufferAttribute( newIndexes, 1 ) ); return geometry; }; };