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- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.GeometryUtils = {
- // Merge two geometries or geometry and geometry from object (using object's transform)
- merge: function ( geometry1, object2 /* mesh | geometry */ ) {
- var matrix, matrixRotation,
- vertexOffset = geometry1.vertices.length,
- uvPosition = geometry1.faceVertexUvs[ 0 ].length,
- geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
- vertices1 = geometry1.vertices,
- vertices2 = geometry2.vertices,
- faces1 = geometry1.faces,
- faces2 = geometry2.faces,
- uvs1 = geometry1.faceVertexUvs[ 0 ],
- uvs2 = geometry2.faceVertexUvs[ 0 ];
- var geo1MaterialsMap = {};
- for ( var i = 0; i < geometry1.materials.length; i ++ ) {
- var id = geometry1.materials[ i ].id;
- geo1MaterialsMap[ id ] = i;
- }
- if ( object2 instanceof THREE.Mesh ) {
- object2.matrixAutoUpdate && object2.updateMatrix();
- matrix = object2.matrix;
- matrixRotation = new THREE.Matrix4();
- matrixRotation.extractRotation( matrix, object2.scale );
- }
- // vertices
- for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
- var vertex = vertices2[ i ];
- var vertexCopy = vertex.clone();
- if ( matrix ) matrix.multiplyVector3( vertexCopy.position );
- vertices1.push( vertexCopy );
- }
- // faces
- for ( i = 0, il = faces2.length; i < il; i ++ ) {
- var face = faces2[ i ], faceCopy, normal, color,
- faceVertexNormals = face.vertexNormals,
- faceVertexColors = face.vertexColors;
- if ( face instanceof THREE.Face3 ) {
- faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
- } else if ( face instanceof THREE.Face4 ) {
- faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );
- }
- faceCopy.normal.copy( face.normal );
- if ( matrixRotation ) matrixRotation.multiplyVector3( faceCopy.normal );
- for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
- normal = faceVertexNormals[ j ].clone();
- if ( matrixRotation ) matrixRotation.multiplyVector3( normal );
- faceCopy.vertexNormals.push( normal );
- }
- faceCopy.color.copy( face.color );
- for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
- color = faceVertexColors[ j ];
- faceCopy.vertexColors.push( color.clone() );
- }
- if ( face.materialIndex !== undefined ) {
- var material2 = geometry2.materials[ face.materialIndex ];
- var materialId2 = material2.id;
- var materialIndex = geo1MaterialsMap[ materialId2 ];
- if ( materialIndex === undefined ) {
- materialIndex = geometry1.materials.length;
- geo1MaterialsMap[ materialId2 ] = materialIndex;
- geometry1.materials.push( material2 );
- }
- faceCopy.materialIndex = materialIndex;
- }
- faceCopy.centroid.copy( face.centroid );
- if ( matrix ) matrix.multiplyVector3( faceCopy.centroid );
- faces1.push( faceCopy );
- }
- // uvs
- for ( i = 0, il = uvs2.length; i < il; i ++ ) {
- var uv = uvs2[ i ], uvCopy = [];
- for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
- uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) );
- }
- uvs1.push( uvCopy );
- }
- },
- clone: function ( geometry ) {
- var cloneGeo = new THREE.Geometry();
- var i, il;
- var vertices = geometry.vertices,
- faces = geometry.faces,
- uvs = geometry.faceVertexUvs[ 0 ];
- // materials
- if ( geometry.materials ) {
- cloneGeo.materials = geometry.materials.slice();
- }
- // vertices
- for ( i = 0, il = vertices.length; i < il; i ++ ) {
- var vertex = vertices[ i ];
- cloneGeo.vertices.push( vertex.clone() );
- }
- // faces
- for ( i = 0, il = faces.length; i < il; i ++ ) {
- var face = faces[ i ];
- cloneGeo.faces.push( face.clone() );
- }
- // uvs
- for ( i = 0, il = uvs.length; i < il; i ++ ) {
- var uv = uvs[ i ], uvCopy = [];
- for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
- uvCopy.push( new THREE.UV( uv[ j ].u, uv[ j ].v ) );
- }
- cloneGeo.faceVertexUvs[ 0 ].push( uvCopy );
- }
- return cloneGeo;
- },
- // Get random point in triangle (via barycentric coordinates)
- // (uniform distribution)
- // http://www.cgafaq.info/wiki/Random_Point_In_Triangle
- randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {
- var a, b, c,
- point = new THREE.Vector3(),
- tmp = THREE.GeometryUtils.__v1;
- a = THREE.GeometryUtils.random();
- b = THREE.GeometryUtils.random();
- if ( ( a + b ) > 1 ) {
- a = 1 - a;
- b = 1 - b;
- }
- c = 1 - a - b;
- point.copy( vectorA );
- point.multiplyScalar( a );
- tmp.copy( vectorB );
- tmp.multiplyScalar( b );
- point.addSelf( tmp );
- tmp.copy( vectorC );
- tmp.multiplyScalar( c );
- point.addSelf( tmp );
- return point;
- },
- // Get random point in face (triangle / quad)
- // (uniform distribution)
- randomPointInFace: function ( face, geometry, useCachedAreas ) {
- var vA, vB, vC, vD;
- if ( face instanceof THREE.Face3 ) {
- vA = geometry.vertices[ face.a ].position;
- vB = geometry.vertices[ face.b ].position;
- vC = geometry.vertices[ face.c ].position;
- return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
- } else if ( face instanceof THREE.Face4 ) {
- vA = geometry.vertices[ face.a ].position;
- vB = geometry.vertices[ face.b ].position;
- vC = geometry.vertices[ face.c ].position;
- vD = geometry.vertices[ face.d ].position;
- var area1, area2;
- if ( useCachedAreas ) {
- if ( face._area1 && face._area2 ) {
- area1 = face._area1;
- area2 = face._area2;
- } else {
- area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
- area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
- face._area1 = area1;
- face._area2 = area2;
- }
- } else {
- area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
- area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
- }
- var r = THREE.GeometryUtils.random() * ( area1 + area2 );
- if ( r < area1 ) {
- return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );
- } else {
- return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );
- }
- }
- },
- // Get uniformly distributed random points in mesh
- // - create array with cumulative sums of face areas
- // - pick random number from 0 to total area
- // - find corresponding place in area array by binary search
- // - get random point in face
- randomPointsInGeometry: function ( geometry, n ) {
- var face, i,
- faces = geometry.faces,
- vertices = geometry.vertices,
- il = faces.length,
- totalArea = 0,
- cumulativeAreas = [],
- vA, vB, vC, vD;
- // precompute face areas
- for ( i = 0; i < il; i ++ ) {
- face = faces[ i ];
- if ( face instanceof THREE.Face3 ) {
- vA = vertices[ face.a ].position;
- vB = vertices[ face.b ].position;
- vC = vertices[ face.c ].position;
- face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
- } else if ( face instanceof THREE.Face4 ) {
- vA = vertices[ face.a ].position;
- vB = vertices[ face.b ].position;
- vC = vertices[ face.c ].position;
- vD = vertices[ face.d ].position;
- face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
- face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
- face._area = face._area1 + face._area2;
- }
- totalArea += face._area;
- cumulativeAreas[ i ] = totalArea;
- }
- // binary search cumulative areas array
- function binarySearchIndices( value ) {
- function binarySearch( start, end ) {
- // return closest larger index
- // if exact number is not found
- if ( end < start )
- return start;
- var mid = start + Math.floor( ( end - start ) / 2 );
- if ( cumulativeAreas[ mid ] > value ) {
- return binarySearch( start, mid - 1 );
- } else if ( cumulativeAreas[ mid ] < value ) {
- return binarySearch( mid + 1, end );
- } else {
- return mid;
- }
- }
- var result = binarySearch( 0, cumulativeAreas.length - 1 )
- return result;
- }
- // pick random face weighted by face area
- var r, index,
- result = [];
- var stats = {};
- for ( i = 0; i < n; i ++ ) {
- r = THREE.GeometryUtils.random() * totalArea;
- index = binarySearchIndices( r );
- result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
- if ( ! stats[ index ] ) {
- stats[ index ] = 1;
- } else {
- stats[ index ] += 1;
- }
- }
- return result;
- },
- // Get triangle area (by Heron's formula)
- // http://en.wikipedia.org/wiki/Heron%27s_formula
- triangleArea: function ( vectorA, vectorB, vectorC ) {
- var s, a, b, c,
- tmp = THREE.GeometryUtils.__v1;
- tmp.sub( vectorA, vectorB );
- a = tmp.length();
- tmp.sub( vectorA, vectorC );
- b = tmp.length();
- tmp.sub( vectorB, vectorC );
- c = tmp.length();
- s = 0.5 * ( a + b + c );
- return Math.sqrt( s * ( s - a ) * ( s - b ) * ( s - c ) );
- },
- // Center geometry so that 0,0,0 is in center of bounding box
- center: function ( geometry ) {
- geometry.computeBoundingBox();
- var bb = geometry.boundingBox;
- var offset = new THREE.Vector3();
- offset.add( bb.min, bb.max );
- offset.multiplyScalar( -0.5 );
- geometry.applyMatrix( new THREE.Matrix4().setTranslation( offset.x, offset.y, offset.z ) );
- geometry.computeBoundingBox();
- return offset;
- },
- // Normalize UVs to be from <0,1>
- // (for now just the first set of UVs)
- normalizeUVs: function ( geometry ) {
- var uvSet = geometry.faceVertexUvs[ 0 ];
- for ( var i = 0, il = uvSet.length; i < il; i ++ ) {
- var uvs = uvSet[ i ];
- for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {
- // texture repeat
- if( uvs[ j ].u !== 1.0 ) uvs[ j ].u = uvs[ j ].u - Math.floor( uvs[ j ].u );
- if( uvs[ j ].v !== 1.0 ) uvs[ j ].v = uvs[ j ].v - Math.floor( uvs[ j ].v );
- }
- }
- },
- triangulateQuads: function ( geometry ) {
- for ( var i = geometry.faces.length - 1; i >= 0; i -- ) {
- var face = geometry.faces[ i ];
- if ( face instanceof THREE.Face4 ) {
- var a = face.a;
- var b = face.b;
- var c = face.c;
- var d = face.d;
- var triA = face.clone();
- var triB = face.clone();
- triA.a = a;
- triA.b = b;
- triA.c = d;
- triB.a = b;
- triB.b = c;
- triB.c = d;
- geometry.faces.splice( i, 1, triA, triB );
- for ( var j = 0; j < geometry.faceVertexUvs.length; j ++ ) {
- if ( geometry.faceVertexUvs[ j ].length ) {
- var faceVertexUvs = geometry.faceVertexUvs[ j ][ i ];
- var uvA = faceVertexUvs[ 0 ];
- var uvB = faceVertexUvs[ 1 ];
- var uvC = faceVertexUvs[ 2 ];
- var uvD = faceVertexUvs[ 3 ];
- var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
- var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];
- geometry.faceVertexUvs[ j ].splice( i, 1, uvsTriA, uvsTriB );
- }
- }
- for ( var j = 0; j < geometry.faceUvs.length; j ++ ) {
- if ( geometry.faceUvs[ j ].length ) {
- var faceUv = geometry.faceUvs[ j ][ i ];
- geometry.faceUvs[ j ].splice( i, 1, faceUv, faceUv );
- }
- }
- }
- }
- geometry.computeCentroids();
- geometry.computeFaceNormals();
- geometry.computeVertexNormals();
- if ( geometry.hasTangents ) geometry.computeTangents();
- },
- // Make all faces use unique vertices
- // so that each face can be separated from others
- explode: function( geometry ) {
- var vertices = [];
- for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
- var n = vertices.length;
- var face = geometry.faces[ i ];
- if ( face instanceof THREE.Face4 ) {
- var a = face.a;
- var b = face.b;
- var c = face.c;
- var d = face.d;
- var va = geometry.vertices[ a ];
- var vb = geometry.vertices[ b ];
- var vc = geometry.vertices[ c ];
- var vd = geometry.vertices[ d ];
- vertices.push( va.clone() );
- vertices.push( vb.clone() );
- vertices.push( vc.clone() );
- vertices.push( vd.clone() );
- face.a = n;
- face.b = n + 1;
- face.c = n + 2;
- face.d = n + 3;
- } else {
- var a = face.a;
- var b = face.b;
- var c = face.c;
- var va = geometry.vertices[ a ];
- var vb = geometry.vertices[ b ];
- var vc = geometry.vertices[ c ];
- vertices.push( va.clone() );
- vertices.push( vb.clone() );
- vertices.push( vc.clone() );
- face.a = n;
- face.b = n + 1;
- face.c = n + 2;
- }
- }
- geometry.vertices = vertices;
- },
- // Break faces with edges longer than maxEdgeLength
- // - not recursive
- // - doesn't handle yet UVs
- tessellate: function ( geometry, maxEdgeLength ) {
- var i, face,
- a, b, c, d,
- va, vb, vc, vd,
- dab, dbc, dac, dcd, dad,
- m, m1, m2,
- vm, vm1, vm2,
- triA, triB,
- quadA, quadB;
- for ( i = geometry.faces.length - 1; i >= 0; i -- ) {
- face = geometry.faces[ i ];
- if ( face instanceof THREE.Face3 ) {
- a = face.a;
- b = face.b;
- c = face.c;
- va = geometry.vertices[ a ];
- vb = geometry.vertices[ b ];
- vc = geometry.vertices[ c ];
- dab = va.position.distanceTo( vb.position );
- dbc = vb.position.distanceTo( vc.position );
- dac = va.position.distanceTo( vc.position );
- if ( dab > maxEdgeLength || dbc > maxEdgeLength || dac > maxEdgeLength ) {
- m = geometry.vertices.length;
- triA = face.clone();
- triB = face.clone();
- if ( dab >= dbc && dab >= dac ) {
- vm = va.clone();
- vm.position.addSelf( vb.position );
- vm.position.multiplyScalar( 0.5 );
- triA.a = a;
- triA.b = m;
- triA.c = c;
- triB.a = m;
- triB.b = b;
- triB.c = c;
- } else if ( dbc >= dab && dbc >= dac ) {
- vm = vb.clone();
- vm.position.addSelf( vc.position );
- vm.position.multiplyScalar( 0.5 );
- triA.a = a;
- triA.b = b;
- triA.c = m;
- triB.a = m;
- triB.b = c;
- triB.c = a;
- } else {
- vm = va.clone();
- vm.position.addSelf( vc.position );
- vm.position.multiplyScalar( 0.5 );
- triA.a = a;
- triA.b = b;
- triA.c = m;
- triB.a = m;
- triB.b = b;
- triB.c = c;
- }
- geometry.faces.splice( i, 1, triA, triB );
- geometry.vertices.push( vm );
- }
- } else {
- a = face.a;
- b = face.b;
- c = face.c;
- d = face.d;
- va = geometry.vertices[ a ];
- vb = geometry.vertices[ b ];
- vc = geometry.vertices[ c ];
- vd = geometry.vertices[ d ];
- dab = va.position.distanceTo( vb.position );
- dbc = vb.position.distanceTo( vc.position );
- dcd = vc.position.distanceTo( vd.position );
- dad = va.position.distanceTo( vd.position );
- if ( dab > maxEdgeLength || dbc > maxEdgeLength || dcd > maxEdgeLength || dad > maxEdgeLength ) {
- m1 = geometry.vertices.length;
- m2 = geometry.vertices.length + 1;
- quadA = face.clone();
- quadB = face.clone();
- if ( ( dab >= dbc && dab >= dcd && dab >= dad ) || ( dcd >= dbc && dcd >= dab && dcd >= dad ) ) {
- vm1 = va.clone();
- vm1.position.addSelf( vb.position );
- vm1.position.multiplyScalar( 0.5 );
- vm2 = vc.clone();
- vm2.position.addSelf( vd.position );
- vm2.position.multiplyScalar( 0.5 );
- quadA.a = a;
- quadA.b = m1;
- quadA.c = m2;
- quadA.d = d;
- quadB.a = m1;
- quadB.b = b;
- quadB.c = c;
- quadB.d = m2;
- } else {
- vm1 = vb.clone();
- vm1.position.addSelf( vc.position );
- vm1.position.multiplyScalar( 0.5 );
- vm2 = vd.clone();
- vm2.position.addSelf( va.position );
- vm2.position.multiplyScalar( 0.5 );
- quadA.a = a;
- quadA.b = b;
- quadA.c = m1;
- quadA.d = m2;
- quadB.a = m2;
- quadB.b = m1;
- quadB.c = c;
- quadB.d = d;
- }
- geometry.faces.splice( i, 1, quadA, quadB );
- geometry.vertices.push( vm1 );
- geometry.vertices.push( vm2 );
- }
- }
- }
- }
- };
- THREE.GeometryUtils.random = THREE.Math.random16;
- THREE.GeometryUtils.__v1 = new THREE.Vector3();
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