SceneUtils.js 2.9 KB

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  1. ( function () {
  2. function createMeshesFromInstancedMesh( instancedMesh ) {
  3. const group = new THREE.Group();
  4. const count = instancedMesh.count;
  5. const geometry = instancedMesh.geometry;
  6. const material = instancedMesh.material;
  7. for ( let i = 0; i < count; i ++ ) {
  8. const mesh = new THREE.Mesh( geometry, material );
  9. instancedMesh.getMatrixAt( i, mesh.matrix );
  10. mesh.matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
  11. group.add( mesh );
  12. }
  13. group.copy( instancedMesh );
  14. group.updateMatrixWorld(); // ensure correct world matrices of meshes
  15. return group;
  16. }
  17. function createMeshesFromMultiMaterialMesh( mesh ) {
  18. if ( Array.isArray( mesh.material ) === false ) {
  19. console.warn( 'THREE.SceneUtils.createMeshesFromMultiMaterialMesh(): The given mesh has no multiple materials.' );
  20. return mesh;
  21. }
  22. const object = new THREE.Group();
  23. object.copy( mesh );
  24. // merge groups (which automatically sorts them)
  25. const geometry = THREE.mergeGroups( mesh.geometry );
  26. const index = geometry.index;
  27. const groups = geometry.groups;
  28. const attributeNames = Object.keys( geometry.attributes );
  29. // create a mesh for each group by extracting the buffer data into a new geometry
  30. for ( let i = 0; i < groups.length; i ++ ) {
  31. const group = groups[ i ];
  32. const start = group.start;
  33. const end = start + group.count;
  34. const newGeometry = new THREE.BufferGeometry();
  35. const newMaterial = mesh.material[ group.materialIndex ];
  36. // process all buffer attributes
  37. for ( let j = 0; j < attributeNames.length; j ++ ) {
  38. const name = attributeNames[ j ];
  39. const attribute = geometry.attributes[ name ];
  40. const itemSize = attribute.itemSize;
  41. const newLength = group.count * itemSize;
  42. const type = attribute.array.constructor;
  43. const newArray = new type( newLength );
  44. const newAttribute = new THREE.BufferAttribute( newArray, itemSize );
  45. for ( let k = start, n = 0; k < end; k ++, n ++ ) {
  46. const ind = index.getX( k );
  47. if ( itemSize >= 1 ) newAttribute.setX( n, attribute.getX( ind ) );
  48. if ( itemSize >= 2 ) newAttribute.setY( n, attribute.getY( ind ) );
  49. if ( itemSize >= 3 ) newAttribute.setZ( n, attribute.getZ( ind ) );
  50. if ( itemSize >= 4 ) newAttribute.setW( n, attribute.getW( ind ) );
  51. }
  52. newGeometry.setAttribute( name, newAttribute );
  53. }
  54. const newMesh = new THREE.Mesh( newGeometry, newMaterial );
  55. object.add( newMesh );
  56. }
  57. return object;
  58. }
  59. function createMultiMaterialObject( geometry, materials ) {
  60. const group = new THREE.Group();
  61. for ( let i = 0, l = materials.length; i < l; i ++ ) {
  62. group.add( new THREE.Mesh( geometry, materials[ i ] ) );
  63. }
  64. return group;
  65. }
  66. THREE.SceneUtils = {};
  67. THREE.SceneUtils.createMeshesFromInstancedMesh = createMeshesFromInstancedMesh;
  68. THREE.SceneUtils.createMeshesFromMultiMaterialMesh = createMeshesFromMultiMaterialMesh;
  69. THREE.SceneUtils.createMultiMaterialObject = createMultiMaterialObject;
  70. } )();