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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, normalMatrix,
- 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 ];
- if ( object2 instanceof THREE.Mesh ) {
- object2.matrixAutoUpdate && object2.updateMatrix();
- matrix = object2.matrix;
- normalMatrix = new THREE.Matrix3();
- normalMatrix.getInverse( matrix );
- normalMatrix.transpose();
- }
- // vertices
- for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
- var vertex = vertices2[ i ];
- var vertexCopy = vertex.clone();
- if ( matrix ) vertexCopy.applyMatrix4( matrix );
- 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 ( normalMatrix ) {
- faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
- }
- for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
- normal = faceVertexNormals[ j ].clone();
- if ( normalMatrix ) {
- normal.applyMatrix3( normalMatrix ).normalize();
- }
- 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() );
- }
- faceCopy.materialIndex = face.materialIndex;
- faceCopy.centroid.copy( face.centroid );
- if ( matrix ) {
- faceCopy.centroid.applyMatrix4( matrix );
- }
- 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.Vector2( uv[ j ].x, uv[ j ].y ) );
- }
- uvs1.push( uvCopy );
- }
- },
- removeMaterials: function ( geometry, materialIndexArray ) {
- var materialIndexMap = {};
- for ( var i = 0, il = materialIndexArray.length; i < il; i ++ ) {
- materialIndexMap[ materialIndexArray[i] ] = true;
- }
- var face, newFaces = [];
- for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
- face = geometry.faces[ i ];
- if ( ! ( face.materialIndex in materialIndexMap ) ) newFaces.push( face );
- }
- geometry.faces = newFaces;
- },
- // 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.add( tmp );
- tmp.copy( vectorC );
- tmp.multiplyScalar( c );
- point.add( 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 ];
- vB = geometry.vertices[ face.b ];
- vC = geometry.vertices[ face.c ];
- return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
- } else if ( face instanceof THREE.Face4 ) {
- vA = geometry.vertices[ face.a ];
- vB = geometry.vertices[ face.b ];
- vC = geometry.vertices[ face.c ];
- vD = geometry.vertices[ face.d ];
- 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 ];
- vB = vertices[ face.b ];
- vC = vertices[ face.c ];
- face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
- } else if ( face instanceof THREE.Face4 ) {
- vA = vertices[ face.a ];
- vB = vertices[ face.b ];
- vC = vertices[ face.c ];
- vD = vertices[ face.d ];
- 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 (half of parallelogram)
- // http://mathworld.wolfram.com/TriangleArea.html
- triangleArea: function ( vectorA, vectorB, vectorC ) {
- var tmp1 = THREE.GeometryUtils.__v1,
- tmp2 = THREE.GeometryUtils.__v2;
- tmp1.subVectors( vectorB, vectorA );
- tmp2.subVectors( vectorC, vectorA );
- tmp1.cross( tmp2 );
- return 0.5 * tmp1.length();
- },
- // 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.addVectors( bb.min, bb.max );
- offset.multiplyScalar( -0.5 );
- geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset ) );
- 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 ].x !== 1.0 ) uvs[ j ].x = uvs[ j ].x - Math.floor( uvs[ j ].x );
- if( uvs[ j ].y !== 1.0 ) uvs[ j ].y = uvs[ j ].y - Math.floor( uvs[ j ].y );
- }
- }
- },
- triangulateQuads: function ( geometry ) {
- var i, il, j, jl;
- var faces = [];
- var faceUvs = [];
- var faceVertexUvs = [];
- for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {
- faceUvs[ i ] = [];
- }
- for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
- faceVertexUvs[ i ] = [];
- }
- for ( i = 0, il = geometry.faces.length; i < il; 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 = new THREE.Face3();
- var triB = new THREE.Face3();
- triA.color.copy( face.color );
- triB.color.copy( face.color );
- triA.materialIndex = face.materialIndex;
- triB.materialIndex = face.materialIndex;
- triA.a = a;
- triA.b = b;
- triA.c = d;
- triB.a = b;
- triB.b = c;
- triB.c = d;
- if ( face.vertexColors.length === 4 ) {
- triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
- triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
- triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
- triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
- triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
- triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
- }
- faces.push( triA, triB );
- for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
- if ( geometry.faceVertexUvs[ j ].length ) {
- var uvs = geometry.faceVertexUvs[ j ][ i ];
- var uvA = uvs[ 0 ];
- var uvB = uvs[ 1 ];
- var uvC = uvs[ 2 ];
- var uvD = uvs[ 3 ];
- var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
- var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];
- faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
- }
- }
- for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
- if ( geometry.faceUvs[ j ].length ) {
- var faceUv = geometry.faceUvs[ j ][ i ];
- faceUvs[ j ].push( faceUv, faceUv );
- }
- }
- } else {
- faces.push( face );
- for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
- faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );
- }
- for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
- faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
- }
- }
- }
- geometry.faces = faces;
- geometry.faceUvs = faceUvs;
- geometry.faceVertexUvs = faceVertexUvs;
- geometry.computeCentroids();
- geometry.computeFaceNormals();
- geometry.computeVertexNormals();
- if ( geometry.hasTangents ) geometry.computeTangents();
- },
- setMaterialIndex: function ( geometry, index, startFace, endFace ){
- var faces = geometry.faces;
- var start = startFace || 0;
- var end = endFace || faces.length - 1;
- for ( var i = start; i <= end; i ++ ) {
- faces[i].materialIndex = index;
- }
- }
- };
- THREE.GeometryUtils.random = THREE.Math.random16;
- THREE.GeometryUtils.__v1 = new THREE.Vector3();
- THREE.GeometryUtils.__v2 = new THREE.Vector3();
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