GeometryUtils.js 11 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author alteredq / http://alteredqualia.com/
  4. */
  5. THREE.GeometryUtils = {
  6. // Merge two geometries or geometry and geometry from object (using object's transform)
  7. merge: function ( geometry1, object2 /* mesh | geometry */ ) {
  8. var matrix, normalMatrix,
  9. vertexOffset = geometry1.vertices.length,
  10. uvPosition = geometry1.faceVertexUvs[ 0 ].length,
  11. geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
  12. vertices1 = geometry1.vertices,
  13. vertices2 = geometry2.vertices,
  14. faces1 = geometry1.faces,
  15. faces2 = geometry2.faces,
  16. uvs1 = geometry1.faceVertexUvs[ 0 ],
  17. uvs2 = geometry2.faceVertexUvs[ 0 ];
  18. if ( object2 instanceof THREE.Mesh ) {
  19. object2.matrixAutoUpdate && object2.updateMatrix();
  20. matrix = object2.matrix;
  21. normalMatrix = new THREE.Matrix3();
  22. normalMatrix.getInverse( matrix );
  23. normalMatrix.transpose();
  24. }
  25. // vertices
  26. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  27. var vertex = vertices2[ i ];
  28. var vertexCopy = vertex.clone();
  29. if ( matrix ) vertexCopy.applyMatrix4( matrix );
  30. vertices1.push( vertexCopy );
  31. }
  32. // faces
  33. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  34. var face = faces2[ i ], faceCopy, normal, color,
  35. faceVertexNormals = face.vertexNormals,
  36. faceVertexColors = face.vertexColors;
  37. if ( face instanceof THREE.Face3 ) {
  38. faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  39. } else if ( face instanceof THREE.Face4 ) {
  40. faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );
  41. }
  42. faceCopy.normal.copy( face.normal );
  43. if ( normalMatrix ) {
  44. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  45. }
  46. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  47. normal = faceVertexNormals[ j ].clone();
  48. if ( normalMatrix ) {
  49. normal.applyMatrix3( normalMatrix ).normalize();
  50. }
  51. faceCopy.vertexNormals.push( normal );
  52. }
  53. faceCopy.color.copy( face.color );
  54. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  55. color = faceVertexColors[ j ];
  56. faceCopy.vertexColors.push( color.clone() );
  57. }
  58. faceCopy.materialIndex = face.materialIndex;
  59. faceCopy.centroid.copy( face.centroid );
  60. if ( matrix ) {
  61. faceCopy.centroid.applyMatrix4( matrix );
  62. }
  63. faces1.push( faceCopy );
  64. }
  65. // uvs
  66. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  67. var uv = uvs2[ i ], uvCopy = [];
  68. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  69. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  70. }
  71. uvs1.push( uvCopy );
  72. }
  73. },
  74. removeMaterials: function ( geometry, materialIndexArray ) {
  75. var materialIndexMap = {};
  76. for ( var i = 0, il = materialIndexArray.length; i < il; i ++ ) {
  77. materialIndexMap[ materialIndexArray[i] ] = true;
  78. }
  79. var face, newFaces = [];
  80. for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
  81. face = geometry.faces[ i ];
  82. if ( ! ( face.materialIndex in materialIndexMap ) ) newFaces.push( face );
  83. }
  84. geometry.faces = newFaces;
  85. },
  86. // Get random point in triangle (via barycentric coordinates)
  87. // (uniform distribution)
  88. // http://www.cgafaq.info/wiki/Random_Point_In_Triangle
  89. randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {
  90. var a, b, c,
  91. point = new THREE.Vector3(),
  92. tmp = THREE.GeometryUtils.__v1;
  93. a = THREE.GeometryUtils.random();
  94. b = THREE.GeometryUtils.random();
  95. if ( ( a + b ) > 1 ) {
  96. a = 1 - a;
  97. b = 1 - b;
  98. }
  99. c = 1 - a - b;
  100. point.copy( vectorA );
  101. point.multiplyScalar( a );
  102. tmp.copy( vectorB );
  103. tmp.multiplyScalar( b );
  104. point.add( tmp );
  105. tmp.copy( vectorC );
  106. tmp.multiplyScalar( c );
  107. point.add( tmp );
  108. return point;
  109. },
  110. // Get random point in face (triangle / quad)
  111. // (uniform distribution)
  112. randomPointInFace: function ( face, geometry, useCachedAreas ) {
  113. var vA, vB, vC, vD;
  114. if ( face instanceof THREE.Face3 ) {
  115. vA = geometry.vertices[ face.a ];
  116. vB = geometry.vertices[ face.b ];
  117. vC = geometry.vertices[ face.c ];
  118. return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
  119. } else if ( face instanceof THREE.Face4 ) {
  120. vA = geometry.vertices[ face.a ];
  121. vB = geometry.vertices[ face.b ];
  122. vC = geometry.vertices[ face.c ];
  123. vD = geometry.vertices[ face.d ];
  124. var area1, area2;
  125. if ( useCachedAreas ) {
  126. if ( face._area1 && face._area2 ) {
  127. area1 = face._area1;
  128. area2 = face._area2;
  129. } else {
  130. area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
  131. area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
  132. face._area1 = area1;
  133. face._area2 = area2;
  134. }
  135. } else {
  136. area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
  137. area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
  138. }
  139. var r = THREE.GeometryUtils.random() * ( area1 + area2 );
  140. if ( r < area1 ) {
  141. return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );
  142. } else {
  143. return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );
  144. }
  145. }
  146. },
  147. // Get uniformly distributed random points in mesh
  148. // - create array with cumulative sums of face areas
  149. // - pick random number from 0 to total area
  150. // - find corresponding place in area array by binary search
  151. // - get random point in face
  152. randomPointsInGeometry: function ( geometry, n ) {
  153. var face, i,
  154. faces = geometry.faces,
  155. vertices = geometry.vertices,
  156. il = faces.length,
  157. totalArea = 0,
  158. cumulativeAreas = [],
  159. vA, vB, vC, vD;
  160. // precompute face areas
  161. for ( i = 0; i < il; i ++ ) {
  162. face = faces[ i ];
  163. if ( face instanceof THREE.Face3 ) {
  164. vA = vertices[ face.a ];
  165. vB = vertices[ face.b ];
  166. vC = vertices[ face.c ];
  167. face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
  168. } else if ( face instanceof THREE.Face4 ) {
  169. vA = vertices[ face.a ];
  170. vB = vertices[ face.b ];
  171. vC = vertices[ face.c ];
  172. vD = vertices[ face.d ];
  173. face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
  174. face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
  175. face._area = face._area1 + face._area2;
  176. }
  177. totalArea += face._area;
  178. cumulativeAreas[ i ] = totalArea;
  179. }
  180. // binary search cumulative areas array
  181. function binarySearchIndices( value ) {
  182. function binarySearch( start, end ) {
  183. // return closest larger index
  184. // if exact number is not found
  185. if ( end < start )
  186. return start;
  187. var mid = start + Math.floor( ( end - start ) / 2 );
  188. if ( cumulativeAreas[ mid ] > value ) {
  189. return binarySearch( start, mid - 1 );
  190. } else if ( cumulativeAreas[ mid ] < value ) {
  191. return binarySearch( mid + 1, end );
  192. } else {
  193. return mid;
  194. }
  195. }
  196. var result = binarySearch( 0, cumulativeAreas.length - 1 )
  197. return result;
  198. }
  199. // pick random face weighted by face area
  200. var r, index,
  201. result = [];
  202. var stats = {};
  203. for ( i = 0; i < n; i ++ ) {
  204. r = THREE.GeometryUtils.random() * totalArea;
  205. index = binarySearchIndices( r );
  206. result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
  207. if ( ! stats[ index ] ) {
  208. stats[ index ] = 1;
  209. } else {
  210. stats[ index ] += 1;
  211. }
  212. }
  213. return result;
  214. },
  215. // Get triangle area (half of parallelogram)
  216. // http://mathworld.wolfram.com/TriangleArea.html
  217. triangleArea: function ( vectorA, vectorB, vectorC ) {
  218. var tmp1 = THREE.GeometryUtils.__v1,
  219. tmp2 = THREE.GeometryUtils.__v2;
  220. tmp1.subVectors( vectorB, vectorA );
  221. tmp2.subVectors( vectorC, vectorA );
  222. tmp1.cross( tmp2 );
  223. return 0.5 * tmp1.length();
  224. },
  225. // Center geometry so that 0,0,0 is in center of bounding box
  226. center: function ( geometry ) {
  227. geometry.computeBoundingBox();
  228. var bb = geometry.boundingBox;
  229. var offset = new THREE.Vector3();
  230. offset.addVectors( bb.min, bb.max );
  231. offset.multiplyScalar( -0.5 );
  232. geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset ) );
  233. geometry.computeBoundingBox();
  234. return offset;
  235. },
  236. // Normalize UVs to be from <0,1>
  237. // (for now just the first set of UVs)
  238. normalizeUVs: function ( geometry ) {
  239. var uvSet = geometry.faceVertexUvs[ 0 ];
  240. for ( var i = 0, il = uvSet.length; i < il; i ++ ) {
  241. var uvs = uvSet[ i ];
  242. for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {
  243. // texture repeat
  244. if( uvs[ j ].x !== 1.0 ) uvs[ j ].x = uvs[ j ].x - Math.floor( uvs[ j ].x );
  245. if( uvs[ j ].y !== 1.0 ) uvs[ j ].y = uvs[ j ].y - Math.floor( uvs[ j ].y );
  246. }
  247. }
  248. },
  249. triangulateQuads: function ( geometry ) {
  250. var i, il, j, jl;
  251. var faces = [];
  252. var faceUvs = [];
  253. var faceVertexUvs = [];
  254. for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {
  255. faceUvs[ i ] = [];
  256. }
  257. for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  258. faceVertexUvs[ i ] = [];
  259. }
  260. for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
  261. var face = geometry.faces[ i ];
  262. if ( face instanceof THREE.Face4 ) {
  263. var a = face.a;
  264. var b = face.b;
  265. var c = face.c;
  266. var d = face.d;
  267. var triA = new THREE.Face3();
  268. var triB = new THREE.Face3();
  269. triA.color.copy( face.color );
  270. triB.color.copy( face.color );
  271. triA.materialIndex = face.materialIndex;
  272. triB.materialIndex = face.materialIndex;
  273. triA.a = a;
  274. triA.b = b;
  275. triA.c = d;
  276. triB.a = b;
  277. triB.b = c;
  278. triB.c = d;
  279. if ( face.vertexColors.length === 4 ) {
  280. triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
  281. triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
  282. triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
  283. triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
  284. triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
  285. triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
  286. }
  287. faces.push( triA, triB );
  288. for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
  289. if ( geometry.faceVertexUvs[ j ].length ) {
  290. var uvs = geometry.faceVertexUvs[ j ][ i ];
  291. var uvA = uvs[ 0 ];
  292. var uvB = uvs[ 1 ];
  293. var uvC = uvs[ 2 ];
  294. var uvD = uvs[ 3 ];
  295. var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
  296. var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];
  297. faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
  298. }
  299. }
  300. for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
  301. if ( geometry.faceUvs[ j ].length ) {
  302. var faceUv = geometry.faceUvs[ j ][ i ];
  303. faceUvs[ j ].push( faceUv, faceUv );
  304. }
  305. }
  306. } else {
  307. faces.push( face );
  308. for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
  309. faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );
  310. }
  311. for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
  312. faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
  313. }
  314. }
  315. }
  316. geometry.faces = faces;
  317. geometry.faceUvs = faceUvs;
  318. geometry.faceVertexUvs = faceVertexUvs;
  319. geometry.computeCentroids();
  320. geometry.computeFaceNormals();
  321. geometry.computeVertexNormals();
  322. if ( geometry.hasTangents ) geometry.computeTangents();
  323. },
  324. setMaterialIndex: function ( geometry, index, startFace, endFace ){
  325. var faces = geometry.faces;
  326. var start = startFace || 0;
  327. var end = endFace || faces.length - 1;
  328. for ( var i = start; i <= end; i ++ ) {
  329. faces[i].materialIndex = index;
  330. }
  331. }
  332. };
  333. THREE.GeometryUtils.random = THREE.Math.random16;
  334. THREE.GeometryUtils.__v1 = new THREE.Vector3();
  335. THREE.GeometryUtils.__v2 = new THREE.Vector3();