GeometryUtils.js 6.9 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 */, materialIndexOffset ) {
  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 ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  19. if ( object2 instanceof THREE.Mesh ) {
  20. object2.matrixAutoUpdate && object2.updateMatrix();
  21. matrix = object2.matrix;
  22. normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  23. }
  24. // vertices
  25. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  26. var vertex = vertices2[ i ];
  27. var vertexCopy = vertex.clone();
  28. if ( matrix ) vertexCopy.applyMatrix4( matrix );
  29. vertices1.push( vertexCopy );
  30. }
  31. // faces
  32. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  33. var face = faces2[ i ], faceCopy, normal, color,
  34. faceVertexNormals = face.vertexNormals,
  35. faceVertexColors = face.vertexColors;
  36. faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  37. faceCopy.normal.copy( face.normal );
  38. if ( normalMatrix ) {
  39. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  40. }
  41. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  42. normal = faceVertexNormals[ j ].clone();
  43. if ( normalMatrix ) {
  44. normal.applyMatrix3( normalMatrix ).normalize();
  45. }
  46. faceCopy.vertexNormals.push( normal );
  47. }
  48. faceCopy.color.copy( face.color );
  49. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  50. color = faceVertexColors[ j ];
  51. faceCopy.vertexColors.push( color.clone() );
  52. }
  53. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  54. faceCopy.centroid.copy( face.centroid );
  55. if ( matrix ) {
  56. faceCopy.centroid.applyMatrix4( matrix );
  57. }
  58. faces1.push( faceCopy );
  59. }
  60. // uvs
  61. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  62. var uv = uvs2[ i ], uvCopy = [];
  63. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  64. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  65. }
  66. uvs1.push( uvCopy );
  67. }
  68. },
  69. // Get random point in triangle (via barycentric coordinates)
  70. // (uniform distribution)
  71. // http://www.cgafaq.info/wiki/Random_Point_In_Triangle
  72. randomPointInTriangle: function () {
  73. var vector = new THREE.Vector3();
  74. return function ( vectorA, vectorB, vectorC ) {
  75. var point = new THREE.Vector3();
  76. var a = THREE.Math.random16();
  77. var b = THREE.Math.random16();
  78. if ( ( a + b ) > 1 ) {
  79. a = 1 - a;
  80. b = 1 - b;
  81. }
  82. var c = 1 - a - b;
  83. point.copy( vectorA );
  84. point.multiplyScalar( a );
  85. vector.copy( vectorB );
  86. vector.multiplyScalar( b );
  87. point.add( vector );
  88. vector.copy( vectorC );
  89. vector.multiplyScalar( c );
  90. point.add( vector );
  91. return point;
  92. };
  93. }(),
  94. // Get random point in face (triangle / quad)
  95. // (uniform distribution)
  96. randomPointInFace: function ( face, geometry, useCachedAreas ) {
  97. var vA, vB, vC, vD;
  98. vA = geometry.vertices[ face.a ];
  99. vB = geometry.vertices[ face.b ];
  100. vC = geometry.vertices[ face.c ];
  101. return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
  102. },
  103. // Get uniformly distributed random points in mesh
  104. // - create array with cumulative sums of face areas
  105. // - pick random number from 0 to total area
  106. // - find corresponding place in area array by binary search
  107. // - get random point in face
  108. randomPointsInGeometry: function ( geometry, n ) {
  109. var face, i,
  110. faces = geometry.faces,
  111. vertices = geometry.vertices,
  112. il = faces.length,
  113. totalArea = 0,
  114. cumulativeAreas = [],
  115. vA, vB, vC, vD;
  116. // precompute face areas
  117. for ( i = 0; i < il; i ++ ) {
  118. face = faces[ i ];
  119. vA = vertices[ face.a ];
  120. vB = vertices[ face.b ];
  121. vC = vertices[ face.c ];
  122. face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
  123. totalArea += face._area;
  124. cumulativeAreas[ i ] = totalArea;
  125. }
  126. // binary search cumulative areas array
  127. function binarySearchIndices( value ) {
  128. function binarySearch( start, end ) {
  129. // return closest larger index
  130. // if exact number is not found
  131. if ( end < start )
  132. return start;
  133. var mid = start + Math.floor( ( end - start ) / 2 );
  134. if ( cumulativeAreas[ mid ] > value ) {
  135. return binarySearch( start, mid - 1 );
  136. } else if ( cumulativeAreas[ mid ] < value ) {
  137. return binarySearch( mid + 1, end );
  138. } else {
  139. return mid;
  140. }
  141. }
  142. var result = binarySearch( 0, cumulativeAreas.length - 1 )
  143. return result;
  144. }
  145. // pick random face weighted by face area
  146. var r, index,
  147. result = [];
  148. var stats = {};
  149. for ( i = 0; i < n; i ++ ) {
  150. r = THREE.Math.random16() * totalArea;
  151. index = binarySearchIndices( r );
  152. result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
  153. if ( ! stats[ index ] ) {
  154. stats[ index ] = 1;
  155. } else {
  156. stats[ index ] += 1;
  157. }
  158. }
  159. return result;
  160. },
  161. // Get triangle area (half of parallelogram)
  162. // http://mathworld.wolfram.com/TriangleArea.html
  163. triangleArea: function () {
  164. var vector1 = new THREE.Vector3();
  165. var vector2 = new THREE.Vector3();
  166. return function ( vectorA, vectorB, vectorC ) {
  167. vector1.subVectors( vectorB, vectorA );
  168. vector2.subVectors( vectorC, vectorA );
  169. vector1.cross( vector2 );
  170. return 0.5 * vector1.length();
  171. };
  172. }(),
  173. // Center geometry so that 0,0,0 is in center of bounding box
  174. center: function ( geometry ) {
  175. geometry.computeBoundingBox();
  176. var bb = geometry.boundingBox;
  177. var offset = new THREE.Vector3();
  178. offset.addVectors( bb.min, bb.max );
  179. offset.multiplyScalar( -0.5 );
  180. geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
  181. geometry.computeBoundingBox();
  182. return offset;
  183. },
  184. triangulateQuads: function ( geometry ) {
  185. var i, il, j, jl;
  186. var faces = [];
  187. var faceVertexUvs = [];
  188. for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  189. faceVertexUvs[ i ] = [];
  190. }
  191. for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
  192. var face = geometry.faces[ i ];
  193. faces.push( face );
  194. for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
  195. faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
  196. }
  197. }
  198. geometry.faces = faces;
  199. geometry.faceVertexUvs = faceVertexUvs;
  200. geometry.computeCentroids();
  201. geometry.computeFaceNormals();
  202. geometry.computeVertexNormals();
  203. if ( geometry.hasTangents ) geometry.computeTangents();
  204. }
  205. };