TessellateModifier.js 6.1 KB

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  1. /**
  2. * Break faces with edges longer than maxEdgeLength
  3. */
  4. THREE.TessellateModifier = function ( maxEdgeLength = 0.1, maxIterations = 6 ) {
  5. this.maxEdgeLength = maxEdgeLength;
  6. this.maxIterations = maxIterations;
  7. };
  8. THREE.TessellateModifier.prototype.modify = function ( geometry ) {
  9. if ( geometry.isGeometry === true ) {
  10. console.error( 'THREE.TessellateModifier no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  11. return geometry;
  12. }
  13. if ( geometry.index !== null ) {
  14. geometry = geometry.toNonIndexed();
  15. }
  16. //
  17. const maxIterations = this.maxIterations;
  18. const maxEdgeLengthSquared = this.maxEdgeLength * this.maxEdgeLength;
  19. const va = new THREE.Vector3();
  20. const vb = new THREE.Vector3();
  21. const vc = new THREE.Vector3();
  22. const vm = new THREE.Vector3();
  23. const vs = [ va, vb, vc, vm ];
  24. const na = new THREE.Vector3();
  25. const nb = new THREE.Vector3();
  26. const nc = new THREE.Vector3();
  27. const nm = new THREE.Vector3();
  28. const ns = [ na, nb, nc, nm ];
  29. const ca = new THREE.Color();
  30. const cb = new THREE.Color();
  31. const cc = new THREE.Color();
  32. const cm = new THREE.Color();
  33. const cs = [ ca, cb, cc, cm ];
  34. const ua = new THREE.Vector2();
  35. const ub = new THREE.Vector2();
  36. const uc = new THREE.Vector2();
  37. const um = new THREE.Vector2();
  38. const us = [ ua, ub, uc, um ];
  39. const u2a = new THREE.Vector2();
  40. const u2b = new THREE.Vector2();
  41. const u2c = new THREE.Vector2();
  42. const u2m = new THREE.Vector2();
  43. const u2s = [ u2a, u2b, u2c, u2m ];
  44. const attributes = geometry.attributes;
  45. const hasNormals = attributes.normal !== undefined;
  46. const hasColors = attributes.color !== undefined;
  47. const hasUVs = attributes.uv !== undefined;
  48. const hasUV2s = attributes.uv2 !== undefined;
  49. let positions = attributes.position.array;
  50. let normals = hasNormals ? attributes.normal.array : null;
  51. let colors = hasColors ? attributes.color.array : null;
  52. let uvs = hasUVs ? attributes.uv.array : null;
  53. let uv2s = hasUV2s ? attributes.uv2.array : null;
  54. let positions2 = positions;
  55. let normals2 = normals;
  56. let colors2 = colors;
  57. let uvs2 = uvs;
  58. let uv2s2 = uv2s;
  59. let iteration = 0;
  60. let tessellating = true;
  61. function addTriangle( a, b, c ) {
  62. const v1 = vs[ a ];
  63. const v2 = vs[ b ];
  64. const v3 = vs[ c ];
  65. positions2.push( v1.x, v1.y, v1.z );
  66. positions2.push( v2.x, v2.y, v2.z );
  67. positions2.push( v3.x, v3.y, v3.z );
  68. if ( hasNormals ) {
  69. const n1 = ns[ a ];
  70. const n2 = ns[ b ];
  71. const n3 = ns[ c ];
  72. normals2.push( n1.x, n1.y, n1.z );
  73. normals2.push( n2.x, n2.y, n2.z );
  74. normals2.push( n3.x, n3.y, n3.z );
  75. }
  76. if ( hasColors ) {
  77. const c1 = cs[ a ];
  78. const c2 = cs[ b ];
  79. const c3 = cs[ c ];
  80. colors2.push( c1.x, c1.y, c1.z );
  81. colors2.push( c2.x, c2.y, c2.z );
  82. colors2.push( c3.x, c3.y, c3.z );
  83. }
  84. if ( hasUVs ) {
  85. const u1 = us[ a ];
  86. const u2 = us[ b ];
  87. const u3 = us[ c ];
  88. uvs2.push( u1.x, u1.y );
  89. uvs2.push( u2.x, u2.y );
  90. uvs2.push( u3.x, u3.y );
  91. }
  92. if ( hasUV2s ) {
  93. const u21 = u2s[ a ];
  94. const u22 = u2s[ b ];
  95. const u23 = u2s[ c ];
  96. uv2s2.push( u21.x, u21.y );
  97. uv2s2.push( u22.x, u22.y );
  98. uv2s2.push( u23.x, u23.y );
  99. }
  100. }
  101. while ( tessellating && iteration < maxIterations ) {
  102. iteration ++;
  103. tessellating = false;
  104. positions = positions2;
  105. positions2 = [];
  106. if ( hasNormals ) {
  107. normals = normals2;
  108. normals2 = [];
  109. }
  110. if ( hasColors ) {
  111. colors = colors2;
  112. colors2 = [];
  113. }
  114. if ( hasUVs ) {
  115. uvs = uvs2;
  116. uvs2 = [];
  117. }
  118. if ( hasUV2s ) {
  119. uv2s = uv2s2;
  120. uv2s2 = [];
  121. }
  122. for ( var i = 0, i2 = 0, il = positions.length; i < il; i += 9, i2 += 6 ) {
  123. va.fromArray( positions, i + 0 );
  124. vb.fromArray( positions, i + 3 );
  125. vc.fromArray( positions, i + 6 );
  126. if ( hasNormals ) {
  127. na.fromArray( normals, i + 0 );
  128. nb.fromArray( normals, i + 3 );
  129. nc.fromArray( normals, i + 6 );
  130. }
  131. if ( hasColors ) {
  132. ca.fromArray( colors, i + 0 );
  133. cb.fromArray( colors, i + 3 );
  134. cc.fromArray( colors, i + 6 );
  135. }
  136. if ( hasUVs ) {
  137. ua.fromArray( uvs, i2 + 0 );
  138. ub.fromArray( uvs, i2 + 2 );
  139. uc.fromArray( uvs, i2 + 4 );
  140. }
  141. if ( hasUV2s ) {
  142. u2a.fromArray( uv2s, i2 + 0 );
  143. u2b.fromArray( uv2s, i2 + 2 );
  144. u2c.fromArray( uv2s, i2 + 4 );
  145. }
  146. const dab = va.distanceToSquared( vb );
  147. const dbc = vb.distanceToSquared( vc );
  148. const dac = va.distanceToSquared( vc );
  149. if ( dab > maxEdgeLengthSquared || dbc > maxEdgeLengthSquared || dac > maxEdgeLengthSquared ) {
  150. tessellating = true;
  151. if ( dab >= dbc && dab >= dac ) {
  152. vm.lerpVectors( va, vb, 0.5 );
  153. if ( hasNormals ) nm.lerpVectors( na, nb, 0.5 );
  154. if ( hasColors ) cm.lerpColors( ca, cb, 0.5 );
  155. if ( hasUVs ) um.lerpVectors( ua, ub, 0.5 );
  156. if ( hasUV2s ) u2m.lerpVectors( u2a, u2b, 0.5 );
  157. addTriangle( 0, 3, 2 );
  158. addTriangle( 3, 1, 2 );
  159. } else if ( dbc >= dab && dbc >= dac ) {
  160. vm.lerpVectors( vb, vc, 0.5 );
  161. if ( hasNormals ) nm.lerpVectors( nb, nc, 0.5 );
  162. if ( hasColors ) cm.lerpColors( cb, cc, 0.5 );
  163. if ( hasUVs ) um.lerpVectors( ub, uc, 0.5 );
  164. if ( hasUV2s ) u2m.lerpVectors( u2b, u2c, 0.5 );
  165. addTriangle( 0, 1, 3 );
  166. addTriangle( 3, 2, 0 );
  167. } else {
  168. vm.lerpVectors( va, vc, 0.5 );
  169. if ( hasNormals ) nm.lerpVectors( na, nc, 0.5 );
  170. if ( hasColors ) cm.lerpColors( ca, cc, 0.5 );
  171. if ( hasUVs ) um.lerpVectors( ua, uc, 0.5 );
  172. if ( hasUV2s ) u2m.lerpVectors( u2a, u2c, 0.5 );
  173. addTriangle( 0, 1, 3 );
  174. addTriangle( 3, 1, 2 );
  175. }
  176. } else {
  177. addTriangle( 0, 1, 2 );
  178. }
  179. }
  180. }
  181. const geometry2 = new THREE.BufferGeometry();
  182. geometry2.setAttribute( 'position', new THREE.Float32BufferAttribute( positions2, 3 ) );
  183. if ( hasNormals ) {
  184. geometry2.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals2, 3 ) );
  185. }
  186. if ( hasColors ) {
  187. geometry2.setAttribute( 'color', new THREE.Float32BufferAttribute( colors2, 3 ) );
  188. }
  189. if ( hasUVs ) {
  190. geometry2.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs2, 2 ) );
  191. }
  192. if ( hasUV2s ) {
  193. geometry2.setAttribute( 'uv2', new THREE.Float32BufferAttribute( uv2s2, 2 ) );
  194. }
  195. return geometry2;
  196. };