TessellateModifier.js 6.3 KB

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  1. ( function () {
  2. /**
  3. * Break faces with edges longer than maxEdgeLength
  4. */
  5. class TessellateModifier {
  6. constructor( maxEdgeLength = 0.1, maxIterations = 6 ) {
  7. this.maxEdgeLength = maxEdgeLength;
  8. this.maxIterations = maxIterations;
  9. }
  10. modify( geometry ) {
  11. if ( geometry.index !== null ) {
  12. geometry = geometry.toNonIndexed();
  13. }
  14. //
  15. const maxIterations = this.maxIterations;
  16. const maxEdgeLengthSquared = this.maxEdgeLength * this.maxEdgeLength;
  17. const va = new THREE.Vector3();
  18. const vb = new THREE.Vector3();
  19. const vc = new THREE.Vector3();
  20. const vm = new THREE.Vector3();
  21. const vs = [ va, vb, vc, vm ];
  22. const na = new THREE.Vector3();
  23. const nb = new THREE.Vector3();
  24. const nc = new THREE.Vector3();
  25. const nm = new THREE.Vector3();
  26. const ns = [ na, nb, nc, nm ];
  27. const ca = new THREE.Color();
  28. const cb = new THREE.Color();
  29. const cc = new THREE.Color();
  30. const cm = new THREE.Color();
  31. const cs = [ ca, cb, cc, cm ];
  32. const ua = new THREE.Vector2();
  33. const ub = new THREE.Vector2();
  34. const uc = new THREE.Vector2();
  35. const um = new THREE.Vector2();
  36. const us = [ ua, ub, uc, um ];
  37. const u2a = new THREE.Vector2();
  38. const u2b = new THREE.Vector2();
  39. const u2c = new THREE.Vector2();
  40. const u2m = new THREE.Vector2();
  41. const u2s = [ u2a, u2b, u2c, u2m ];
  42. const attributes = geometry.attributes;
  43. const hasNormals = attributes.normal !== undefined;
  44. const hasColors = attributes.color !== undefined;
  45. const hasUVs = attributes.uv !== undefined;
  46. const hasUV2s = attributes.uv2 !== undefined;
  47. let positions = attributes.position.array;
  48. let normals = hasNormals ? attributes.normal.array : null;
  49. let colors = hasColors ? attributes.color.array : null;
  50. let uvs = hasUVs ? attributes.uv.array : null;
  51. let uv2s = hasUV2s ? attributes.uv2.array : null;
  52. let positions2 = positions;
  53. let normals2 = normals;
  54. let colors2 = colors;
  55. let uvs2 = uvs;
  56. let uv2s2 = uv2s;
  57. let iteration = 0;
  58. let tessellating = true;
  59. function addTriangle( a, b, c ) {
  60. const v1 = vs[ a ];
  61. const v2 = vs[ b ];
  62. const v3 = vs[ c ];
  63. positions2.push( v1.x, v1.y, v1.z );
  64. positions2.push( v2.x, v2.y, v2.z );
  65. positions2.push( v3.x, v3.y, v3.z );
  66. if ( hasNormals ) {
  67. const n1 = ns[ a ];
  68. const n2 = ns[ b ];
  69. const n3 = ns[ c ];
  70. normals2.push( n1.x, n1.y, n1.z );
  71. normals2.push( n2.x, n2.y, n2.z );
  72. normals2.push( n3.x, n3.y, n3.z );
  73. }
  74. if ( hasColors ) {
  75. const c1 = cs[ a ];
  76. const c2 = cs[ b ];
  77. const c3 = cs[ c ];
  78. colors2.push( c1.x, c1.y, c1.z );
  79. colors2.push( c2.x, c2.y, c2.z );
  80. colors2.push( c3.x, c3.y, c3.z );
  81. }
  82. if ( hasUVs ) {
  83. const u1 = us[ a ];
  84. const u2 = us[ b ];
  85. const u3 = us[ c ];
  86. uvs2.push( u1.x, u1.y );
  87. uvs2.push( u2.x, u2.y );
  88. uvs2.push( u3.x, u3.y );
  89. }
  90. if ( hasUV2s ) {
  91. const u21 = u2s[ a ];
  92. const u22 = u2s[ b ];
  93. const u23 = u2s[ c ];
  94. uv2s2.push( u21.x, u21.y );
  95. uv2s2.push( u22.x, u22.y );
  96. uv2s2.push( u23.x, u23.y );
  97. }
  98. }
  99. while ( tessellating && iteration < maxIterations ) {
  100. iteration ++;
  101. tessellating = false;
  102. positions = positions2;
  103. positions2 = [];
  104. if ( hasNormals ) {
  105. normals = normals2;
  106. normals2 = [];
  107. }
  108. if ( hasColors ) {
  109. colors = colors2;
  110. colors2 = [];
  111. }
  112. if ( hasUVs ) {
  113. uvs = uvs2;
  114. uvs2 = [];
  115. }
  116. if ( hasUV2s ) {
  117. uv2s = uv2s2;
  118. uv2s2 = [];
  119. }
  120. for ( let i = 0, i2 = 0, il = positions.length; i < il; i += 9, i2 += 6 ) {
  121. va.fromArray( positions, i + 0 );
  122. vb.fromArray( positions, i + 3 );
  123. vc.fromArray( positions, i + 6 );
  124. if ( hasNormals ) {
  125. na.fromArray( normals, i + 0 );
  126. nb.fromArray( normals, i + 3 );
  127. nc.fromArray( normals, i + 6 );
  128. }
  129. if ( hasColors ) {
  130. ca.fromArray( colors, i + 0 );
  131. cb.fromArray( colors, i + 3 );
  132. cc.fromArray( colors, i + 6 );
  133. }
  134. if ( hasUVs ) {
  135. ua.fromArray( uvs, i2 + 0 );
  136. ub.fromArray( uvs, i2 + 2 );
  137. uc.fromArray( uvs, i2 + 4 );
  138. }
  139. if ( hasUV2s ) {
  140. u2a.fromArray( uv2s, i2 + 0 );
  141. u2b.fromArray( uv2s, i2 + 2 );
  142. u2c.fromArray( uv2s, i2 + 4 );
  143. }
  144. const dab = va.distanceToSquared( vb );
  145. const dbc = vb.distanceToSquared( vc );
  146. const dac = va.distanceToSquared( vc );
  147. if ( dab > maxEdgeLengthSquared || dbc > maxEdgeLengthSquared || dac > maxEdgeLengthSquared ) {
  148. tessellating = true;
  149. if ( dab >= dbc && dab >= dac ) {
  150. vm.lerpVectors( va, vb, 0.5 );
  151. if ( hasNormals ) nm.lerpVectors( na, nb, 0.5 );
  152. if ( hasColors ) cm.lerpColors( ca, cb, 0.5 );
  153. if ( hasUVs ) um.lerpVectors( ua, ub, 0.5 );
  154. if ( hasUV2s ) u2m.lerpVectors( u2a, u2b, 0.5 );
  155. addTriangle( 0, 3, 2 );
  156. addTriangle( 3, 1, 2 );
  157. } else if ( dbc >= dab && dbc >= dac ) {
  158. vm.lerpVectors( vb, vc, 0.5 );
  159. if ( hasNormals ) nm.lerpVectors( nb, nc, 0.5 );
  160. if ( hasColors ) cm.lerpColors( cb, cc, 0.5 );
  161. if ( hasUVs ) um.lerpVectors( ub, uc, 0.5 );
  162. if ( hasUV2s ) u2m.lerpVectors( u2b, u2c, 0.5 );
  163. addTriangle( 0, 1, 3 );
  164. addTriangle( 3, 2, 0 );
  165. } else {
  166. vm.lerpVectors( va, vc, 0.5 );
  167. if ( hasNormals ) nm.lerpVectors( na, nc, 0.5 );
  168. if ( hasColors ) cm.lerpColors( ca, cc, 0.5 );
  169. if ( hasUVs ) um.lerpVectors( ua, uc, 0.5 );
  170. if ( hasUV2s ) u2m.lerpVectors( u2a, u2c, 0.5 );
  171. addTriangle( 0, 1, 3 );
  172. addTriangle( 3, 1, 2 );
  173. }
  174. } else {
  175. addTriangle( 0, 1, 2 );
  176. }
  177. }
  178. }
  179. const geometry2 = new THREE.BufferGeometry();
  180. geometry2.setAttribute( 'position', new THREE.Float32BufferAttribute( positions2, 3 ) );
  181. if ( hasNormals ) {
  182. geometry2.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals2, 3 ) );
  183. }
  184. if ( hasColors ) {
  185. geometry2.setAttribute( 'color', new THREE.Float32BufferAttribute( colors2, 3 ) );
  186. }
  187. if ( hasUVs ) {
  188. geometry2.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs2, 2 ) );
  189. }
  190. if ( hasUV2s ) {
  191. geometry2.setAttribute( 'uv2', new THREE.Float32BufferAttribute( uv2s2, 2 ) );
  192. }
  193. return geometry2;
  194. }
  195. }
  196. THREE.TessellateModifier = TessellateModifier;
  197. } )();