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- ( function () {
- const _color = /*@__PURE__*/new THREE.Color();
- const _matrix = /*@__PURE__*/new THREE.Matrix4();
- function createMeshesFromInstancedMesh( instancedMesh ) {
- const group = new THREE.Group();
- const count = instancedMesh.count;
- const geometry = instancedMesh.geometry;
- const material = instancedMesh.material;
- for ( let i = 0; i < count; i ++ ) {
- const mesh = new THREE.Mesh( geometry, material );
- instancedMesh.getMatrixAt( i, mesh.matrix );
- mesh.matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
- group.add( mesh );
- }
- group.copy( instancedMesh );
- group.updateMatrixWorld(); // ensure correct world matrices of meshes
- return group;
- }
- function createMeshesFromMultiMaterialMesh( mesh ) {
- if ( Array.isArray( mesh.material ) === false ) {
- console.warn( 'THREE.SceneUtils.createMeshesFromMultiMaterialMesh(): The given mesh has no multiple materials.' );
- return mesh;
- }
- const object = new THREE.Group();
- object.copy( mesh );
- // merge groups (which automatically sorts them)
- const geometry = THREE.mergeGroups( mesh.geometry );
- const index = geometry.index;
- const groups = geometry.groups;
- const attributeNames = Object.keys( geometry.attributes );
- // create a mesh for each group by extracting the buffer data into a new geometry
- for ( let i = 0; i < groups.length; i ++ ) {
- const group = groups[ i ];
- const start = group.start;
- const end = start + group.count;
- const newGeometry = new THREE.BufferGeometry();
- const newMaterial = mesh.material[ group.materialIndex ];
- // process all buffer attributes
- for ( let j = 0; j < attributeNames.length; j ++ ) {
- const name = attributeNames[ j ];
- const attribute = geometry.attributes[ name ];
- const itemSize = attribute.itemSize;
- const newLength = group.count * itemSize;
- const type = attribute.array.constructor;
- const newArray = new type( newLength );
- const newAttribute = new THREE.BufferAttribute( newArray, itemSize );
- for ( let k = start, n = 0; k < end; k ++, n ++ ) {
- const ind = index.getX( k );
- if ( itemSize >= 1 ) newAttribute.setX( n, attribute.getX( ind ) );
- if ( itemSize >= 2 ) newAttribute.setY( n, attribute.getY( ind ) );
- if ( itemSize >= 3 ) newAttribute.setZ( n, attribute.getZ( ind ) );
- if ( itemSize >= 4 ) newAttribute.setW( n, attribute.getW( ind ) );
- }
- newGeometry.setAttribute( name, newAttribute );
- }
- const newMesh = new THREE.Mesh( newGeometry, newMaterial );
- object.add( newMesh );
- }
- return object;
- }
- function createMultiMaterialObject( geometry, materials ) {
- const group = new THREE.Group();
- for ( let i = 0, l = materials.length; i < l; i ++ ) {
- group.add( new THREE.Mesh( geometry, materials[ i ] ) );
- }
- return group;
- }
- function reduceVertices( object, func, initialValue ) {
- let value = initialValue;
- const vertex = new THREE.Vector3();
- object.updateWorldMatrix( true, true );
- object.traverseVisible( child => {
- const {
- geometry
- } = child;
- if ( geometry !== undefined ) {
- const {
- position
- } = geometry.attributes;
- if ( position !== undefined ) {
- for ( let i = 0, l = position.count; i < l; i ++ ) {
- vertex.fromBufferAttribute( position, i );
- if ( child.isSkinnedMesh ) {
- child.boneTransform( i, vertex );
- } else {
- vertex.applyMatrix4( child.matrixWorld );
- }
- value = func( value, vertex );
- }
- }
- }
- } );
- return value;
- }
- /**
- * @param {InstancedMesh}
- * @param {function(int, int):int}
- */
- function sortInstancedMesh( mesh, compareFn ) {
- // store copy of instanced attributes for lookups
- const instanceMatrixRef = THREE.deepCloneAttribute( mesh.instanceMatrix );
- const instanceColorRef = mesh.instanceColor ? THREE.deepCloneAttribute( mesh.instanceColor ) : null;
- const attributeRefs = new Map();
- for ( const name in mesh.geometry.attributes ) {
- const attribute = mesh.geometry.attributes[ name ];
- if ( attribute.isInstancedBufferAttribute ) {
- attributeRefs.set( attribute, THREE.deepCloneAttribute( attribute ) );
- }
- }
- // compute sort order
- const tokens = [];
- for ( let i = 0; i < mesh.count; i ++ ) tokens.push( i );
- tokens.sort( compareFn );
- // apply sort order
- for ( let i = 0; i < tokens.length; i ++ ) {
- const refIndex = tokens[ i ];
- _matrix.fromArray( instanceMatrixRef.array, refIndex * mesh.instanceMatrix.itemSize );
- _matrix.toArray( mesh.instanceMatrix.array, i * mesh.instanceMatrix.itemSize );
- if ( mesh.instanceColor ) {
- _color.fromArray( instanceColorRef.array, refIndex * mesh.instanceColor.itemSize );
- _color.toArray( mesh.instanceColor.array, i * mesh.instanceColor.itemSize );
- }
- for ( const name in mesh.geometry.attributes ) {
- const attribute = mesh.geometry.attributes[ name ];
- if ( attribute.isInstancedBufferAttribute ) {
- const attributeRef = attributeRefs.get( attribute );
- attribute.setX( i, attributeRef.getX( refIndex ) );
- if ( attribute.itemSize > 1 ) attribute.setY( i, attributeRef.getY( refIndex ) );
- if ( attribute.itemSize > 2 ) attribute.setZ( i, attributeRef.getZ( refIndex ) );
- if ( attribute.itemSize > 3 ) attribute.setW( i, attributeRef.getW( refIndex ) );
- }
- }
- }
- }
- THREE.SceneUtils = {};
- THREE.SceneUtils.createMeshesFromInstancedMesh = createMeshesFromInstancedMesh;
- THREE.SceneUtils.createMeshesFromMultiMaterialMesh = createMeshesFromMultiMaterialMesh;
- THREE.SceneUtils.createMultiMaterialObject = createMultiMaterialObject;
- THREE.SceneUtils.reduceVertices = reduceVertices;
- THREE.SceneUtils.sortInstancedMesh = sortInstancedMesh;
- } )();
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