Buckets:
| import { | |
| Triangle, | |
| Vector2, | |
| Vector3 | |
| } from 'three'; | |
| const _face = new Triangle(); | |
| const _color = new Vector3(); | |
| const _uva = new Vector2(), _uvb = new Vector2(), _uvc = new Vector2(); | |
| /** | |
| * Utility class for sampling weighted random points on the surface of a mesh. | |
| * | |
| * Building the sampler is a one-time O(n) operation. Once built, any number of | |
| * random samples may be selected in O(logn) time. Memory usage is O(n). | |
| * | |
| * References: | |
| * - {@link http://www.joesfer.com/?p=84} | |
| * - {@link https://stackoverflow.com/a/4322940/1314762} | |
| * | |
| * ```js | |
| * const sampler = new MeshSurfaceSampler( surfaceMesh ) | |
| * .setWeightAttribute( 'color' ) | |
| * .build(); | |
| * | |
| * const mesh = new THREE.InstancedMesh( sampleGeometry, sampleMaterial, 100 ); | |
| * | |
| * const position = new THREE.Vector3(); | |
| * const matrix = new THREE.Matrix4(); | |
| * | |
| * // Sample randomly from the surface, creating an instance of the sample geometry at each sample point. | |
| * | |
| * for ( let i = 0; i < 100; i ++ ) { | |
| * | |
| * sampler.sample( position ); | |
| * matrix.makeTranslation( position.x, position.y, position.z ); | |
| * mesh.setMatrixAt( i, matrix ); | |
| * | |
| * } | |
| * | |
| * scene.add( mesh ); | |
| * ``` | |
| * | |
| * @three_import import { MeshSurfaceSampler } from 'three/addons/math/MeshSurfaceSampler.js'; | |
| */ | |
| class MeshSurfaceSampler { | |
| /** | |
| * Constructs a mesh surface sampler. | |
| * | |
| * @param {Mesh} mesh - Surface mesh from which to sample. | |
| */ | |
| constructor( mesh ) { | |
| this.geometry = mesh.geometry; | |
| this.randomFunction = Math.random; | |
| this.indexAttribute = this.geometry.index; | |
| this.positionAttribute = this.geometry.getAttribute( 'position' ); | |
| this.normalAttribute = this.geometry.getAttribute( 'normal' ); | |
| this.colorAttribute = this.geometry.getAttribute( 'color' ); | |
| this.uvAttribute = this.geometry.getAttribute( 'uv' ); | |
| this.weightAttribute = null; | |
| this.distribution = null; | |
| } | |
| /** | |
| * Specifies a vertex attribute to be used as a weight when sampling from the surface. | |
| * Faces with higher weights are more likely to be sampled, and those with weights of | |
| * zero will not be sampled at all. For vector attributes, only .x is used in sampling. | |
| * | |
| * If no weight attribute is selected, sampling is randomly distributed by area. | |
| * | |
| * @param {string} name - The attribute name. | |
| * @return {MeshSurfaceSampler} A reference to this sampler. | |
| */ | |
| setWeightAttribute( name ) { | |
| this.weightAttribute = name ? this.geometry.getAttribute( name ) : null; | |
| return this; | |
| } | |
| /** | |
| * Processes the input geometry and prepares to return samples. Any configuration of the | |
| * geometry or sampler must occur before this method is called. Time complexity is O(n) | |
| * for a surface with n faces. | |
| * | |
| * @return {MeshSurfaceSampler} A reference to this sampler. | |
| */ | |
| build() { | |
| const indexAttribute = this.indexAttribute; | |
| const positionAttribute = this.positionAttribute; | |
| const weightAttribute = this.weightAttribute; | |
| const totalFaces = indexAttribute ? ( indexAttribute.count / 3 ) : ( positionAttribute.count / 3 ); | |
| const faceWeights = new Float32Array( totalFaces ); | |
| // Accumulate weights for each mesh face. | |
| for ( let i = 0; i < totalFaces; i ++ ) { | |
| let faceWeight = 1; | |
| let i0 = 3 * i; | |
| let i1 = 3 * i + 1; | |
| let i2 = 3 * i + 2; | |
| if ( indexAttribute ) { | |
| i0 = indexAttribute.getX( i0 ); | |
| i1 = indexAttribute.getX( i1 ); | |
| i2 = indexAttribute.getX( i2 ); | |
| } | |
| if ( weightAttribute ) { | |
| faceWeight = weightAttribute.getX( i0 ) | |
| + weightAttribute.getX( i1 ) | |
| + weightAttribute.getX( i2 ); | |
| } | |
| _face.a.fromBufferAttribute( positionAttribute, i0 ); | |
| _face.b.fromBufferAttribute( positionAttribute, i1 ); | |
| _face.c.fromBufferAttribute( positionAttribute, i2 ); | |
| faceWeight *= _face.getArea(); | |
| faceWeights[ i ] = faceWeight; | |
| } | |
| // Store cumulative total face weights in an array, where weight index | |
| // corresponds to face index. | |
| const distribution = new Float32Array( totalFaces ); | |
| let cumulativeTotal = 0; | |
| for ( let i = 0; i < totalFaces; i ++ ) { | |
| cumulativeTotal += faceWeights[ i ]; | |
| distribution[ i ] = cumulativeTotal; | |
| } | |
| this.distribution = distribution; | |
| return this; | |
| } | |
| /** | |
| * Allows to set a custom random number generator. Default is `Math.random()`. | |
| * | |
| * @param {Function} randomFunction - A random number generator. | |
| * @return {MeshSurfaceSampler} A reference to this sampler. | |
| */ | |
| setRandomGenerator( randomFunction ) { | |
| this.randomFunction = randomFunction; | |
| return this; | |
| } | |
| /** | |
| * Selects a random point on the surface of the input geometry, returning the | |
| * position and optionally the normal vector, color and UV Coordinate at that point. | |
| * Time complexity is O(log n) for a surface with n faces. | |
| * | |
| * @param {Vector3} targetPosition - The target object holding the sampled position. | |
| * @param {Vector3} targetNormal - The target object holding the sampled normal. | |
| * @param {Color} targetColor - The target object holding the sampled color. | |
| * @param {Vector2} targetUV - The target object holding the sampled uv coordinates. | |
| * @return {MeshSurfaceSampler} A reference to this sampler. | |
| */ | |
| sample( targetPosition, targetNormal, targetColor, targetUV ) { | |
| const faceIndex = this._sampleFaceIndex(); | |
| return this._sampleFace( faceIndex, targetPosition, targetNormal, targetColor, targetUV ); | |
| } | |
| // private | |
| _sampleFaceIndex() { | |
| const cumulativeTotal = this.distribution[ this.distribution.length - 1 ]; | |
| return this._binarySearch( this.randomFunction() * cumulativeTotal ); | |
| } | |
| _binarySearch( x ) { | |
| const dist = this.distribution; | |
| let start = 0; | |
| let end = dist.length - 1; | |
| let index = - 1; | |
| while ( start <= end ) { | |
| const mid = Math.ceil( ( start + end ) / 2 ); | |
| if ( mid === 0 || dist[ mid - 1 ] <= x && dist[ mid ] > x ) { | |
| index = mid; | |
| break; | |
| } else if ( x < dist[ mid ] ) { | |
| end = mid - 1; | |
| } else { | |
| start = mid + 1; | |
| } | |
| } | |
| return index; | |
| } | |
| _sampleFace( faceIndex, targetPosition, targetNormal, targetColor, targetUV ) { | |
| let u = this.randomFunction(); | |
| let v = this.randomFunction(); | |
| if ( u + v > 1 ) { | |
| u = 1 - u; | |
| v = 1 - v; | |
| } | |
| // get the vertex attribute indices | |
| const indexAttribute = this.indexAttribute; | |
| let i0 = faceIndex * 3; | |
| let i1 = faceIndex * 3 + 1; | |
| let i2 = faceIndex * 3 + 2; | |
| if ( indexAttribute ) { | |
| i0 = indexAttribute.getX( i0 ); | |
| i1 = indexAttribute.getX( i1 ); | |
| i2 = indexAttribute.getX( i2 ); | |
| } | |
| _face.a.fromBufferAttribute( this.positionAttribute, i0 ); | |
| _face.b.fromBufferAttribute( this.positionAttribute, i1 ); | |
| _face.c.fromBufferAttribute( this.positionAttribute, i2 ); | |
| targetPosition | |
| .set( 0, 0, 0 ) | |
| .addScaledVector( _face.a, u ) | |
| .addScaledVector( _face.b, v ) | |
| .addScaledVector( _face.c, 1 - ( u + v ) ); | |
| if ( targetNormal !== undefined ) { | |
| if ( this.normalAttribute !== undefined ) { | |
| _face.a.fromBufferAttribute( this.normalAttribute, i0 ); | |
| _face.b.fromBufferAttribute( this.normalAttribute, i1 ); | |
| _face.c.fromBufferAttribute( this.normalAttribute, i2 ); | |
| targetNormal.set( 0, 0, 0 ).addScaledVector( _face.a, u ).addScaledVector( _face.b, v ).addScaledVector( _face.c, 1 - ( u + v ) ).normalize(); | |
| } else { | |
| _face.getNormal( targetNormal ); | |
| } | |
| } | |
| if ( targetColor !== undefined && this.colorAttribute !== undefined ) { | |
| _face.a.fromBufferAttribute( this.colorAttribute, i0 ); | |
| _face.b.fromBufferAttribute( this.colorAttribute, i1 ); | |
| _face.c.fromBufferAttribute( this.colorAttribute, i2 ); | |
| _color | |
| .set( 0, 0, 0 ) | |
| .addScaledVector( _face.a, u ) | |
| .addScaledVector( _face.b, v ) | |
| .addScaledVector( _face.c, 1 - ( u + v ) ); | |
| targetColor.r = _color.x; | |
| targetColor.g = _color.y; | |
| targetColor.b = _color.z; | |
| } | |
| if ( targetUV !== undefined && this.uvAttribute !== undefined ) { | |
| _uva.fromBufferAttribute( this.uvAttribute, i0 ); | |
| _uvb.fromBufferAttribute( this.uvAttribute, i1 ); | |
| _uvc.fromBufferAttribute( this.uvAttribute, i2 ); | |
| targetUV.set( 0, 0 ).addScaledVector( _uva, u ).addScaledVector( _uvb, v ).addScaledVector( _uvc, 1 - ( u + v ) ); | |
| } | |
| return this; | |
| } | |
| } | |
| export { MeshSurfaceSampler }; | |
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