Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /modifiers /TessellateModifier.js
| import { | |
| BufferGeometry, | |
| Color, | |
| Float32BufferAttribute, | |
| Vector2, | |
| Vector3 | |
| } from 'three'; | |
| /** | |
| * Break faces with edges longer than maxEdgeLength | |
| */ | |
| class TessellateModifier { | |
| constructor( maxEdgeLength = 0.1, maxIterations = 6 ) { | |
| this.maxEdgeLength = maxEdgeLength; | |
| this.maxIterations = maxIterations; | |
| } | |
| modify( geometry ) { | |
| if ( geometry.index !== null ) { | |
| geometry = geometry.toNonIndexed(); | |
| } | |
| // | |
| const maxIterations = this.maxIterations; | |
| const maxEdgeLengthSquared = this.maxEdgeLength * this.maxEdgeLength; | |
| const va = new Vector3(); | |
| const vb = new Vector3(); | |
| const vc = new Vector3(); | |
| const vm = new Vector3(); | |
| const vs = [ va, vb, vc, vm ]; | |
| const na = new Vector3(); | |
| const nb = new Vector3(); | |
| const nc = new Vector3(); | |
| const nm = new Vector3(); | |
| const ns = [ na, nb, nc, nm ]; | |
| const ca = new Color(); | |
| const cb = new Color(); | |
| const cc = new Color(); | |
| const cm = new Color(); | |
| const cs = [ ca, cb, cc, cm ]; | |
| const ua = new Vector2(); | |
| const ub = new Vector2(); | |
| const uc = new Vector2(); | |
| const um = new Vector2(); | |
| const us = [ ua, ub, uc, um ]; | |
| const u2a = new Vector2(); | |
| const u2b = new Vector2(); | |
| const u2c = new Vector2(); | |
| const u2m = new Vector2(); | |
| const u2s = [ u2a, u2b, u2c, u2m ]; | |
| const attributes = geometry.attributes; | |
| const hasNormals = attributes.normal !== undefined; | |
| const hasColors = attributes.color !== undefined; | |
| const hasUVs = attributes.uv !== undefined; | |
| const hasUV1s = attributes.uv1 !== undefined; | |
| let positions = attributes.position.array; | |
| let normals = hasNormals ? attributes.normal.array : null; | |
| let colors = hasColors ? attributes.color.array : null; | |
| let uvs = hasUVs ? attributes.uv.array : null; | |
| let uv1s = hasUV1s ? attributes.uv1.array : null; | |
| let positions2 = positions; | |
| let normals2 = normals; | |
| let colors2 = colors; | |
| let uvs2 = uvs; | |
| let uv1s2 = uv1s; | |
| let iteration = 0; | |
| let tessellating = true; | |
| function addTriangle( a, b, c ) { | |
| const v1 = vs[ a ]; | |
| const v2 = vs[ b ]; | |
| const v3 = vs[ c ]; | |
| positions2.push( v1.x, v1.y, v1.z ); | |
| positions2.push( v2.x, v2.y, v2.z ); | |
| positions2.push( v3.x, v3.y, v3.z ); | |
| if ( hasNormals ) { | |
| const n1 = ns[ a ]; | |
| const n2 = ns[ b ]; | |
| const n3 = ns[ c ]; | |
| normals2.push( n1.x, n1.y, n1.z ); | |
| normals2.push( n2.x, n2.y, n2.z ); | |
| normals2.push( n3.x, n3.y, n3.z ); | |
| } | |
| if ( hasColors ) { | |
| const c1 = cs[ a ]; | |
| const c2 = cs[ b ]; | |
| const c3 = cs[ c ]; | |
| colors2.push( c1.r, c1.g, c1.b ); | |
| colors2.push( c2.r, c2.g, c2.b ); | |
| colors2.push( c3.r, c3.g, c3.b ); | |
| } | |
| if ( hasUVs ) { | |
| const u1 = us[ a ]; | |
| const u2 = us[ b ]; | |
| const u3 = us[ c ]; | |
| uvs2.push( u1.x, u1.y ); | |
| uvs2.push( u2.x, u2.y ); | |
| uvs2.push( u3.x, u3.y ); | |
| } | |
| if ( hasUV1s ) { | |
| const u21 = u2s[ a ]; | |
| const u22 = u2s[ b ]; | |
| const u23 = u2s[ c ]; | |
| uv1s2.push( u21.x, u21.y ); | |
| uv1s2.push( u22.x, u22.y ); | |
| uv1s2.push( u23.x, u23.y ); | |
| } | |
| } | |
| while ( tessellating && iteration < maxIterations ) { | |
| iteration ++; | |
| tessellating = false; | |
| positions = positions2; | |
| positions2 = []; | |
| if ( hasNormals ) { | |
| normals = normals2; | |
| normals2 = []; | |
| } | |
| if ( hasColors ) { | |
| colors = colors2; | |
| colors2 = []; | |
| } | |
| if ( hasUVs ) { | |
| uvs = uvs2; | |
| uvs2 = []; | |
| } | |
| if ( hasUV1s ) { | |
| uv1s = uv1s2; | |
| uv1s2 = []; | |
| } | |
| for ( let i = 0, i2 = 0, il = positions.length; i < il; i += 9, i2 += 6 ) { | |
| va.fromArray( positions, i + 0 ); | |
| vb.fromArray( positions, i + 3 ); | |
| vc.fromArray( positions, i + 6 ); | |
| if ( hasNormals ) { | |
| na.fromArray( normals, i + 0 ); | |
| nb.fromArray( normals, i + 3 ); | |
| nc.fromArray( normals, i + 6 ); | |
| } | |
| if ( hasColors ) { | |
| ca.fromArray( colors, i + 0 ); | |
| cb.fromArray( colors, i + 3 ); | |
| cc.fromArray( colors, i + 6 ); | |
| } | |
| if ( hasUVs ) { | |
| ua.fromArray( uvs, i2 + 0 ); | |
| ub.fromArray( uvs, i2 + 2 ); | |
| uc.fromArray( uvs, i2 + 4 ); | |
| } | |
| if ( hasUV1s ) { | |
| u2a.fromArray( uv1s, i2 + 0 ); | |
| u2b.fromArray( uv1s, i2 + 2 ); | |
| u2c.fromArray( uv1s, i2 + 4 ); | |
| } | |
| const dab = va.distanceToSquared( vb ); | |
| const dbc = vb.distanceToSquared( vc ); | |
| const dac = va.distanceToSquared( vc ); | |
| if ( dab > maxEdgeLengthSquared || dbc > maxEdgeLengthSquared || dac > maxEdgeLengthSquared ) { | |
| tessellating = true; | |
| if ( dab >= dbc && dab >= dac ) { | |
| vm.lerpVectors( va, vb, 0.5 ); | |
| if ( hasNormals ) nm.lerpVectors( na, nb, 0.5 ); | |
| if ( hasColors ) cm.lerpColors( ca, cb, 0.5 ); | |
| if ( hasUVs ) um.lerpVectors( ua, ub, 0.5 ); | |
| if ( hasUV1s ) u2m.lerpVectors( u2a, u2b, 0.5 ); | |
| addTriangle( 0, 3, 2 ); | |
| addTriangle( 3, 1, 2 ); | |
| } else if ( dbc >= dab && dbc >= dac ) { | |
| vm.lerpVectors( vb, vc, 0.5 ); | |
| if ( hasNormals ) nm.lerpVectors( nb, nc, 0.5 ); | |
| if ( hasColors ) cm.lerpColors( cb, cc, 0.5 ); | |
| if ( hasUVs ) um.lerpVectors( ub, uc, 0.5 ); | |
| if ( hasUV1s ) u2m.lerpVectors( u2b, u2c, 0.5 ); | |
| addTriangle( 0, 1, 3 ); | |
| addTriangle( 3, 2, 0 ); | |
| } else { | |
| vm.lerpVectors( va, vc, 0.5 ); | |
| if ( hasNormals ) nm.lerpVectors( na, nc, 0.5 ); | |
| if ( hasColors ) cm.lerpColors( ca, cc, 0.5 ); | |
| if ( hasUVs ) um.lerpVectors( ua, uc, 0.5 ); | |
| if ( hasUV1s ) u2m.lerpVectors( u2a, u2c, 0.5 ); | |
| addTriangle( 0, 1, 3 ); | |
| addTriangle( 3, 1, 2 ); | |
| } | |
| } else { | |
| addTriangle( 0, 1, 2 ); | |
| } | |
| } | |
| } | |
| const geometry2 = new BufferGeometry(); | |
| geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); | |
| if ( hasNormals ) { | |
| geometry2.setAttribute( 'normal', new Float32BufferAttribute( normals2, 3 ) ); | |
| } | |
| if ( hasColors ) { | |
| geometry2.setAttribute( 'color', new Float32BufferAttribute( colors2, 3 ) ); | |
| } | |
| if ( hasUVs ) { | |
| geometry2.setAttribute( 'uv', new Float32BufferAttribute( uvs2, 2 ) ); | |
| } | |
| if ( hasUV1s ) { | |
| geometry2.setAttribute( 'uv1', new Float32BufferAttribute( uv1s2, 2 ) ); | |
| } | |
| return geometry2; | |
| } | |
| } | |
| export { TessellateModifier }; | |
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