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ktongue/docker_container / simsite /frontend /node_modules /three /src /geometries /EdgesGeometry.js
| import { BufferGeometry } from '../core/BufferGeometry.js'; | |
| import { Float32BufferAttribute } from '../core/BufferAttribute.js'; | |
| import * as MathUtils from '../math/MathUtils.js'; | |
| import { Triangle } from '../math/Triangle.js'; | |
| import { Vector3 } from '../math/Vector3.js'; | |
| const _v0 = /*@__PURE__*/ new Vector3(); | |
| const _v1 = /*@__PURE__*/ new Vector3(); | |
| const _normal = /*@__PURE__*/ new Vector3(); | |
| const _triangle = /*@__PURE__*/ new Triangle(); | |
| class EdgesGeometry extends BufferGeometry { | |
| constructor( geometry = null, thresholdAngle = 1 ) { | |
| super(); | |
| this.type = 'EdgesGeometry'; | |
| this.parameters = { | |
| geometry: geometry, | |
| thresholdAngle: thresholdAngle | |
| }; | |
| if ( geometry !== null ) { | |
| const precisionPoints = 4; | |
| const precision = Math.pow( 10, precisionPoints ); | |
| const thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle ); | |
| const indexAttr = geometry.getIndex(); | |
| const positionAttr = geometry.getAttribute( 'position' ); | |
| const indexCount = indexAttr ? indexAttr.count : positionAttr.count; | |
| const indexArr = [ 0, 0, 0 ]; | |
| const vertKeys = [ 'a', 'b', 'c' ]; | |
| const hashes = new Array( 3 ); | |
| const edgeData = {}; | |
| const vertices = []; | |
| for ( let i = 0; i < indexCount; i += 3 ) { | |
| if ( indexAttr ) { | |
| indexArr[ 0 ] = indexAttr.getX( i ); | |
| indexArr[ 1 ] = indexAttr.getX( i + 1 ); | |
| indexArr[ 2 ] = indexAttr.getX( i + 2 ); | |
| } else { | |
| indexArr[ 0 ] = i; | |
| indexArr[ 1 ] = i + 1; | |
| indexArr[ 2 ] = i + 2; | |
| } | |
| const { a, b, c } = _triangle; | |
| a.fromBufferAttribute( positionAttr, indexArr[ 0 ] ); | |
| b.fromBufferAttribute( positionAttr, indexArr[ 1 ] ); | |
| c.fromBufferAttribute( positionAttr, indexArr[ 2 ] ); | |
| _triangle.getNormal( _normal ); | |
| // create hashes for the edge from the vertices | |
| hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`; | |
| hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`; | |
| hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`; | |
| // skip degenerate triangles | |
| if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) { | |
| continue; | |
| } | |
| // iterate over every edge | |
| for ( let j = 0; j < 3; j ++ ) { | |
| // get the first and next vertex making up the edge | |
| const jNext = ( j + 1 ) % 3; | |
| const vecHash0 = hashes[ j ]; | |
| const vecHash1 = hashes[ jNext ]; | |
| const v0 = _triangle[ vertKeys[ j ] ]; | |
| const v1 = _triangle[ vertKeys[ jNext ] ]; | |
| const hash = `${ vecHash0 }_${ vecHash1 }`; | |
| const reverseHash = `${ vecHash1 }_${ vecHash0 }`; | |
| if ( reverseHash in edgeData && edgeData[ reverseHash ] ) { | |
| // if we found a sibling edge add it into the vertex array if | |
| // it meets the angle threshold and delete the edge from the map. | |
| if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) { | |
| vertices.push( v0.x, v0.y, v0.z ); | |
| vertices.push( v1.x, v1.y, v1.z ); | |
| } | |
| edgeData[ reverseHash ] = null; | |
| } else if ( ! ( hash in edgeData ) ) { | |
| // if we've already got an edge here then skip adding a new one | |
| edgeData[ hash ] = { | |
| index0: indexArr[ j ], | |
| index1: indexArr[ jNext ], | |
| normal: _normal.clone(), | |
| }; | |
| } | |
| } | |
| } | |
| // iterate over all remaining, unmatched edges and add them to the vertex array | |
| for ( const key in edgeData ) { | |
| if ( edgeData[ key ] ) { | |
| const { index0, index1 } = edgeData[ key ]; | |
| _v0.fromBufferAttribute( positionAttr, index0 ); | |
| _v1.fromBufferAttribute( positionAttr, index1 ); | |
| vertices.push( _v0.x, _v0.y, _v0.z ); | |
| vertices.push( _v1.x, _v1.y, _v1.z ); | |
| } | |
| } | |
| this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
| } | |
| } | |
| copy( source ) { | |
| super.copy( source ); | |
| this.parameters = Object.assign( {}, source.parameters ); | |
| return this; | |
| } | |
| } | |
| export { EdgesGeometry }; | |
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