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| import { | |
| Triangle, | |
| Vector3 | |
| } from 'three'; | |
| /** | |
| * 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: | |
| * - http://www.joesfer.com/?p=84 | |
| * - https://stackoverflow.com/a/4322940/1314762 | |
| */ | |
| const _face = new Triangle(); | |
| const _color = new Vector3(); | |
| class MeshSurfaceSampler { | |
| constructor( mesh ) { | |
| let geometry = mesh.geometry; | |
| if ( geometry.index ) { | |
| console.warn( 'THREE.MeshSurfaceSampler: Converting geometry to non-indexed BufferGeometry.' ); | |
| geometry = geometry.toNonIndexed(); | |
| } | |
| this.geometry = geometry; | |
| this.randomFunction = Math.random; | |
| this.positionAttribute = this.geometry.getAttribute( 'position' ); | |
| this.colorAttribute = this.geometry.getAttribute( 'color' ); | |
| this.weightAttribute = null; | |
| this.distribution = null; | |
| } | |
| setWeightAttribute( name ) { | |
| this.weightAttribute = name ? this.geometry.getAttribute( name ) : null; | |
| return this; | |
| } | |
| build() { | |
| const positionAttribute = this.positionAttribute; | |
| const weightAttribute = this.weightAttribute; | |
| const faceWeights = new Float32Array( positionAttribute.count / 3 ); | |
| // Accumulate weights for each mesh face. | |
| for ( let i = 0; i < positionAttribute.count; i += 3 ) { | |
| let faceWeight = 1; | |
| if ( weightAttribute ) { | |
| faceWeight = weightAttribute.getX( i ) | |
| + weightAttribute.getX( i + 1 ) | |
| + weightAttribute.getX( i + 2 ); | |
| } | |
| _face.a.fromBufferAttribute( positionAttribute, i ); | |
| _face.b.fromBufferAttribute( positionAttribute, i + 1 ); | |
| _face.c.fromBufferAttribute( positionAttribute, i + 2 ); | |
| faceWeight *= _face.getArea(); | |
| faceWeights[ i / 3 ] = faceWeight; | |
| } | |
| // Store cumulative total face weights in an array, where weight index | |
| // corresponds to face index. | |
| this.distribution = new Float32Array( positionAttribute.count / 3 ); | |
| let cumulativeTotal = 0; | |
| for ( let i = 0; i < faceWeights.length; i ++ ) { | |
| cumulativeTotal += faceWeights[ i ]; | |
| this.distribution[ i ] = cumulativeTotal; | |
| } | |
| return this; | |
| } | |
| setRandomGenerator( randomFunction ) { | |
| this.randomFunction = randomFunction; | |
| return this; | |
| } | |
| sample( targetPosition, targetNormal, targetColor ) { | |
| const faceIndex = this.sampleFaceIndex(); | |
| return this.sampleFace( faceIndex, targetPosition, targetNormal, targetColor ); | |
| } | |
| 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 ) { | |
| let u = this.randomFunction(); | |
| let v = this.randomFunction(); | |
| if ( u + v > 1 ) { | |
| u = 1 - u; | |
| v = 1 - v; | |
| } | |
| _face.a.fromBufferAttribute( this.positionAttribute, faceIndex * 3 ); | |
| _face.b.fromBufferAttribute( this.positionAttribute, faceIndex * 3 + 1 ); | |
| _face.c.fromBufferAttribute( this.positionAttribute, faceIndex * 3 + 2 ); | |
| targetPosition | |
| .set( 0, 0, 0 ) | |
| .addScaledVector( _face.a, u ) | |
| .addScaledVector( _face.b, v ) | |
| .addScaledVector( _face.c, 1 - ( u + v ) ); | |
| if ( targetNormal !== undefined ) { | |
| _face.getNormal( targetNormal ); | |
| } | |
| if ( targetColor !== undefined && this.colorAttribute !== undefined ) { | |
| _face.a.fromBufferAttribute( this.colorAttribute, faceIndex * 3 ); | |
| _face.b.fromBufferAttribute( this.colorAttribute, faceIndex * 3 + 1 ); | |
| _face.c.fromBufferAttribute( this.colorAttribute, faceIndex * 3 + 2 ); | |
| _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; | |
| } | |
| return this; | |
| } | |
| } | |
| export { MeshSurfaceSampler }; | |