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2b7aae2 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 | import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Vector3 } from '../math/Vector3.js';
import { Vector2 } from '../math/Vector2.js';
class PolyhedronGeometry extends BufferGeometry {
constructor(vertices = [], indices = [], radius = 1, detail = 0) {
super();
this.type = 'PolyhedronGeometry';
this.parameters = {
vertices: vertices,
indices: indices,
radius: radius,
detail: detail,
};
// default buffer data
const vertexBuffer = [];
const uvBuffer = [];
// the subdivision creates the vertex buffer data
subdivide(detail);
// all vertices should lie on a conceptual sphere with a given radius
applyRadius(radius);
// finally, create the uv data
generateUVs();
// build non-indexed geometry
this.setAttribute('position', new Float32BufferAttribute(vertexBuffer, 3));
this.setAttribute('normal', new Float32BufferAttribute(vertexBuffer.slice(), 3));
this.setAttribute('uv', new Float32BufferAttribute(uvBuffer, 2));
if (detail === 0) {
this.computeVertexNormals(); // flat normals
} else {
this.normalizeNormals(); // smooth normals
}
// helper functions
function subdivide(detail) {
const a = new Vector3();
const b = new Vector3();
const c = new Vector3();
// iterate over all faces and apply a subdivison with the given detail value
for (let i = 0; i < indices.length; i += 3) {
// get the vertices of the face
getVertexByIndex(indices[i + 0], a);
getVertexByIndex(indices[i + 1], b);
getVertexByIndex(indices[i + 2], c);
// perform subdivision
subdivideFace(a, b, c, detail);
}
}
function subdivideFace(a, b, c, detail) {
const cols = detail + 1;
// we use this multidimensional array as a data structure for creating the subdivision
const v = [];
// construct all of the vertices for this subdivision
for (let i = 0; i <= cols; i++) {
v[i] = [];
const aj = a.clone().lerp(c, i / cols);
const bj = b.clone().lerp(c, i / cols);
const rows = cols - i;
for (let j = 0; j <= rows; j++) {
if (j === 0 && i === cols) {
v[i][j] = aj;
} else {
v[i][j] = aj.clone().lerp(bj, j / rows);
}
}
}
// construct all of the faces
for (let i = 0; i < cols; i++) {
for (let j = 0; j < 2 * (cols - i) - 1; j++) {
const k = Math.floor(j / 2);
if (j % 2 === 0) {
pushVertex(v[i][k + 1]);
pushVertex(v[i + 1][k]);
pushVertex(v[i][k]);
} else {
pushVertex(v[i][k + 1]);
pushVertex(v[i + 1][k + 1]);
pushVertex(v[i + 1][k]);
}
}
}
}
function applyRadius(radius) {
const vertex = new Vector3();
// iterate over the entire buffer and apply the radius to each vertex
for (let i = 0; i < vertexBuffer.length; i += 3) {
vertex.x = vertexBuffer[i + 0];
vertex.y = vertexBuffer[i + 1];
vertex.z = vertexBuffer[i + 2];
vertex.normalize().multiplyScalar(radius);
vertexBuffer[i + 0] = vertex.x;
vertexBuffer[i + 1] = vertex.y;
vertexBuffer[i + 2] = vertex.z;
}
}
function generateUVs() {
const vertex = new Vector3();
for (let i = 0; i < vertexBuffer.length; i += 3) {
vertex.x = vertexBuffer[i + 0];
vertex.y = vertexBuffer[i + 1];
vertex.z = vertexBuffer[i + 2];
const u = azimuth(vertex) / 2 / Math.PI + 0.5;
const v = inclination(vertex) / Math.PI + 0.5;
uvBuffer.push(u, 1 - v);
}
correctUVs();
correctSeam();
}
function correctSeam() {
// handle case when face straddles the seam, see #3269
for (let i = 0; i < uvBuffer.length; i += 6) {
// uv data of a single face
const x0 = uvBuffer[i + 0];
const x1 = uvBuffer[i + 2];
const x2 = uvBuffer[i + 4];
const max = Math.max(x0, x1, x2);
const min = Math.min(x0, x1, x2);
// 0.9 is somewhat arbitrary
if (max > 0.9 && min < 0.1) {
if (x0 < 0.2) uvBuffer[i + 0] += 1;
if (x1 < 0.2) uvBuffer[i + 2] += 1;
if (x2 < 0.2) uvBuffer[i + 4] += 1;
}
}
}
function pushVertex(vertex) {
vertexBuffer.push(vertex.x, vertex.y, vertex.z);
}
function getVertexByIndex(index, vertex) {
const stride = index * 3;
vertex.x = vertices[stride + 0];
vertex.y = vertices[stride + 1];
vertex.z = vertices[stride + 2];
}
function correctUVs() {
const a = new Vector3();
const b = new Vector3();
const c = new Vector3();
const centroid = new Vector3();
const uvA = new Vector2();
const uvB = new Vector2();
const uvC = new Vector2();
for (let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6) {
a.set(vertexBuffer[i + 0], vertexBuffer[i + 1], vertexBuffer[i + 2]);
b.set(vertexBuffer[i + 3], vertexBuffer[i + 4], vertexBuffer[i + 5]);
c.set(vertexBuffer[i + 6], vertexBuffer[i + 7], vertexBuffer[i + 8]);
uvA.set(uvBuffer[j + 0], uvBuffer[j + 1]);
uvB.set(uvBuffer[j + 2], uvBuffer[j + 3]);
uvC.set(uvBuffer[j + 4], uvBuffer[j + 5]);
centroid.copy(a).add(b).add(c).divideScalar(3);
const azi = azimuth(centroid);
correctUV(uvA, j + 0, a, azi);
correctUV(uvB, j + 2, b, azi);
correctUV(uvC, j + 4, c, azi);
}
}
function correctUV(uv, stride, vector, azimuth) {
if (azimuth < 0 && uv.x === 1) {
uvBuffer[stride] = uv.x - 1;
}
if (vector.x === 0 && vector.z === 0) {
uvBuffer[stride] = azimuth / 2 / Math.PI + 0.5;
}
}
// Angle around the Y axis, counter-clockwise when looking from above.
function azimuth(vector) {
return Math.atan2(vector.z, -vector.x);
}
// Angle above the XZ plane.
function inclination(vector) {
return Math.atan2(-vector.y, Math.sqrt(vector.x * vector.x + vector.z * vector.z));
}
}
static fromJSON(data) {
return new PolyhedronGeometry(data.vertices, data.indices, data.radius, data.details);
}
}
export { PolyhedronGeometry, PolyhedronGeometry as PolyhedronBufferGeometry };
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