GeometryUtils.js 11 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author alteredq / http://alteredqualia.com/
  4. */
  5. THREE.GeometryUtils = {
  6. // Merge two geometries or geometry and geometry from object (using object's transform)
  7. merge: function ( geometry1, object2 /* mesh | geometry */, materialIndexOffset ) {
  8. var matrix, normalMatrix,
  9. vertexOffset = geometry1.vertices.length,
  10. uvPosition = geometry1.faceVertexUvs[ 0 ].length,
  11. geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
  12. vertices1 = geometry1.vertices,
  13. vertices2 = geometry2.vertices,
  14. faces1 = geometry1.faces,
  15. faces2 = geometry2.faces,
  16. uvs1 = geometry1.faceVertexUvs[ 0 ],
  17. uvs2 = geometry2.faceVertexUvs[ 0 ];
  18. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  19. if ( object2 instanceof THREE.Mesh ) {
  20. object2.matrixAutoUpdate && object2.updateMatrix();
  21. matrix = object2.matrix;
  22. normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  23. }
  24. // vertices
  25. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  26. var vertex = vertices2[ i ];
  27. var vertexCopy = vertex.clone();
  28. if ( matrix ) vertexCopy.applyMatrix4( matrix );
  29. vertices1.push( vertexCopy );
  30. }
  31. // faces
  32. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  33. var face = faces2[ i ], faceCopy, normal, color,
  34. faceVertexNormals = face.vertexNormals,
  35. faceVertexColors = face.vertexColors;
  36. if ( face instanceof THREE.Face3 ) {
  37. faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  38. } else if ( face instanceof THREE.Face4 ) {
  39. faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );
  40. }
  41. faceCopy.normal.copy( face.normal );
  42. if ( normalMatrix ) {
  43. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  44. }
  45. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  46. normal = faceVertexNormals[ j ].clone();
  47. if ( normalMatrix ) {
  48. normal.applyMatrix3( normalMatrix ).normalize();
  49. }
  50. faceCopy.vertexNormals.push( normal );
  51. }
  52. faceCopy.color.copy( face.color );
  53. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  54. color = faceVertexColors[ j ];
  55. faceCopy.vertexColors.push( color.clone() );
  56. }
  57. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  58. faceCopy.centroid.copy( face.centroid );
  59. if ( matrix ) {
  60. faceCopy.centroid.applyMatrix4( matrix );
  61. }
  62. faces1.push( faceCopy );
  63. }
  64. // uvs
  65. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  66. var uv = uvs2[ i ], uvCopy = [];
  67. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  68. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  69. }
  70. uvs1.push( uvCopy );
  71. }
  72. },
  73. removeMaterials: function ( geometry, materialIndexArray ) {
  74. var materialIndexMap = {};
  75. for ( var i = 0, il = materialIndexArray.length; i < il; i ++ ) {
  76. materialIndexMap[ materialIndexArray[i] ] = true;
  77. }
  78. var face, newFaces = [];
  79. for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
  80. face = geometry.faces[ i ];
  81. if ( ! ( face.materialIndex in materialIndexMap ) ) newFaces.push( face );
  82. }
  83. geometry.faces = newFaces;
  84. },
  85. // Get random point in triangle (via barycentric coordinates)
  86. // (uniform distribution)
  87. // http://www.cgafaq.info/wiki/Random_Point_In_Triangle
  88. randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {
  89. var a, b, c,
  90. point = new THREE.Vector3(),
  91. tmp = THREE.GeometryUtils.__v1;
  92. a = THREE.GeometryUtils.random();
  93. b = THREE.GeometryUtils.random();
  94. if ( ( a + b ) > 1 ) {
  95. a = 1 - a;
  96. b = 1 - b;
  97. }
  98. c = 1 - a - b;
  99. point.copy( vectorA );
  100. point.multiplyScalar( a );
  101. tmp.copy( vectorB );
  102. tmp.multiplyScalar( b );
  103. point.add( tmp );
  104. tmp.copy( vectorC );
  105. tmp.multiplyScalar( c );
  106. point.add( tmp );
  107. return point;
  108. },
  109. // Get random point in face (triangle / quad)
  110. // (uniform distribution)
  111. randomPointInFace: function ( face, geometry, useCachedAreas ) {
  112. var vA, vB, vC, vD;
  113. if ( face instanceof THREE.Face3 ) {
  114. vA = geometry.vertices[ face.a ];
  115. vB = geometry.vertices[ face.b ];
  116. vC = geometry.vertices[ face.c ];
  117. return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
  118. } else if ( face instanceof THREE.Face4 ) {
  119. vA = geometry.vertices[ face.a ];
  120. vB = geometry.vertices[ face.b ];
  121. vC = geometry.vertices[ face.c ];
  122. vD = geometry.vertices[ face.d ];
  123. var area1, area2;
  124. if ( useCachedAreas ) {
  125. if ( face._area1 && face._area2 ) {
  126. area1 = face._area1;
  127. area2 = face._area2;
  128. } else {
  129. area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
  130. area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
  131. face._area1 = area1;
  132. face._area2 = area2;
  133. }
  134. } else {
  135. area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
  136. area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
  137. }
  138. var r = THREE.GeometryUtils.random() * ( area1 + area2 );
  139. if ( r < area1 ) {
  140. return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );
  141. } else {
  142. return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );
  143. }
  144. }
  145. },
  146. // Get uniformly distributed random points in mesh
  147. // - create array with cumulative sums of face areas
  148. // - pick random number from 0 to total area
  149. // - find corresponding place in area array by binary search
  150. // - get random point in face
  151. randomPointsInGeometry: function ( geometry, n ) {
  152. var face, i,
  153. faces = geometry.faces,
  154. vertices = geometry.vertices,
  155. il = faces.length,
  156. totalArea = 0,
  157. cumulativeAreas = [],
  158. vA, vB, vC, vD;
  159. // precompute face areas
  160. for ( i = 0; i < il; i ++ ) {
  161. face = faces[ i ];
  162. if ( face instanceof THREE.Face3 ) {
  163. vA = vertices[ face.a ];
  164. vB = vertices[ face.b ];
  165. vC = vertices[ face.c ];
  166. face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
  167. } else if ( face instanceof THREE.Face4 ) {
  168. vA = vertices[ face.a ];
  169. vB = vertices[ face.b ];
  170. vC = vertices[ face.c ];
  171. vD = vertices[ face.d ];
  172. face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
  173. face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
  174. face._area = face._area1 + face._area2;
  175. }
  176. totalArea += face._area;
  177. cumulativeAreas[ i ] = totalArea;
  178. }
  179. // binary search cumulative areas array
  180. function binarySearchIndices( value ) {
  181. function binarySearch( start, end ) {
  182. // return closest larger index
  183. // if exact number is not found
  184. if ( end < start )
  185. return start;
  186. var mid = start + Math.floor( ( end - start ) / 2 );
  187. if ( cumulativeAreas[ mid ] > value ) {
  188. return binarySearch( start, mid - 1 );
  189. } else if ( cumulativeAreas[ mid ] < value ) {
  190. return binarySearch( mid + 1, end );
  191. } else {
  192. return mid;
  193. }
  194. }
  195. var result = binarySearch( 0, cumulativeAreas.length - 1 )
  196. return result;
  197. }
  198. // pick random face weighted by face area
  199. var r, index,
  200. result = [];
  201. var stats = {};
  202. for ( i = 0; i < n; i ++ ) {
  203. r = THREE.GeometryUtils.random() * totalArea;
  204. index = binarySearchIndices( r );
  205. result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
  206. if ( ! stats[ index ] ) {
  207. stats[ index ] = 1;
  208. } else {
  209. stats[ index ] += 1;
  210. }
  211. }
  212. return result;
  213. },
  214. // Get triangle area (half of parallelogram)
  215. // http://mathworld.wolfram.com/TriangleArea.html
  216. triangleArea: function ( vectorA, vectorB, vectorC ) {
  217. var tmp1 = THREE.GeometryUtils.__v1,
  218. tmp2 = THREE.GeometryUtils.__v2;
  219. tmp1.subVectors( vectorB, vectorA );
  220. tmp2.subVectors( vectorC, vectorA );
  221. tmp1.cross( tmp2 );
  222. return 0.5 * tmp1.length();
  223. },
  224. // Center geometry so that 0,0,0 is in center of bounding box
  225. center: function ( geometry ) {
  226. geometry.computeBoundingBox();
  227. var bb = geometry.boundingBox;
  228. var offset = new THREE.Vector3();
  229. offset.addVectors( bb.min, bb.max );
  230. offset.multiplyScalar( -0.5 );
  231. geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
  232. geometry.computeBoundingBox();
  233. return offset;
  234. },
  235. // Normalize UVs to be from <0,1>
  236. // (for now just the first set of UVs)
  237. normalizeUVs: function ( geometry ) {
  238. var uvSet = geometry.faceVertexUvs[ 0 ];
  239. for ( var i = 0, il = uvSet.length; i < il; i ++ ) {
  240. var uvs = uvSet[ i ];
  241. for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {
  242. // texture repeat
  243. if( uvs[ j ].x !== 1.0 ) uvs[ j ].x = uvs[ j ].x - Math.floor( uvs[ j ].x );
  244. if( uvs[ j ].y !== 1.0 ) uvs[ j ].y = uvs[ j ].y - Math.floor( uvs[ j ].y );
  245. }
  246. }
  247. },
  248. triangulateQuads: function ( geometry ) {
  249. var i, il, j, jl;
  250. var faces = [];
  251. var faceUvs = [];
  252. var faceVertexUvs = [];
  253. for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {
  254. faceUvs[ i ] = [];
  255. }
  256. for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
  257. faceVertexUvs[ i ] = [];
  258. }
  259. for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
  260. var face = geometry.faces[ i ];
  261. if ( face instanceof THREE.Face4 ) {
  262. var a = face.a;
  263. var b = face.b;
  264. var c = face.c;
  265. var d = face.d;
  266. var triA = new THREE.Face3();
  267. var triB = new THREE.Face3();
  268. triA.color.copy( face.color );
  269. triB.color.copy( face.color );
  270. triA.materialIndex = face.materialIndex;
  271. triB.materialIndex = face.materialIndex;
  272. triA.a = a;
  273. triA.b = b;
  274. triA.c = d;
  275. triB.a = b;
  276. triB.b = c;
  277. triB.c = d;
  278. if ( face.vertexColors.length === 4 ) {
  279. triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
  280. triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
  281. triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
  282. triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
  283. triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
  284. triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
  285. }
  286. faces.push( triA, triB );
  287. for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
  288. if ( geometry.faceVertexUvs[ j ].length ) {
  289. var uvs = geometry.faceVertexUvs[ j ][ i ];
  290. var uvA = uvs[ 0 ];
  291. var uvB = uvs[ 1 ];
  292. var uvC = uvs[ 2 ];
  293. var uvD = uvs[ 3 ];
  294. var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
  295. var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];
  296. faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
  297. }
  298. }
  299. for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
  300. if ( geometry.faceUvs[ j ].length ) {
  301. var faceUv = geometry.faceUvs[ j ][ i ];
  302. faceUvs[ j ].push( faceUv, faceUv );
  303. }
  304. }
  305. } else {
  306. faces.push( face );
  307. for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
  308. faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );
  309. }
  310. for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
  311. faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
  312. }
  313. }
  314. }
  315. geometry.faces = faces;
  316. geometry.faceUvs = faceUvs;
  317. geometry.faceVertexUvs = faceVertexUvs;
  318. geometry.computeCentroids();
  319. geometry.computeFaceNormals();
  320. geometry.computeVertexNormals();
  321. if ( geometry.hasTangents ) geometry.computeTangents();
  322. },
  323. setMaterialIndex: function ( geometry, index, startFace, endFace ){
  324. var faces = geometry.faces;
  325. var start = startFace || 0;
  326. var end = endFace || faces.length - 1;
  327. for ( var i = start; i <= end; i ++ ) {
  328. faces[i].materialIndex = index;
  329. }
  330. }
  331. };
  332. THREE.GeometryUtils.random = THREE.Math.random16;
  333. THREE.GeometryUtils.__v1 = new THREE.Vector3();
  334. THREE.GeometryUtils.__v2 = new THREE.Vector3();
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