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- 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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