LNXSDK/lib/leenkx_tools/threejs/three.tools.js
2025-01-22 16:18:30 +01:00

433 lines
8.2 KiB
JavaScript

var THREE = require("./three.min");
// BufferGeometryUtils.js
/**
* @author spite / http://www.clicktorelease.com/
* @author mrdoob / http://mrdoob.com/
*/
THREE.BufferGeometryUtils = {
fromGeometry: function geometryToBufferGeometry( geometry, settings ) {
if ( geometry instanceof THREE.BufferGeometry ) {
return geometry;
}
settings = settings || { 'vertexColors': THREE.NoColors };
var vertices = geometry.vertices;
var faces = geometry.faces;
var faceVertexUvs = geometry.faceVertexUvs;
var vertexColors = settings.vertexColors;
var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
var bufferGeometry = new THREE.BufferGeometry();
bufferGeometry.attributes = {
position: {
itemSize: 3,
array: new Float32Array( faces.length * 3 * 3 )
},
normal: {
itemSize: 3,
array: new Float32Array( faces.length * 3 * 3 )
}
}
var positions = bufferGeometry.attributes.position.array;
var normals = bufferGeometry.attributes.normal.array;
if ( vertexColors !== THREE.NoColors ) {
bufferGeometry.attributes.color = {
itemSize: 3,
array: new Float32Array( faces.length * 3 * 3 )
};
var colors = bufferGeometry.attributes.color.array;
}
if ( hasFaceVertexUv === true ) {
bufferGeometry.attributes.uv = {
itemSize: 2,
array: new Float32Array( faces.length * 3 * 2 )
};
var uvs = bufferGeometry.attributes.uv.array;
}
for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
var face = faces[ i ];
var a = vertices[ face.a ];
var b = vertices[ face.b ];
var c = vertices[ face.c ];
positions[ i3 ] = a.x;
positions[ i3 + 1 ] = a.y;
positions[ i3 + 2 ] = a.z;
positions[ i3 + 3 ] = b.x;
positions[ i3 + 4 ] = b.y;
positions[ i3 + 5 ] = b.z;
positions[ i3 + 6 ] = c.x;
positions[ i3 + 7 ] = c.y;
positions[ i3 + 8 ] = c.z;
if ( hasFaceVertexNormals === true ) {
var na = face.vertexNormals[ 0 ];
var nb = face.vertexNormals[ 1 ];
var nc = face.vertexNormals[ 2 ];
normals[ i3 ] = na.x;
normals[ i3 + 1 ] = na.y;
normals[ i3 + 2 ] = na.z;
normals[ i3 + 3 ] = nb.x;
normals[ i3 + 4 ] = nb.y;
normals[ i3 + 5 ] = nb.z;
normals[ i3 + 6 ] = nc.x;
normals[ i3 + 7 ] = nc.y;
normals[ i3 + 8 ] = nc.z;
} else {
var n = face.normal;
normals[ i3 ] = n.x;
normals[ i3 + 1 ] = n.y;
normals[ i3 + 2 ] = n.z;
normals[ i3 + 3 ] = n.x;
normals[ i3 + 4 ] = n.y;
normals[ i3 + 5 ] = n.z;
normals[ i3 + 6 ] = n.x;
normals[ i3 + 7 ] = n.y;
normals[ i3 + 8 ] = n.z;
}
if ( vertexColors === THREE.FaceColors ) {
var fc = face.color;
colors[ i3 ] = fc.r;
colors[ i3 + 1 ] = fc.g;
colors[ i3 + 2 ] = fc.b;
colors[ i3 + 3 ] = fc.r;
colors[ i3 + 4 ] = fc.g;
colors[ i3 + 5 ] = fc.b;
colors[ i3 + 6 ] = fc.r;
colors[ i3 + 7 ] = fc.g;
colors[ i3 + 8 ] = fc.b;
} else if ( vertexColors === THREE.VertexColors ) {
var vca = face.vertexColors[ 0 ];
var vcb = face.vertexColors[ 1 ];
var vcc = face.vertexColors[ 2 ];
colors[ i3 ] = vca.r;
colors[ i3 + 1 ] = vca.g;
colors[ i3 + 2 ] = vca.b;
colors[ i3 + 3 ] = vcb.r;
colors[ i3 + 4 ] = vcb.g;
colors[ i3 + 5 ] = vcb.b;
colors[ i3 + 6 ] = vcc.r;
colors[ i3 + 7 ] = vcc.g;
colors[ i3 + 8 ] = vcc.b;
}
if ( hasFaceVertexUv === true ) {
var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
uvs[ i2 ] = uva.x;
uvs[ i2 + 1 ] = uva.y;
uvs[ i2 + 2 ] = uvb.x;
uvs[ i2 + 3 ] = uvb.y;
uvs[ i2 + 4 ] = uvc.x;
uvs[ i2 + 5 ] = uvc.y;
}
}
bufferGeometry.computeBoundingSphere();
return bufferGeometry;
}
}
// ConvexGeometry.js
// @author qiao / https://github.com/qiao
THREE.ConvexGeometry = function( vertices ) {
THREE.Geometry.call( this );
var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ];
for ( var i = 3; i < vertices.length; i++ ) {
addPoint( i );
}
function addPoint( vertexId ) {
var vertex = vertices[ vertexId ].clone();
var mag = vertex.length();
vertex.x += mag * randomOffset();
vertex.y += mag * randomOffset();
vertex.z += mag * randomOffset();
var hole = [];
for ( var f = 0; f < faces.length; ) {
var face = faces[ f ];
// for each face, if the vertex can see it,
// then we try to add the face's edges into the hole.
if ( visible( face, vertex ) ) {
for ( var e = 0; e < 3; e++ ) {
var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ];
var boundary = true;
// remove duplicated edges.
for ( var h = 0; h < hole.length; h++ ) {
if ( equalEdge( hole[ h ], edge ) ) {
hole[ h ] = hole[ hole.length - 1 ];
hole.pop();
boundary = false;
break;
}
}
if ( boundary ) {
hole.push( edge );
}
}
// remove faces[ f ]
faces[ f ] = faces[ faces.length - 1 ];
faces.pop();
} else { // not visible
f++;
}
}
// construct the new faces formed by the edges of the hole and the vertex
for ( var h = 0; h < hole.length; h++ ) {
faces.push( [
hole[ h ][ 0 ],
hole[ h ][ 1 ],
vertexId
] );
}
}
/**
* Whether the face is visible from the vertex
*/
function visible( face, vertex ) {
var va = vertices[ face[ 0 ] ];
var vb = vertices[ face[ 1 ] ];
var vc = vertices[ face[ 2 ] ];
var n = normal( va, vb, vc );
// distance from face to origin
var dist = n.dot( va );
return n.dot( vertex ) >= dist;
}
/**
* Face normal
*/
function normal( va, vb, vc ) {
var cb = new THREE.Vector3();
var ab = new THREE.Vector3();
cb.subVectors( vc, vb );
ab.subVectors( va, vb );
cb.cross( ab );
cb.normalize();
return cb;
}
/**
* Detect whether two edges are equal.
* Note that when constructing the convex hull, two same edges can only
* be of the negative direction.
*/
function equalEdge( ea, eb ) {
return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ];
}
/**
* Create a random offset between -1e-6 and 1e-6.
*/
function randomOffset() {
return ( Math.random() - 0.5 ) * 2 * 1e-6;
}
/**
* XXX: Not sure if this is the correct approach. Need someone to review.
*/
function vertexUv( vertex ) {
var mag = vertex.length();
return new THREE.Vector2( vertex.x / mag, vertex.y / mag );
}
// Push vertices into `this.vertices`, skipping those inside the hull
var id = 0;
var newId = new Array( vertices.length ); // map from old vertex id to new id
for ( var i = 0; i < faces.length; i++ ) {
var face = faces[ i ];
for ( var j = 0; j < 3; j++ ) {
if ( newId[ face[ j ] ] === undefined ) {
newId[ face[ j ] ] = id++;
this.vertices.push( vertices[ face[ j ] ] );
}
face[ j ] = newId[ face[ j ] ];
}
}
// Convert faces into instances of THREE.Face3
for ( var i = 0; i < faces.length; i++ ) {
this.faces.push( new THREE.Face3(
faces[ i ][ 0 ],
faces[ i ][ 1 ],
faces[ i ][ 2 ]
) );
}
// Compute UVs
for ( var i = 0; i < this.faces.length; i++ ) {
var face = this.faces[ i ];
this.faceVertexUvs[ 0 ].push( [
vertexUv( this.vertices[ face.a ] ),
vertexUv( this.vertices[ face.b ] ),
vertexUv( this.vertices[ face.c ])
] );
}
this.computeFaceNormals();
this.computeVertexNormals();
};
THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
// SceneUtils.js
/**
* @author alteredq / http://alteredqualia.com/
*/
THREE.SceneUtils = {
createMultiMaterialObject: function ( geometry, materials ) {
var group = new THREE.Group();
for ( var i = 0, l = materials.length; i < l; i ++ ) {
group.add( new THREE.Mesh( geometry, materials[ i ] ) );
}
return group;
},
detach: function ( child, parent, scene ) {
console.warn( 'THREE.SceneUtils: detach() has been deprecated. Use scene.attach( child ) instead.' );
scene.attach( child );
},
attach: function ( child, scene, parent ) {
console.warn( 'THREE.SceneUtils: attach() has been deprecated. Use parent.attach( child ) instead.' );
parent.attach( child );
}
};
module.exports = THREE