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- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.GeometryUtils = {
- // Merge two geometries or geometry and geometry from object (using object's transform)
- merge: function ( geometry1, geometry2, materialIndexOffset ) {
- console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
- var matrix;
- if ( geometry2 instanceof THREE.Mesh ) {
- geometry2.matrixAutoUpdate && geometry2.updateMatrix();
- matrix = geometry2.matrix;
- geometry2 = geometry2.geometry;
- }
- geometry1.merge( geometry2, matrix, materialIndexOffset );
- },
- // Get random point in triangle (via barycentric coordinates)
- // (uniform distribution)
- // http://www.cgafaq.info/wiki/Random_Point_In_Triangle
- randomPointInTriangle: function () {
- var vector = new THREE.Vector3();
- return function ( vectorA, vectorB, vectorC ) {
- var point = new THREE.Vector3();
- var a = Math.random();
- var b = Math.random();
- if ( ( a + b ) > 1 ) {
- a = 1 - a;
- b = 1 - b;
- }
- var c = 1 - a - b;
- point.copy( vectorA );
- point.multiplyScalar( a );
- vector.copy( vectorB );
- vector.multiplyScalar( b );
- point.add( vector );
- vector.copy( vectorC );
- vector.multiplyScalar( c );
- point.add( vector );
- return point;
- };
- }(),
- // Get random point in face (triangle)
- // (uniform distribution)
- randomPointInFace: function ( face, geometry ) {
- var vA, vB, vC;
- vA = geometry.vertices[ face.a ];
- vB = geometry.vertices[ face.b ];
- vC = geometry.vertices[ face.c ];
- return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
- },
- // Get uniformly distributed random points in mesh
- // - create array with cumulative sums of face areas
- // - pick random number from 0 to total area
- // - find corresponding place in area array by binary search
- // - get random point in face
- randomPointsInGeometry: function ( geometry, n ) {
- var face, i,
- faces = geometry.faces,
- vertices = geometry.vertices,
- il = faces.length,
- totalArea = 0,
- cumulativeAreas = [],
- vA, vB, vC;
- // precompute face areas
- for ( i = 0; i < il; i ++ ) {
- face = faces[ i ];
- vA = vertices[ face.a ];
- vB = vertices[ face.b ];
- vC = vertices[ face.c ];
- face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
- totalArea += face._area;
- cumulativeAreas[ i ] = totalArea;
- }
- // binary search cumulative areas array
- function binarySearchIndices( value ) {
- function binarySearch( start, end ) {
- // return closest larger index
- // if exact number is not found
- if ( end < start )
- return start;
- var mid = start + Math.floor( ( end - start ) / 2 );
- if ( cumulativeAreas[ mid ] > value ) {
- return binarySearch( start, mid - 1 );
- } else if ( cumulativeAreas[ mid ] < value ) {
- return binarySearch( mid + 1, end );
- } else {
- return mid;
- }
- }
- var result = binarySearch( 0, cumulativeAreas.length - 1 );
- return result;
- }
- // pick random face weighted by face area
- var r, index,
- result = [];
- var stats = {};
- for ( i = 0; i < n; i ++ ) {
- r = Math.random() * totalArea;
- index = binarySearchIndices( r );
- result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry );
- if ( ! stats[ index ] ) {
- stats[ index ] = 1;
- } else {
- stats[ index ] += 1;
- }
- }
- return result;
- },
- randomPointsInBufferGeometry: function ( geometry, n ) {
- var i,
- vertices = geometry.attributes.position.array,
- totalArea = 0,
- cumulativeAreas = [],
- vA, vB, vC;
- // precompute face areas
- vA = new THREE.Vector3();
- vB = new THREE.Vector3();
- vC = new THREE.Vector3();
- // geometry._areas = [];
- var il = vertices.length / 9;
- for ( i = 0; i < il; i ++ ) {
- vA.set( vertices[ i * 9 + 0 ], vertices[ i * 9 + 1 ], vertices[ i * 9 + 2 ] );
- vB.set( vertices[ i * 9 + 3 ], vertices[ i * 9 + 4 ], vertices[ i * 9 + 5 ] );
- vC.set( vertices[ i * 9 + 6 ], vertices[ i * 9 + 7 ], vertices[ i * 9 + 8 ] );
- area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
- totalArea += area;
- cumulativeAreas.push( totalArea );
- }
- // binary search cumulative areas array
- function binarySearchIndices( value ) {
- function binarySearch( start, end ) {
- // return closest larger index
- // if exact number is not found
- if ( end < start )
- return start;
- var mid = start + Math.floor( ( end - start ) / 2 );
- if ( cumulativeAreas[ mid ] > value ) {
- return binarySearch( start, mid - 1 );
- } else if ( cumulativeAreas[ mid ] < value ) {
- return binarySearch( mid + 1, end );
- } else {
- return mid;
- }
- }
- var result = binarySearch( 0, cumulativeAreas.length - 1 );
- return result;
- }
- // pick random face weighted by face area
- var r, index,
- result = [];
- for ( i = 0; i < n; i ++ ) {
- r = Math.random() * totalArea;
- index = binarySearchIndices( r );
- // result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
- vA.set( vertices[ index * 9 + 0 ], vertices[ index * 9 + 1 ], vertices[ index * 9 + 2 ] );
- vB.set( vertices[ index * 9 + 3 ], vertices[ index * 9 + 4 ], vertices[ index * 9 + 5 ] );
- vC.set( vertices[ index * 9 + 6 ], vertices[ index * 9 + 7 ], vertices[ index * 9 + 8 ] );
- result[ i ] = THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
- }
- return result;
- },
- // Get triangle area (half of parallelogram)
- // http://mathworld.wolfram.com/TriangleArea.html
- triangleArea: function () {
- var vector1 = new THREE.Vector3();
- var vector2 = new THREE.Vector3();
- return function ( vectorA, vectorB, vectorC ) {
- vector1.subVectors( vectorB, vectorA );
- vector2.subVectors( vectorC, vectorA );
- vector1.cross( vector2 );
- return 0.5 * vector1.length();
- };
- }(),
- center: function ( geometry ) {
- console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
- return geometry.center();
- }
- };
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