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							- import {
 
- 	Triangle,
 
- 	Vector3
 
- } from '../../../build/three.module.js';
 
- /**
 
-  * Utility class for sampling weighted random points on the surface of a mesh.
 
-  *
 
-  * Building the sampler is a one-time O(n) operation. Once built, any number of
 
-  * random samples may be selected in O(logn) time. Memory usage is O(n).
 
-  *
 
-  * References:
 
-  * - http://www.joesfer.com/?p=84
 
-  * - https://stackoverflow.com/a/4322940/1314762
 
-  */
 
- const _face = new Triangle();
 
- const _color = new Vector3();
 
- class MeshSurfaceSampler {
 
- 	constructor( mesh ) {
 
- 		let geometry = mesh.geometry;
 
- 		if ( ! geometry.isBufferGeometry || geometry.attributes.position.itemSize !== 3 ) {
 
- 			throw new Error( 'THREE.MeshSurfaceSampler: Requires BufferGeometry triangle mesh.' );
 
- 		}
 
- 		if ( geometry.index ) {
 
- 			console.warn( 'THREE.MeshSurfaceSampler: Converting geometry to non-indexed BufferGeometry.' );
 
- 			geometry = geometry.toNonIndexed();
 
- 		}
 
- 		this.geometry = geometry;
 
- 		this.randomFunction = Math.random;
 
- 		this.positionAttribute = this.geometry.getAttribute( 'position' );
 
- 		this.colorAttribute = this.geometry.getAttribute( 'color' );
 
- 		this.weightAttribute = null;
 
- 		this.distribution = null;
 
- 	}
 
- 	setWeightAttribute( name ) {
 
- 		this.weightAttribute = name ? this.geometry.getAttribute( name ) : null;
 
- 		return this;
 
- 	}
 
- 	build() {
 
- 		const positionAttribute = this.positionAttribute;
 
- 		const weightAttribute = this.weightAttribute;
 
- 		const faceWeights = new Float32Array( positionAttribute.count / 3 );
 
- 		// Accumulate weights for each mesh face.
 
- 		for ( let i = 0; i < positionAttribute.count; i += 3 ) {
 
- 			let faceWeight = 1;
 
- 			if ( weightAttribute ) {
 
- 				faceWeight = weightAttribute.getX( i )
 
- 					+ weightAttribute.getX( i + 1 )
 
- 					+ weightAttribute.getX( i + 2 );
 
- 			}
 
- 			_face.a.fromBufferAttribute( positionAttribute, i );
 
- 			_face.b.fromBufferAttribute( positionAttribute, i + 1 );
 
- 			_face.c.fromBufferAttribute( positionAttribute, i + 2 );
 
- 			faceWeight *= _face.getArea();
 
- 			faceWeights[ i / 3 ] = faceWeight;
 
- 		}
 
- 		// Store cumulative total face weights in an array, where weight index
 
- 		// corresponds to face index.
 
- 		this.distribution = new Float32Array( positionAttribute.count / 3 );
 
- 		let cumulativeTotal = 0;
 
- 		for ( let i = 0; i < faceWeights.length; i ++ ) {
 
- 			cumulativeTotal += faceWeights[ i ];
 
- 			this.distribution[ i ] = cumulativeTotal;
 
- 		}
 
- 		return this;
 
- 	}
 
- 	setRandomGenerator( randomFunction ) {
 
- 		this.randomFunction = randomFunction;
 
- 		return this;
 
- 	}
 
- 	sample( targetPosition, targetNormal, targetColor ) {
 
- 		const cumulativeTotal = this.distribution[ this.distribution.length - 1 ];
 
- 		const faceIndex = this.binarySearch( this.randomFunction() * cumulativeTotal );
 
- 		return this.sampleFace( faceIndex, targetPosition, targetNormal, targetColor );
 
- 	}
 
- 	binarySearch( x ) {
 
- 		const dist = this.distribution;
 
- 		let start = 0;
 
- 		let end = dist.length - 1;
 
- 		let index = - 1;
 
- 		while ( start <= end ) {
 
- 			const mid = Math.ceil( ( start + end ) / 2 );
 
- 			if ( mid === 0 || dist[ mid - 1 ] <= x && dist[ mid ] > x ) {
 
- 				index = mid;
 
- 				break;
 
- 			} else if ( x < dist[ mid ] ) {
 
- 				end = mid - 1;
 
- 			} else {
 
- 				start = mid + 1;
 
- 			}
 
- 		}
 
- 		return index;
 
- 	}
 
- 	sampleFace( faceIndex, targetPosition, targetNormal, targetColor ) {
 
- 		let u = this.randomFunction();
 
- 		let v = this.randomFunction();
 
- 		if ( u + v > 1 ) {
 
- 			u = 1 - u;
 
- 			v = 1 - v;
 
- 		}
 
- 		_face.a.fromBufferAttribute( this.positionAttribute, faceIndex * 3 );
 
- 		_face.b.fromBufferAttribute( this.positionAttribute, faceIndex * 3 + 1 );
 
- 		_face.c.fromBufferAttribute( this.positionAttribute, faceIndex * 3 + 2 );
 
- 		targetPosition
 
- 			.set( 0, 0, 0 )
 
- 			.addScaledVector( _face.a, u )
 
- 			.addScaledVector( _face.b, v )
 
- 			.addScaledVector( _face.c, 1 - ( u + v ) );
 
- 		if ( targetNormal !== undefined ) {
 
- 			_face.getNormal( targetNormal );
 
- 		}
 
- 		if ( targetColor !== undefined && this.colorAttribute !== undefined ) {
 
- 			_face.a.fromBufferAttribute( this.colorAttribute, faceIndex * 3 );
 
- 			_face.b.fromBufferAttribute( this.colorAttribute, faceIndex * 3 + 1 );
 
- 			_face.c.fromBufferAttribute( this.colorAttribute, faceIndex * 3 + 2 );
 
- 			_color
 
- 				.set( 0, 0, 0 )
 
- 				.addScaledVector( _face.a, u )
 
- 				.addScaledVector( _face.b, v )
 
- 				.addScaledVector( _face.c, 1 - ( u + v ) );
 
- 			targetColor.r = _color.x;
 
- 			targetColor.g = _color.y;
 
- 			targetColor.b = _color.z;
 
- 		}
 
- 		return this;
 
- 	}
 
- }
 
- export { MeshSurfaceSampler };
 
 
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