| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211 | 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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