| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193 | ( function () {	/** * 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 THREE.Triangle();	const _color = new THREE.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;		}	}	THREE.MeshSurfaceSampler = MeshSurfaceSampler;} )();
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