( function () { /** * Break faces with edges longer than maxEdgeLength */ class TessellateModifier { constructor( maxEdgeLength = 0.1, maxIterations = 6 ) { this.maxEdgeLength = maxEdgeLength; this.maxIterations = maxIterations; } modify( geometry ) { if ( geometry.isGeometry === true ) { console.error( 'THREE.TessellateModifier no longer supports Geometry. Use THREE.BufferGeometry instead.' ); return geometry; } if ( geometry.index !== null ) { geometry = geometry.toNonIndexed(); } // const maxIterations = this.maxIterations; const maxEdgeLengthSquared = this.maxEdgeLength * this.maxEdgeLength; const va = new THREE.Vector3(); const vb = new THREE.Vector3(); const vc = new THREE.Vector3(); const vm = new THREE.Vector3(); const vs = [ va, vb, vc, vm ]; const na = new THREE.Vector3(); const nb = new THREE.Vector3(); const nc = new THREE.Vector3(); const nm = new THREE.Vector3(); const ns = [ na, nb, nc, nm ]; const ca = new THREE.Color(); const cb = new THREE.Color(); const cc = new THREE.Color(); const cm = new THREE.Color(); const cs = [ ca, cb, cc, cm ]; const ua = new THREE.Vector2(); const ub = new THREE.Vector2(); const uc = new THREE.Vector2(); const um = new THREE.Vector2(); const us = [ ua, ub, uc, um ]; const u2a = new THREE.Vector2(); const u2b = new THREE.Vector2(); const u2c = new THREE.Vector2(); const u2m = new THREE.Vector2(); const u2s = [ u2a, u2b, u2c, u2m ]; const attributes = geometry.attributes; const hasNormals = attributes.normal !== undefined; const hasColors = attributes.color !== undefined; const hasUVs = attributes.uv !== undefined; const hasUV2s = attributes.uv2 !== undefined; let positions = attributes.position.array; let normals = hasNormals ? attributes.normal.array : null; let colors = hasColors ? attributes.color.array : null; let uvs = hasUVs ? attributes.uv.array : null; let uv2s = hasUV2s ? attributes.uv2.array : null; let positions2 = positions; let normals2 = normals; let colors2 = colors; let uvs2 = uvs; let uv2s2 = uv2s; let iteration = 0; let tessellating = true; function addTriangle( a, b, c ) { const v1 = vs[ a ]; const v2 = vs[ b ]; const v3 = vs[ c ]; positions2.push( v1.x, v1.y, v1.z ); positions2.push( v2.x, v2.y, v2.z ); positions2.push( v3.x, v3.y, v3.z ); if ( hasNormals ) { const n1 = ns[ a ]; const n2 = ns[ b ]; const n3 = ns[ c ]; normals2.push( n1.x, n1.y, n1.z ); normals2.push( n2.x, n2.y, n2.z ); normals2.push( n3.x, n3.y, n3.z ); } if ( hasColors ) { const c1 = cs[ a ]; const c2 = cs[ b ]; const c3 = cs[ c ]; colors2.push( c1.x, c1.y, c1.z ); colors2.push( c2.x, c2.y, c2.z ); colors2.push( c3.x, c3.y, c3.z ); } if ( hasUVs ) { const u1 = us[ a ]; const u2 = us[ b ]; const u3 = us[ c ]; uvs2.push( u1.x, u1.y ); uvs2.push( u2.x, u2.y ); uvs2.push( u3.x, u3.y ); } if ( hasUV2s ) { const u21 = u2s[ a ]; const u22 = u2s[ b ]; const u23 = u2s[ c ]; uv2s2.push( u21.x, u21.y ); uv2s2.push( u22.x, u22.y ); uv2s2.push( u23.x, u23.y ); } } while ( tessellating && iteration < maxIterations ) { iteration ++; tessellating = false; positions = positions2; positions2 = []; if ( hasNormals ) { normals = normals2; normals2 = []; } if ( hasColors ) { colors = colors2; colors2 = []; } if ( hasUVs ) { uvs = uvs2; uvs2 = []; } if ( hasUV2s ) { uv2s = uv2s2; uv2s2 = []; } for ( let i = 0, i2 = 0, il = positions.length; i < il; i += 9, i2 += 6 ) { va.fromArray( positions, i + 0 ); vb.fromArray( positions, i + 3 ); vc.fromArray( positions, i + 6 ); if ( hasNormals ) { na.fromArray( normals, i + 0 ); nb.fromArray( normals, i + 3 ); nc.fromArray( normals, i + 6 ); } if ( hasColors ) { ca.fromArray( colors, i + 0 ); cb.fromArray( colors, i + 3 ); cc.fromArray( colors, i + 6 ); } if ( hasUVs ) { ua.fromArray( uvs, i2 + 0 ); ub.fromArray( uvs, i2 + 2 ); uc.fromArray( uvs, i2 + 4 ); } if ( hasUV2s ) { u2a.fromArray( uv2s, i2 + 0 ); u2b.fromArray( uv2s, i2 + 2 ); u2c.fromArray( uv2s, i2 + 4 ); } const dab = va.distanceToSquared( vb ); const dbc = vb.distanceToSquared( vc ); const dac = va.distanceToSquared( vc ); if ( dab > maxEdgeLengthSquared || dbc > maxEdgeLengthSquared || dac > maxEdgeLengthSquared ) { tessellating = true; if ( dab >= dbc && dab >= dac ) { vm.lerpVectors( va, vb, 0.5 ); if ( hasNormals ) nm.lerpVectors( na, nb, 0.5 ); if ( hasColors ) cm.lerpColors( ca, cb, 0.5 ); if ( hasUVs ) um.lerpVectors( ua, ub, 0.5 ); if ( hasUV2s ) u2m.lerpVectors( u2a, u2b, 0.5 ); addTriangle( 0, 3, 2 ); addTriangle( 3, 1, 2 ); } else if ( dbc >= dab && dbc >= dac ) { vm.lerpVectors( vb, vc, 0.5 ); if ( hasNormals ) nm.lerpVectors( nb, nc, 0.5 ); if ( hasColors ) cm.lerpColors( cb, cc, 0.5 ); if ( hasUVs ) um.lerpVectors( ub, uc, 0.5 ); if ( hasUV2s ) u2m.lerpVectors( u2b, u2c, 0.5 ); addTriangle( 0, 1, 3 ); addTriangle( 3, 2, 0 ); } else { vm.lerpVectors( va, vc, 0.5 ); if ( hasNormals ) nm.lerpVectors( na, nc, 0.5 ); if ( hasColors ) cm.lerpColors( ca, cc, 0.5 ); if ( hasUVs ) um.lerpVectors( ua, uc, 0.5 ); if ( hasUV2s ) u2m.lerpVectors( u2a, u2c, 0.5 ); addTriangle( 0, 1, 3 ); addTriangle( 3, 1, 2 ); } } else { addTriangle( 0, 1, 2 ); } } } const geometry2 = new THREE.BufferGeometry(); geometry2.setAttribute( 'position', new THREE.Float32BufferAttribute( positions2, 3 ) ); if ( hasNormals ) { geometry2.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals2, 3 ) ); } if ( hasColors ) { geometry2.setAttribute( 'color', new THREE.Float32BufferAttribute( colors2, 3 ) ); } if ( hasUVs ) { geometry2.setAttribute( 'uv', new THREE.Float32BufferAttribute( uvs2, 2 ) ); } if ( hasUV2s ) { geometry2.setAttribute( 'uv2', new THREE.Float32BufferAttribute( uv2s2, 2 ) ); } return geometry2; } } THREE.TessellateModifier = TessellateModifier; } )();