Initial commit
This commit is contained in:
834
HTML/ThreeJS/node_modules/three/examples/js/utils/BufferGeometryUtils.js
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834
HTML/ThreeJS/node_modules/three/examples/js/utils/BufferGeometryUtils.js
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( function () {
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function computeTangents( geometry ) {
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geometry.computeTangents();
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console.warn( 'THREE.BufferGeometryUtils: .computeTangents() has been removed. Use THREE.BufferGeometry.computeTangents() instead.' );
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}
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/**
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* @param {Array<BufferGeometry>} geometries
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* @param {Boolean} useGroups
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* @return {BufferGeometry}
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*/
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function mergeBufferGeometries( geometries, useGroups = false ) {
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const isIndexed = geometries[ 0 ].index !== null;
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const attributesUsed = new Set( Object.keys( geometries[ 0 ].attributes ) );
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const morphAttributesUsed = new Set( Object.keys( geometries[ 0 ].morphAttributes ) );
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const attributes = {};
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const morphAttributes = {};
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const morphTargetsRelative = geometries[ 0 ].morphTargetsRelative;
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const mergedGeometry = new THREE.BufferGeometry();
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let offset = 0;
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for ( let i = 0; i < geometries.length; ++ i ) {
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const geometry = geometries[ i ];
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let attributesCount = 0; // ensure that all geometries are indexed, or none
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if ( isIndexed !== ( geometry.index !== null ) ) {
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console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure index attribute exists among all geometries, or in none of them.' );
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return null;
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} // gather attributes, exit early if they're different
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for ( const name in geometry.attributes ) {
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if ( ! attributesUsed.has( name ) ) {
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console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure "' + name + '" attribute exists among all geometries, or in none of them.' );
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return null;
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}
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if ( attributes[ name ] === undefined ) attributes[ name ] = [];
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attributes[ name ].push( geometry.attributes[ name ] );
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attributesCount ++;
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} // ensure geometries have the same number of attributes
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if ( attributesCount !== attributesUsed.size ) {
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console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. Make sure all geometries have the same number of attributes.' );
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return null;
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} // gather morph attributes, exit early if they're different
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if ( morphTargetsRelative !== geometry.morphTargetsRelative ) {
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console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. .morphTargetsRelative must be consistent throughout all geometries.' );
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return null;
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}
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for ( const name in geometry.morphAttributes ) {
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if ( ! morphAttributesUsed.has( name ) ) {
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console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. .morphAttributes must be consistent throughout all geometries.' );
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return null;
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}
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if ( morphAttributes[ name ] === undefined ) morphAttributes[ name ] = [];
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morphAttributes[ name ].push( geometry.morphAttributes[ name ] );
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} // gather .userData
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mergedGeometry.userData.mergedUserData = mergedGeometry.userData.mergedUserData || [];
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mergedGeometry.userData.mergedUserData.push( geometry.userData );
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if ( useGroups ) {
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let count;
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if ( isIndexed ) {
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count = geometry.index.count;
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} else if ( geometry.attributes.position !== undefined ) {
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count = geometry.attributes.position.count;
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} else {
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console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed with geometry at index ' + i + '. The geometry must have either an index or a position attribute' );
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return null;
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}
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mergedGeometry.addGroup( offset, count, i );
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offset += count;
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}
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} // merge indices
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if ( isIndexed ) {
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let indexOffset = 0;
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const mergedIndex = [];
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for ( let i = 0; i < geometries.length; ++ i ) {
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const index = geometries[ i ].index;
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for ( let j = 0; j < index.count; ++ j ) {
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mergedIndex.push( index.getX( j ) + indexOffset );
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}
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indexOffset += geometries[ i ].attributes.position.count;
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}
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mergedGeometry.setIndex( mergedIndex );
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} // merge attributes
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for ( const name in attributes ) {
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const mergedAttribute = mergeBufferAttributes( attributes[ name ] );
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if ( ! mergedAttribute ) {
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console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed while trying to merge the ' + name + ' attribute.' );
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return null;
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}
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mergedGeometry.setAttribute( name, mergedAttribute );
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} // merge morph attributes
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for ( const name in morphAttributes ) {
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const numMorphTargets = morphAttributes[ name ][ 0 ].length;
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if ( numMorphTargets === 0 ) break;
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mergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {};
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mergedGeometry.morphAttributes[ name ] = [];
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for ( let i = 0; i < numMorphTargets; ++ i ) {
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const morphAttributesToMerge = [];
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for ( let j = 0; j < morphAttributes[ name ].length; ++ j ) {
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morphAttributesToMerge.push( morphAttributes[ name ][ j ][ i ] );
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}
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const mergedMorphAttribute = mergeBufferAttributes( morphAttributesToMerge );
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if ( ! mergedMorphAttribute ) {
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console.error( 'THREE.BufferGeometryUtils: .mergeBufferGeometries() failed while trying to merge the ' + name + ' morphAttribute.' );
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return null;
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}
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mergedGeometry.morphAttributes[ name ].push( mergedMorphAttribute );
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}
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}
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return mergedGeometry;
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}
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/**
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* @param {Array<BufferAttribute>} attributes
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* @return {BufferAttribute}
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*/
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function mergeBufferAttributes( attributes ) {
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let TypedArray;
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let itemSize;
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let normalized;
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let arrayLength = 0;
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for ( let i = 0; i < attributes.length; ++ i ) {
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const attribute = attributes[ i ];
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if ( attribute.isInterleavedBufferAttribute ) {
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console.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. InterleavedBufferAttributes are not supported.' );
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return null;
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}
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if ( TypedArray === undefined ) TypedArray = attribute.array.constructor;
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if ( TypedArray !== attribute.array.constructor ) {
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console.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. THREE.BufferAttribute.array must be of consistent array types across matching attributes.' );
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return null;
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}
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if ( itemSize === undefined ) itemSize = attribute.itemSize;
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if ( itemSize !== attribute.itemSize ) {
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console.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. THREE.BufferAttribute.itemSize must be consistent across matching attributes.' );
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return null;
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}
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if ( normalized === undefined ) normalized = attribute.normalized;
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if ( normalized !== attribute.normalized ) {
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console.error( 'THREE.BufferGeometryUtils: .mergeBufferAttributes() failed. THREE.BufferAttribute.normalized must be consistent across matching attributes.' );
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return null;
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}
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arrayLength += attribute.array.length;
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}
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const array = new TypedArray( arrayLength );
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let offset = 0;
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for ( let i = 0; i < attributes.length; ++ i ) {
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array.set( attributes[ i ].array, offset );
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offset += attributes[ i ].array.length;
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}
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return new THREE.BufferAttribute( array, itemSize, normalized );
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}
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/**
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* @param {Array<BufferAttribute>} attributes
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* @return {Array<InterleavedBufferAttribute>}
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*/
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function interleaveAttributes( attributes ) {
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// Interleaves the provided attributes into an THREE.InterleavedBuffer and returns
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// a set of InterleavedBufferAttributes for each attribute
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let TypedArray;
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let arrayLength = 0;
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let stride = 0; // calculate the the length and type of the interleavedBuffer
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for ( let i = 0, l = attributes.length; i < l; ++ i ) {
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const attribute = attributes[ i ];
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if ( TypedArray === undefined ) TypedArray = attribute.array.constructor;
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if ( TypedArray !== attribute.array.constructor ) {
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console.error( 'AttributeBuffers of different types cannot be interleaved' );
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return null;
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}
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arrayLength += attribute.array.length;
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stride += attribute.itemSize;
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} // Create the set of buffer attributes
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const interleavedBuffer = new THREE.InterleavedBuffer( new TypedArray( arrayLength ), stride );
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let offset = 0;
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const res = [];
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const getters = [ 'getX', 'getY', 'getZ', 'getW' ];
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const setters = [ 'setX', 'setY', 'setZ', 'setW' ];
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for ( let j = 0, l = attributes.length; j < l; j ++ ) {
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const attribute = attributes[ j ];
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const itemSize = attribute.itemSize;
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const count = attribute.count;
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const iba = new THREE.InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, attribute.normalized );
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res.push( iba );
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offset += itemSize; // Move the data for each attribute into the new interleavedBuffer
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// at the appropriate offset
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for ( let c = 0; c < count; c ++ ) {
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for ( let k = 0; k < itemSize; k ++ ) {
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iba[ setters[ k ] ]( c, attribute[ getters[ k ] ]( c ) );
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}
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}
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}
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return res;
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}
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/**
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* @param {Array<BufferGeometry>} geometry
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* @return {number}
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*/
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function estimateBytesUsed( geometry ) {
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// Return the estimated memory used by this geometry in bytes
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// Calculate using itemSize, count, and BYTES_PER_ELEMENT to account
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// for InterleavedBufferAttributes.
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let mem = 0;
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for ( const name in geometry.attributes ) {
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const attr = geometry.getAttribute( name );
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mem += attr.count * attr.itemSize * attr.array.BYTES_PER_ELEMENT;
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}
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const indices = geometry.getIndex();
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mem += indices ? indices.count * indices.itemSize * indices.array.BYTES_PER_ELEMENT : 0;
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return mem;
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}
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/**
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* @param {BufferGeometry} geometry
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* @param {number} tolerance
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* @return {BufferGeometry>}
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*/
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function mergeVertices( geometry, tolerance = 1e-4 ) {
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tolerance = Math.max( tolerance, Number.EPSILON ); // Generate an index buffer if the geometry doesn't have one, or optimize it
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// if it's already available.
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const hashToIndex = {};
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const indices = geometry.getIndex();
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const positions = geometry.getAttribute( 'position' );
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const vertexCount = indices ? indices.count : positions.count; // next value for triangle indices
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let nextIndex = 0; // attributes and new attribute arrays
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const attributeNames = Object.keys( geometry.attributes );
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const attrArrays = {};
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const morphAttrsArrays = {};
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const newIndices = [];
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const getters = [ 'getX', 'getY', 'getZ', 'getW' ]; // initialize the arrays
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for ( let i = 0, l = attributeNames.length; i < l; i ++ ) {
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const name = attributeNames[ i ];
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attrArrays[ name ] = [];
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const morphAttr = geometry.morphAttributes[ name ];
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if ( morphAttr ) {
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morphAttrsArrays[ name ] = new Array( morphAttr.length ).fill().map( () => [] );
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}
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} // convert the error tolerance to an amount of decimal places to truncate to
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const decimalShift = Math.log10( 1 / tolerance );
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const shiftMultiplier = Math.pow( 10, decimalShift );
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for ( let i = 0; i < vertexCount; i ++ ) {
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const index = indices ? indices.getX( i ) : i; // Generate a hash for the vertex attributes at the current index 'i'
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let hash = '';
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for ( let j = 0, l = attributeNames.length; j < l; j ++ ) {
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const name = attributeNames[ j ];
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const attribute = geometry.getAttribute( name );
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const itemSize = attribute.itemSize;
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for ( let k = 0; k < itemSize; k ++ ) {
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// double tilde truncates the decimal value
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hash += `${~ ~ ( attribute[ getters[ k ] ]( index ) * shiftMultiplier )},`;
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}
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} // Add another reference to the vertex if it's already
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// used by another index
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if ( hash in hashToIndex ) {
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newIndices.push( hashToIndex[ hash ] );
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} else {
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// copy data to the new index in the attribute arrays
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for ( let j = 0, l = attributeNames.length; j < l; j ++ ) {
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const name = attributeNames[ j ];
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const attribute = geometry.getAttribute( name );
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const morphAttr = geometry.morphAttributes[ name ];
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const itemSize = attribute.itemSize;
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const newarray = attrArrays[ name ];
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const newMorphArrays = morphAttrsArrays[ name ];
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for ( let k = 0; k < itemSize; k ++ ) {
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const getterFunc = getters[ k ];
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newarray.push( attribute[ getterFunc ]( index ) );
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if ( morphAttr ) {
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for ( let m = 0, ml = morphAttr.length; m < ml; m ++ ) {
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newMorphArrays[ m ].push( morphAttr[ m ][ getterFunc ]( index ) );
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}
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}
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}
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}
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hashToIndex[ hash ] = nextIndex;
|
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newIndices.push( nextIndex );
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nextIndex ++;
|
||||
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}
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} // Generate typed arrays from new attribute arrays and update
|
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// the attributeBuffers
|
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const result = geometry.clone();
|
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for ( let i = 0, l = attributeNames.length; i < l; i ++ ) {
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const name = attributeNames[ i ];
|
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const oldAttribute = geometry.getAttribute( name );
|
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const buffer = new oldAttribute.array.constructor( attrArrays[ name ] );
|
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const attribute = new THREE.BufferAttribute( buffer, oldAttribute.itemSize, oldAttribute.normalized );
|
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result.setAttribute( name, attribute ); // Update the attribute arrays
|
||||
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if ( name in morphAttrsArrays ) {
|
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for ( let j = 0; j < morphAttrsArrays[ name ].length; j ++ ) {
|
||||
|
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const oldMorphAttribute = geometry.morphAttributes[ name ][ j ];
|
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const buffer = new oldMorphAttribute.array.constructor( morphAttrsArrays[ name ][ j ] );
|
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const morphAttribute = new THREE.BufferAttribute( buffer, oldMorphAttribute.itemSize, oldMorphAttribute.normalized );
|
||||
result.morphAttributes[ name ][ j ] = morphAttribute;
|
||||
|
||||
}
|
||||
|
||||
}
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||||
|
||||
} // indices
|
||||
|
||||
|
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result.setIndex( newIndices );
|
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return result;
|
||||
|
||||
}
|
||||
/**
|
||||
* @param {BufferGeometry} geometry
|
||||
* @param {number} drawMode
|
||||
* @return {BufferGeometry>}
|
||||
*/
|
||||
|
||||
|
||||
function toTrianglesDrawMode( geometry, drawMode ) {
|
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|
||||
if ( drawMode === THREE.TrianglesDrawMode ) {
|
||||
|
||||
console.warn( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles.' );
|
||||
return geometry;
|
||||
|
||||
}
|
||||
|
||||
if ( drawMode === THREE.TriangleFanDrawMode || drawMode === THREE.TriangleStripDrawMode ) {
|
||||
|
||||
let index = geometry.getIndex(); // generate index if not present
|
||||
|
||||
if ( index === null ) {
|
||||
|
||||
const indices = [];
|
||||
const position = geometry.getAttribute( 'position' );
|
||||
|
||||
if ( position !== undefined ) {
|
||||
|
||||
for ( let i = 0; i < position.count; i ++ ) {
|
||||
|
||||
indices.push( i );
|
||||
|
||||
}
|
||||
|
||||
geometry.setIndex( indices );
|
||||
index = geometry.getIndex();
|
||||
|
||||
} else {
|
||||
|
||||
console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );
|
||||
return geometry;
|
||||
|
||||
}
|
||||
|
||||
} //
|
||||
|
||||
|
||||
const numberOfTriangles = index.count - 2;
|
||||
const newIndices = [];
|
||||
|
||||
if ( drawMode === THREE.TriangleFanDrawMode ) {
|
||||
|
||||
// gl.TRIANGLE_FAN
|
||||
for ( let i = 1; i <= numberOfTriangles; i ++ ) {
|
||||
|
||||
newIndices.push( index.getX( 0 ) );
|
||||
newIndices.push( index.getX( i ) );
|
||||
newIndices.push( index.getX( i + 1 ) );
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
// gl.TRIANGLE_STRIP
|
||||
for ( let i = 0; i < numberOfTriangles; i ++ ) {
|
||||
|
||||
if ( i % 2 === 0 ) {
|
||||
|
||||
newIndices.push( index.getX( i ) );
|
||||
newIndices.push( index.getX( i + 1 ) );
|
||||
newIndices.push( index.getX( i + 2 ) );
|
||||
|
||||
} else {
|
||||
|
||||
newIndices.push( index.getX( i + 2 ) );
|
||||
newIndices.push( index.getX( i + 1 ) );
|
||||
newIndices.push( index.getX( i ) );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( newIndices.length / 3 !== numberOfTriangles ) {
|
||||
|
||||
console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );
|
||||
|
||||
} // build final geometry
|
||||
|
||||
|
||||
const newGeometry = geometry.clone();
|
||||
newGeometry.setIndex( newIndices );
|
||||
newGeometry.clearGroups();
|
||||
return newGeometry;
|
||||
|
||||
} else {
|
||||
|
||||
console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:', drawMode );
|
||||
return geometry;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
/**
|
||||
* Calculates the morphed attributes of a morphed/skinned THREE.BufferGeometry.
|
||||
* Helpful for Raytracing or Decals.
|
||||
* @param {Mesh | Line | Points} object An instance of Mesh, Line or Points.
|
||||
* @return {Object} An Object with original position/normal attributes and morphed ones.
|
||||
*/
|
||||
|
||||
|
||||
function computeMorphedAttributes( object ) {
|
||||
|
||||
if ( object.geometry.isBufferGeometry !== true ) {
|
||||
|
||||
console.error( 'THREE.BufferGeometryUtils: Geometry is not of type THREE.BufferGeometry.' );
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
const _vA = new THREE.Vector3();
|
||||
|
||||
const _vB = new THREE.Vector3();
|
||||
|
||||
const _vC = new THREE.Vector3();
|
||||
|
||||
const _tempA = new THREE.Vector3();
|
||||
|
||||
const _tempB = new THREE.Vector3();
|
||||
|
||||
const _tempC = new THREE.Vector3();
|
||||
|
||||
const _morphA = new THREE.Vector3();
|
||||
|
||||
const _morphB = new THREE.Vector3();
|
||||
|
||||
const _morphC = new THREE.Vector3();
|
||||
|
||||
function _calculateMorphedAttributeData( object, material, attribute, morphAttribute, morphTargetsRelative, a, b, c, modifiedAttributeArray ) {
|
||||
|
||||
_vA.fromBufferAttribute( attribute, a );
|
||||
|
||||
_vB.fromBufferAttribute( attribute, b );
|
||||
|
||||
_vC.fromBufferAttribute( attribute, c );
|
||||
|
||||
const morphInfluences = object.morphTargetInfluences;
|
||||
|
||||
if ( material.morphTargets && morphAttribute && morphInfluences ) {
|
||||
|
||||
_morphA.set( 0, 0, 0 );
|
||||
|
||||
_morphB.set( 0, 0, 0 );
|
||||
|
||||
_morphC.set( 0, 0, 0 );
|
||||
|
||||
for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
|
||||
|
||||
const influence = morphInfluences[ i ];
|
||||
const morph = morphAttribute[ i ];
|
||||
if ( influence === 0 ) continue;
|
||||
|
||||
_tempA.fromBufferAttribute( morph, a );
|
||||
|
||||
_tempB.fromBufferAttribute( morph, b );
|
||||
|
||||
_tempC.fromBufferAttribute( morph, c );
|
||||
|
||||
if ( morphTargetsRelative ) {
|
||||
|
||||
_morphA.addScaledVector( _tempA, influence );
|
||||
|
||||
_morphB.addScaledVector( _tempB, influence );
|
||||
|
||||
_morphC.addScaledVector( _tempC, influence );
|
||||
|
||||
} else {
|
||||
|
||||
_morphA.addScaledVector( _tempA.sub( _vA ), influence );
|
||||
|
||||
_morphB.addScaledVector( _tempB.sub( _vB ), influence );
|
||||
|
||||
_morphC.addScaledVector( _tempC.sub( _vC ), influence );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
_vA.add( _morphA );
|
||||
|
||||
_vB.add( _morphB );
|
||||
|
||||
_vC.add( _morphC );
|
||||
|
||||
}
|
||||
|
||||
if ( object.isSkinnedMesh ) {
|
||||
|
||||
object.boneTransform( a, _vA );
|
||||
object.boneTransform( b, _vB );
|
||||
object.boneTransform( c, _vC );
|
||||
|
||||
}
|
||||
|
||||
modifiedAttributeArray[ a * 3 + 0 ] = _vA.x;
|
||||
modifiedAttributeArray[ a * 3 + 1 ] = _vA.y;
|
||||
modifiedAttributeArray[ a * 3 + 2 ] = _vA.z;
|
||||
modifiedAttributeArray[ b * 3 + 0 ] = _vB.x;
|
||||
modifiedAttributeArray[ b * 3 + 1 ] = _vB.y;
|
||||
modifiedAttributeArray[ b * 3 + 2 ] = _vB.z;
|
||||
modifiedAttributeArray[ c * 3 + 0 ] = _vC.x;
|
||||
modifiedAttributeArray[ c * 3 + 1 ] = _vC.y;
|
||||
modifiedAttributeArray[ c * 3 + 2 ] = _vC.z;
|
||||
|
||||
}
|
||||
|
||||
const geometry = object.geometry;
|
||||
const material = object.material;
|
||||
let a, b, c;
|
||||
const index = geometry.index;
|
||||
const positionAttribute = geometry.attributes.position;
|
||||
const morphPosition = geometry.morphAttributes.position;
|
||||
const morphTargetsRelative = geometry.morphTargetsRelative;
|
||||
const normalAttribute = geometry.attributes.normal;
|
||||
const morphNormal = geometry.morphAttributes.position;
|
||||
const groups = geometry.groups;
|
||||
const drawRange = geometry.drawRange;
|
||||
let i, j, il, jl;
|
||||
let group, groupMaterial;
|
||||
let start, end;
|
||||
const modifiedPosition = new Float32Array( positionAttribute.count * positionAttribute.itemSize );
|
||||
const modifiedNormal = new Float32Array( normalAttribute.count * normalAttribute.itemSize );
|
||||
|
||||
if ( index !== null ) {
|
||||
|
||||
// indexed buffer geometry
|
||||
if ( Array.isArray( material ) ) {
|
||||
|
||||
for ( i = 0, il = groups.length; i < il; i ++ ) {
|
||||
|
||||
group = groups[ i ];
|
||||
groupMaterial = material[ group.materialIndex ];
|
||||
start = Math.max( group.start, drawRange.start );
|
||||
end = Math.min( group.start + group.count, drawRange.start + drawRange.count );
|
||||
|
||||
for ( j = start, jl = end; j < jl; j += 3 ) {
|
||||
|
||||
a = index.getX( j );
|
||||
b = index.getX( j + 1 );
|
||||
c = index.getX( j + 2 );
|
||||
|
||||
_calculateMorphedAttributeData( object, groupMaterial, positionAttribute, morphPosition, morphTargetsRelative, a, b, c, modifiedPosition );
|
||||
|
||||
_calculateMorphedAttributeData( object, groupMaterial, normalAttribute, morphNormal, morphTargetsRelative, a, b, c, modifiedNormal );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
start = Math.max( 0, drawRange.start );
|
||||
end = Math.min( index.count, drawRange.start + drawRange.count );
|
||||
|
||||
for ( i = start, il = end; i < il; i += 3 ) {
|
||||
|
||||
a = index.getX( i );
|
||||
b = index.getX( i + 1 );
|
||||
c = index.getX( i + 2 );
|
||||
|
||||
_calculateMorphedAttributeData( object, material, positionAttribute, morphPosition, morphTargetsRelative, a, b, c, modifiedPosition );
|
||||
|
||||
_calculateMorphedAttributeData( object, material, normalAttribute, morphNormal, morphTargetsRelative, a, b, c, modifiedNormal );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
// non-indexed buffer geometry
|
||||
if ( Array.isArray( material ) ) {
|
||||
|
||||
for ( i = 0, il = groups.length; i < il; i ++ ) {
|
||||
|
||||
group = groups[ i ];
|
||||
groupMaterial = material[ group.materialIndex ];
|
||||
start = Math.max( group.start, drawRange.start );
|
||||
end = Math.min( group.start + group.count, drawRange.start + drawRange.count );
|
||||
|
||||
for ( j = start, jl = end; j < jl; j += 3 ) {
|
||||
|
||||
a = j;
|
||||
b = j + 1;
|
||||
c = j + 2;
|
||||
|
||||
_calculateMorphedAttributeData( object, groupMaterial, positionAttribute, morphPosition, morphTargetsRelative, a, b, c, modifiedPosition );
|
||||
|
||||
_calculateMorphedAttributeData( object, groupMaterial, normalAttribute, morphNormal, morphTargetsRelative, a, b, c, modifiedNormal );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
start = Math.max( 0, drawRange.start );
|
||||
end = Math.min( positionAttribute.count, drawRange.start + drawRange.count );
|
||||
|
||||
for ( i = start, il = end; i < il; i += 3 ) {
|
||||
|
||||
a = i;
|
||||
b = i + 1;
|
||||
c = i + 2;
|
||||
|
||||
_calculateMorphedAttributeData( object, material, positionAttribute, morphPosition, morphTargetsRelative, a, b, c, modifiedPosition );
|
||||
|
||||
_calculateMorphedAttributeData( object, material, normalAttribute, morphNormal, morphTargetsRelative, a, b, c, modifiedNormal );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
const morphedPositionAttribute = new THREE.Float32BufferAttribute( modifiedPosition, 3 );
|
||||
const morphedNormalAttribute = new THREE.Float32BufferAttribute( modifiedNormal, 3 );
|
||||
return {
|
||||
positionAttribute: positionAttribute,
|
||||
normalAttribute: normalAttribute,
|
||||
morphedPositionAttribute: morphedPositionAttribute,
|
||||
morphedNormalAttribute: morphedNormalAttribute
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
THREE.BufferGeometryUtils = {};
|
||||
THREE.BufferGeometryUtils.computeMorphedAttributes = computeMorphedAttributes;
|
||||
THREE.BufferGeometryUtils.computeTangents = computeTangents;
|
||||
THREE.BufferGeometryUtils.estimateBytesUsed = estimateBytesUsed;
|
||||
THREE.BufferGeometryUtils.interleaveAttributes = interleaveAttributes;
|
||||
THREE.BufferGeometryUtils.mergeBufferAttributes = mergeBufferAttributes;
|
||||
THREE.BufferGeometryUtils.mergeBufferGeometries = mergeBufferGeometries;
|
||||
THREE.BufferGeometryUtils.mergeVertices = mergeVertices;
|
||||
THREE.BufferGeometryUtils.toTrianglesDrawMode = toTrianglesDrawMode;
|
||||
|
||||
} )();
|
||||
86
HTML/ThreeJS/node_modules/three/examples/js/utils/CameraUtils.js
generated
vendored
Normal file
86
HTML/ThreeJS/node_modules/three/examples/js/utils/CameraUtils.js
generated
vendored
Normal file
@@ -0,0 +1,86 @@
|
||||
( function () {
|
||||
|
||||
const _va = /*@__PURE__*/new THREE.Vector3(),
|
||||
// from pe to pa
|
||||
_vb = /*@__PURE__*/new THREE.Vector3(),
|
||||
// from pe to pb
|
||||
_vc = /*@__PURE__*/new THREE.Vector3(),
|
||||
// from pe to pc
|
||||
_vr = /*@__PURE__*/new THREE.Vector3(),
|
||||
// right axis of screen
|
||||
_vu = /*@__PURE__*/new THREE.Vector3(),
|
||||
// up axis of screen
|
||||
_vn = /*@__PURE__*/new THREE.Vector3(),
|
||||
// normal vector of screen
|
||||
_vec = /*@__PURE__*/new THREE.Vector3(),
|
||||
// temporary vector
|
||||
_quat = /*@__PURE__*/new THREE.Quaternion(); // temporary quaternion
|
||||
|
||||
/** Set a PerspectiveCamera's projectionMatrix and quaternion
|
||||
* to exactly frame the corners of an arbitrary rectangle.
|
||||
* NOTE: This function ignores the standard parameters;
|
||||
* do not call updateProjectionMatrix() after this!
|
||||
* @param {Vector3} bottomLeftCorner
|
||||
* @param {Vector3} bottomRightCorner
|
||||
* @param {Vector3} topLeftCorner
|
||||
* @param {boolean} estimateViewFrustum */
|
||||
|
||||
|
||||
function frameCorners( camera, bottomLeftCorner, bottomRightCorner, topLeftCorner, estimateViewFrustum = false ) {
|
||||
|
||||
const pa = bottomLeftCorner,
|
||||
pb = bottomRightCorner,
|
||||
pc = topLeftCorner;
|
||||
const pe = camera.position; // eye position
|
||||
|
||||
const n = camera.near; // distance of near clipping plane
|
||||
|
||||
const f = camera.far; //distance of far clipping plane
|
||||
|
||||
_vr.copy( pb ).sub( pa ).normalize();
|
||||
|
||||
_vu.copy( pc ).sub( pa ).normalize();
|
||||
|
||||
_vn.crossVectors( _vr, _vu ).normalize();
|
||||
|
||||
_va.copy( pa ).sub( pe ); // from pe to pa
|
||||
|
||||
|
||||
_vb.copy( pb ).sub( pe ); // from pe to pb
|
||||
|
||||
|
||||
_vc.copy( pc ).sub( pe ); // from pe to pc
|
||||
|
||||
|
||||
const d = - _va.dot( _vn ); // distance from eye to screen
|
||||
|
||||
const l = _vr.dot( _va ) * n / d; // distance to left screen edge
|
||||
|
||||
const r = _vr.dot( _vb ) * n / d; // distance to right screen edge
|
||||
|
||||
const b = _vu.dot( _va ) * n / d; // distance to bottom screen edge
|
||||
|
||||
const t = _vu.dot( _vc ) * n / d; // distance to top screen edge
|
||||
// Set the camera rotation to match the focal plane to the corners' plane
|
||||
|
||||
_quat.setFromUnitVectors( _vec.set( 0, 1, 0 ), _vu );
|
||||
|
||||
camera.quaternion.setFromUnitVectors( _vec.set( 0, 0, 1 ).applyQuaternion( _quat ), _vn ).multiply( _quat ); // Set the off-axis projection matrix to match the corners
|
||||
|
||||
camera.projectionMatrix.set( 2.0 * n / ( r - l ), 0.0, ( r + l ) / ( r - l ), 0.0, 0.0, 2.0 * n / ( t - b ), ( t + b ) / ( t - b ), 0.0, 0.0, 0.0, ( f + n ) / ( n - f ), 2.0 * f * n / ( n - f ), 0.0, 0.0, - 1.0, 0.0 );
|
||||
camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); // FoV estimation to fix frustum culling
|
||||
|
||||
if ( estimateViewFrustum ) {
|
||||
|
||||
// Set fieldOfView to a conservative estimate
|
||||
// to make frustum tall/wide enough to encompass it
|
||||
camera.fov = THREE.MathUtils.RAD2DEG / Math.min( 1.0, camera.aspect ) * Math.atan( ( _vec.copy( pb ).sub( pa ).length() + _vec.copy( pc ).sub( pa ).length() ) / _va.length() );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
THREE.CameraUtils = {};
|
||||
THREE.CameraUtils.frameCorners = frameCorners;
|
||||
|
||||
} )();
|
||||
134
HTML/ThreeJS/node_modules/three/examples/js/utils/GPUStatsPanel.js
generated
vendored
Normal file
134
HTML/ThreeJS/node_modules/three/examples/js/utils/GPUStatsPanel.js
generated
vendored
Normal file
@@ -0,0 +1,134 @@
|
||||
( function () {
|
||||
|
||||
// https://www.khronos.org/registry/webgl/extensions/EXT_disjoint_timer_query_webgl2/
|
||||
|
||||
class GPUStatsPanel extends Stats.Panel {
|
||||
|
||||
constructor( context, name = 'GPU MS' ) {
|
||||
|
||||
super( name, '#f90', '#210' );
|
||||
let isWebGL2 = true;
|
||||
let extension = context.getExtension( 'EXT_disjoint_timer_query_webgl2' );
|
||||
|
||||
if ( extension === null ) {
|
||||
|
||||
isWebGL2 = false;
|
||||
extension = context.getExtension( 'EXT_disjoint_timer_query' );
|
||||
|
||||
if ( extension === null ) {
|
||||
|
||||
console.warn( 'GPUStatsPanel: disjoint_time_query extension not available.' );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this.context = context;
|
||||
this.extension = extension;
|
||||
this.maxTime = 30;
|
||||
this.activeQueries = 0;
|
||||
|
||||
this.startQuery = function () {
|
||||
|
||||
const gl = this.context;
|
||||
const ext = this.extension;
|
||||
|
||||
if ( ext === null ) {
|
||||
|
||||
return;
|
||||
|
||||
} // create the query object
|
||||
|
||||
|
||||
let query;
|
||||
|
||||
if ( isWebGL2 ) {
|
||||
|
||||
query = gl.createQuery();
|
||||
gl.beginQuery( ext.TIME_ELAPSED_EXT, query );
|
||||
|
||||
} else {
|
||||
|
||||
query = ext.createQueryEXT();
|
||||
ext.beginQueryEXT( ext.TIME_ELAPSED_EXT, query );
|
||||
|
||||
}
|
||||
|
||||
this.activeQueries ++;
|
||||
|
||||
const checkQuery = () => {
|
||||
|
||||
// check if the query is available and valid
|
||||
let available, disjoint, ns;
|
||||
|
||||
if ( isWebGL2 ) {
|
||||
|
||||
available = gl.getQueryParameter( query, gl.QUERY_RESULT_AVAILABLE );
|
||||
disjoint = gl.getParameter( ext.GPU_DISJOINT_EXT );
|
||||
ns = gl.getQueryParameter( query, gl.QUERY_RESULT );
|
||||
|
||||
} else {
|
||||
|
||||
available = ext.getQueryObjectEXT( query, ext.QUERY_RESULT_AVAILABLE_EXT );
|
||||
disjoint = gl.getParameter( ext.GPU_DISJOINT_EXT );
|
||||
ns = ext.getQueryObjectEXT( query, ext.QUERY_RESULT_EXT );
|
||||
|
||||
}
|
||||
|
||||
const ms = ns * 1e-6;
|
||||
|
||||
if ( available ) {
|
||||
|
||||
// update the display if it is valid
|
||||
if ( ! disjoint ) {
|
||||
|
||||
this.update( ms, this.maxTime );
|
||||
|
||||
}
|
||||
|
||||
this.activeQueries --;
|
||||
|
||||
} else {
|
||||
|
||||
// otherwise try again the next frame
|
||||
requestAnimationFrame( checkQuery );
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
requestAnimationFrame( checkQuery );
|
||||
|
||||
};
|
||||
|
||||
this.endQuery = function () {
|
||||
|
||||
// finish the query measurement
|
||||
const ext = this.extension;
|
||||
const gl = this.context;
|
||||
|
||||
if ( ext === null ) {
|
||||
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
if ( isWebGL2 ) {
|
||||
|
||||
gl.endQuery( ext.TIME_ELAPSED_EXT );
|
||||
|
||||
} else {
|
||||
|
||||
ext.endQueryEXT( ext.TIME_ELAPSED_EXT );
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
THREE.GPUStatsPanel = GPUStatsPanel;
|
||||
|
||||
} )();
|
||||
574
HTML/ThreeJS/node_modules/three/examples/js/utils/GeometryCompressionUtils.js
generated
vendored
Normal file
574
HTML/ThreeJS/node_modules/three/examples/js/utils/GeometryCompressionUtils.js
generated
vendored
Normal file
@@ -0,0 +1,574 @@
|
||||
( function () {
|
||||
|
||||
/**
|
||||
* Octahedron and Quantization encodings based on work by:
|
||||
*
|
||||
* @link https://github.com/tsherif/mesh-quantization-example
|
||||
*
|
||||
*/
|
||||
/**
|
||||
* Make the input mesh.geometry's normal attribute encoded and compressed by 3 different methods.
|
||||
* Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the normal data.
|
||||
*
|
||||
* @param {THREE.Mesh} mesh
|
||||
* @param {String} encodeMethod "DEFAULT" || "OCT1Byte" || "OCT2Byte" || "ANGLES"
|
||||
*
|
||||
*/
|
||||
|
||||
function compressNormals( mesh, encodeMethod ) {
|
||||
|
||||
if ( ! mesh.geometry ) {
|
||||
|
||||
console.error( 'Mesh must contain geometry. ' );
|
||||
|
||||
}
|
||||
|
||||
const normal = mesh.geometry.attributes.normal;
|
||||
|
||||
if ( ! normal ) {
|
||||
|
||||
console.error( 'Geometry must contain normal attribute. ' );
|
||||
|
||||
}
|
||||
|
||||
if ( normal.isPacked ) return;
|
||||
|
||||
if ( normal.itemSize != 3 ) {
|
||||
|
||||
console.error( 'normal.itemSize is not 3, which cannot be encoded. ' );
|
||||
|
||||
}
|
||||
|
||||
const array = normal.array;
|
||||
const count = normal.count;
|
||||
let result;
|
||||
|
||||
if ( encodeMethod == 'DEFAULT' ) {
|
||||
|
||||
// TODO: Add 1 byte to the result, making the encoded length to be 4 bytes.
|
||||
result = new Uint8Array( count * 3 );
|
||||
|
||||
for ( let idx = 0; idx < array.length; idx += 3 ) {
|
||||
|
||||
const encoded = defaultEncode( array[ idx ], array[ idx + 1 ], array[ idx + 2 ], 1 );
|
||||
result[ idx + 0 ] = encoded[ 0 ];
|
||||
result[ idx + 1 ] = encoded[ 1 ];
|
||||
result[ idx + 2 ] = encoded[ 2 ];
|
||||
|
||||
}
|
||||
|
||||
mesh.geometry.setAttribute( 'normal', new THREE.BufferAttribute( result, 3, true ) );
|
||||
mesh.geometry.attributes.normal.bytes = result.length * 1;
|
||||
|
||||
} else if ( encodeMethod == 'OCT1Byte' ) {
|
||||
|
||||
/**
|
||||
* It is not recommended to use 1-byte octahedron normals encoding unless you want to extremely reduce the memory usage
|
||||
* As it makes vertex data not aligned to a 4 byte boundary which may harm some WebGL implementations and sometimes the normal distortion is visible
|
||||
* Please refer to @zeux 's comments in https://github.com/mrdoob/three.js/pull/18208
|
||||
*/
|
||||
result = new Int8Array( count * 2 );
|
||||
|
||||
for ( let idx = 0; idx < array.length; idx += 3 ) {
|
||||
|
||||
const encoded = octEncodeBest( array[ idx ], array[ idx + 1 ], array[ idx + 2 ], 1 );
|
||||
result[ idx / 3 * 2 + 0 ] = encoded[ 0 ];
|
||||
result[ idx / 3 * 2 + 1 ] = encoded[ 1 ];
|
||||
|
||||
}
|
||||
|
||||
mesh.geometry.setAttribute( 'normal', new THREE.BufferAttribute( result, 2, true ) );
|
||||
mesh.geometry.attributes.normal.bytes = result.length * 1;
|
||||
|
||||
} else if ( encodeMethod == 'OCT2Byte' ) {
|
||||
|
||||
result = new Int16Array( count * 2 );
|
||||
|
||||
for ( let idx = 0; idx < array.length; idx += 3 ) {
|
||||
|
||||
const encoded = octEncodeBest( array[ idx ], array[ idx + 1 ], array[ idx + 2 ], 2 );
|
||||
result[ idx / 3 * 2 + 0 ] = encoded[ 0 ];
|
||||
result[ idx / 3 * 2 + 1 ] = encoded[ 1 ];
|
||||
|
||||
}
|
||||
|
||||
mesh.geometry.setAttribute( 'normal', new THREE.BufferAttribute( result, 2, true ) );
|
||||
mesh.geometry.attributes.normal.bytes = result.length * 2;
|
||||
|
||||
} else if ( encodeMethod == 'ANGLES' ) {
|
||||
|
||||
result = new Uint16Array( count * 2 );
|
||||
|
||||
for ( let idx = 0; idx < array.length; idx += 3 ) {
|
||||
|
||||
const encoded = anglesEncode( array[ idx ], array[ idx + 1 ], array[ idx + 2 ] );
|
||||
result[ idx / 3 * 2 + 0 ] = encoded[ 0 ];
|
||||
result[ idx / 3 * 2 + 1 ] = encoded[ 1 ];
|
||||
|
||||
}
|
||||
|
||||
mesh.geometry.setAttribute( 'normal', new THREE.BufferAttribute( result, 2, true ) );
|
||||
mesh.geometry.attributes.normal.bytes = result.length * 2;
|
||||
|
||||
} else {
|
||||
|
||||
console.error( 'Unrecognized encoding method, should be `DEFAULT` or `ANGLES` or `OCT`. ' );
|
||||
|
||||
}
|
||||
|
||||
mesh.geometry.attributes.normal.needsUpdate = true;
|
||||
mesh.geometry.attributes.normal.isPacked = true;
|
||||
mesh.geometry.attributes.normal.packingMethod = encodeMethod; // modify material
|
||||
|
||||
if ( ! ( mesh.material instanceof THREE.PackedPhongMaterial ) ) {
|
||||
|
||||
mesh.material = new THREE.PackedPhongMaterial().copy( mesh.material );
|
||||
|
||||
}
|
||||
|
||||
if ( encodeMethod == 'ANGLES' ) {
|
||||
|
||||
mesh.material.defines.USE_PACKED_NORMAL = 0;
|
||||
|
||||
}
|
||||
|
||||
if ( encodeMethod == 'OCT1Byte' ) {
|
||||
|
||||
mesh.material.defines.USE_PACKED_NORMAL = 1;
|
||||
|
||||
}
|
||||
|
||||
if ( encodeMethod == 'OCT2Byte' ) {
|
||||
|
||||
mesh.material.defines.USE_PACKED_NORMAL = 1;
|
||||
|
||||
}
|
||||
|
||||
if ( encodeMethod == 'DEFAULT' ) {
|
||||
|
||||
mesh.material.defines.USE_PACKED_NORMAL = 2;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
/**
|
||||
* Make the input mesh.geometry's position attribute encoded and compressed.
|
||||
* Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the position data.
|
||||
*
|
||||
* @param {THREE.Mesh} mesh
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
function compressPositions( mesh ) {
|
||||
|
||||
if ( ! mesh.geometry ) {
|
||||
|
||||
console.error( 'Mesh must contain geometry. ' );
|
||||
|
||||
}
|
||||
|
||||
const position = mesh.geometry.attributes.position;
|
||||
|
||||
if ( ! position ) {
|
||||
|
||||
console.error( 'Geometry must contain position attribute. ' );
|
||||
|
||||
}
|
||||
|
||||
if ( position.isPacked ) return;
|
||||
|
||||
if ( position.itemSize != 3 ) {
|
||||
|
||||
console.error( 'position.itemSize is not 3, which cannot be packed. ' );
|
||||
|
||||
}
|
||||
|
||||
const array = position.array;
|
||||
const encodingBytes = 2;
|
||||
const result = quantizedEncode( array, encodingBytes );
|
||||
const quantized = result.quantized;
|
||||
const decodeMat = result.decodeMat; // IMPORTANT: calculate original geometry bounding info first, before updating packed positions
|
||||
|
||||
if ( mesh.geometry.boundingBox == null ) mesh.geometry.computeBoundingBox();
|
||||
if ( mesh.geometry.boundingSphere == null ) mesh.geometry.computeBoundingSphere();
|
||||
mesh.geometry.setAttribute( 'position', new THREE.BufferAttribute( quantized, 3 ) );
|
||||
mesh.geometry.attributes.position.isPacked = true;
|
||||
mesh.geometry.attributes.position.needsUpdate = true;
|
||||
mesh.geometry.attributes.position.bytes = quantized.length * encodingBytes; // modify material
|
||||
|
||||
if ( ! ( mesh.material instanceof THREE.PackedPhongMaterial ) ) {
|
||||
|
||||
mesh.material = new THREE.PackedPhongMaterial().copy( mesh.material );
|
||||
|
||||
}
|
||||
|
||||
mesh.material.defines.USE_PACKED_POSITION = 0;
|
||||
mesh.material.uniforms.quantizeMatPos.value = decodeMat;
|
||||
mesh.material.uniforms.quantizeMatPos.needsUpdate = true;
|
||||
|
||||
}
|
||||
/**
|
||||
* Make the input mesh.geometry's uv attribute encoded and compressed.
|
||||
* Also will change the mesh.material to `PackedPhongMaterial` which let the vertex shader program decode the uv data.
|
||||
*
|
||||
* @param {THREE.Mesh} mesh
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
function compressUvs( mesh ) {
|
||||
|
||||
if ( ! mesh.geometry ) {
|
||||
|
||||
console.error( 'Mesh must contain geometry property. ' );
|
||||
|
||||
}
|
||||
|
||||
const uvs = mesh.geometry.attributes.uv;
|
||||
|
||||
if ( ! uvs ) {
|
||||
|
||||
console.error( 'Geometry must contain uv attribute. ' );
|
||||
|
||||
}
|
||||
|
||||
if ( uvs.isPacked ) return;
|
||||
const range = {
|
||||
min: Infinity,
|
||||
max: - Infinity
|
||||
};
|
||||
const array = uvs.array;
|
||||
|
||||
for ( let i = 0; i < array.length; i ++ ) {
|
||||
|
||||
range.min = Math.min( range.min, array[ i ] );
|
||||
range.max = Math.max( range.max, array[ i ] );
|
||||
|
||||
}
|
||||
|
||||
let result;
|
||||
|
||||
if ( range.min >= - 1.0 && range.max <= 1.0 ) {
|
||||
|
||||
// use default encoding method
|
||||
result = new Uint16Array( array.length );
|
||||
|
||||
for ( let i = 0; i < array.length; i += 2 ) {
|
||||
|
||||
const encoded = defaultEncode( array[ i ], array[ i + 1 ], 0, 2 );
|
||||
result[ i ] = encoded[ 0 ];
|
||||
result[ i + 1 ] = encoded[ 1 ];
|
||||
|
||||
}
|
||||
|
||||
mesh.geometry.setAttribute( 'uv', new THREE.BufferAttribute( result, 2, true ) );
|
||||
mesh.geometry.attributes.uv.isPacked = true;
|
||||
mesh.geometry.attributes.uv.needsUpdate = true;
|
||||
mesh.geometry.attributes.uv.bytes = result.length * 2;
|
||||
|
||||
if ( ! ( mesh.material instanceof THREE.PackedPhongMaterial ) ) {
|
||||
|
||||
mesh.material = new THREE.PackedPhongMaterial().copy( mesh.material );
|
||||
|
||||
}
|
||||
|
||||
mesh.material.defines.USE_PACKED_UV = 0;
|
||||
|
||||
} else {
|
||||
|
||||
// use quantized encoding method
|
||||
result = quantizedEncodeUV( array, 2 );
|
||||
mesh.geometry.setAttribute( 'uv', new THREE.BufferAttribute( result.quantized, 2 ) );
|
||||
mesh.geometry.attributes.uv.isPacked = true;
|
||||
mesh.geometry.attributes.uv.needsUpdate = true;
|
||||
mesh.geometry.attributes.uv.bytes = result.quantized.length * 2;
|
||||
|
||||
if ( ! ( mesh.material instanceof THREE.PackedPhongMaterial ) ) {
|
||||
|
||||
mesh.material = new THREE.PackedPhongMaterial().copy( mesh.material );
|
||||
|
||||
}
|
||||
|
||||
mesh.material.defines.USE_PACKED_UV = 1;
|
||||
mesh.material.uniforms.quantizeMatUV.value = result.decodeMat;
|
||||
mesh.material.uniforms.quantizeMatUV.needsUpdate = true;
|
||||
|
||||
}
|
||||
|
||||
} // Encoding functions
|
||||
|
||||
|
||||
function defaultEncode( x, y, z, bytes ) {
|
||||
|
||||
if ( bytes == 1 ) {
|
||||
|
||||
const tmpx = Math.round( ( x + 1 ) * 0.5 * 255 );
|
||||
const tmpy = Math.round( ( y + 1 ) * 0.5 * 255 );
|
||||
const tmpz = Math.round( ( z + 1 ) * 0.5 * 255 );
|
||||
return new Uint8Array( [ tmpx, tmpy, tmpz ] );
|
||||
|
||||
} else if ( bytes == 2 ) {
|
||||
|
||||
const tmpx = Math.round( ( x + 1 ) * 0.5 * 65535 );
|
||||
const tmpy = Math.round( ( y + 1 ) * 0.5 * 65535 );
|
||||
const tmpz = Math.round( ( z + 1 ) * 0.5 * 65535 );
|
||||
return new Uint16Array( [ tmpx, tmpy, tmpz ] );
|
||||
|
||||
} else {
|
||||
|
||||
console.error( 'number of bytes must be 1 or 2' );
|
||||
|
||||
}
|
||||
|
||||
} // for `Angles` encoding
|
||||
|
||||
|
||||
function anglesEncode( x, y, z ) {
|
||||
|
||||
const normal0 = parseInt( 0.5 * ( 1.0 + Math.atan2( y, x ) / Math.PI ) * 65535 );
|
||||
const normal1 = parseInt( 0.5 * ( 1.0 + z ) * 65535 );
|
||||
return new Uint16Array( [ normal0, normal1 ] );
|
||||
|
||||
} // for `Octahedron` encoding
|
||||
|
||||
|
||||
function octEncodeBest( x, y, z, bytes ) {
|
||||
|
||||
let oct, dec, best, currentCos, bestCos; // Test various combinations of ceil and floor
|
||||
// to minimize rounding errors
|
||||
|
||||
best = oct = octEncodeVec3( x, y, z, 'floor', 'floor' );
|
||||
dec = octDecodeVec2( oct );
|
||||
bestCos = dot( x, y, z, dec );
|
||||
oct = octEncodeVec3( x, y, z, 'ceil', 'floor' );
|
||||
dec = octDecodeVec2( oct );
|
||||
currentCos = dot( x, y, z, dec );
|
||||
|
||||
if ( currentCos > bestCos ) {
|
||||
|
||||
best = oct;
|
||||
bestCos = currentCos;
|
||||
|
||||
}
|
||||
|
||||
oct = octEncodeVec3( x, y, z, 'floor', 'ceil' );
|
||||
dec = octDecodeVec2( oct );
|
||||
currentCos = dot( x, y, z, dec );
|
||||
|
||||
if ( currentCos > bestCos ) {
|
||||
|
||||
best = oct;
|
||||
bestCos = currentCos;
|
||||
|
||||
}
|
||||
|
||||
oct = octEncodeVec3( x, y, z, 'ceil', 'ceil' );
|
||||
dec = octDecodeVec2( oct );
|
||||
currentCos = dot( x, y, z, dec );
|
||||
|
||||
if ( currentCos > bestCos ) {
|
||||
|
||||
best = oct;
|
||||
|
||||
}
|
||||
|
||||
return best;
|
||||
|
||||
function octEncodeVec3( x0, y0, z0, xfunc, yfunc ) {
|
||||
|
||||
let x = x0 / ( Math.abs( x0 ) + Math.abs( y0 ) + Math.abs( z0 ) );
|
||||
let y = y0 / ( Math.abs( x0 ) + Math.abs( y0 ) + Math.abs( z0 ) );
|
||||
|
||||
if ( z < 0 ) {
|
||||
|
||||
const tempx = ( 1 - Math.abs( y ) ) * ( x >= 0 ? 1 : - 1 );
|
||||
const tempy = ( 1 - Math.abs( x ) ) * ( y >= 0 ? 1 : - 1 );
|
||||
x = tempx;
|
||||
y = tempy;
|
||||
let diff = 1 - Math.abs( x ) - Math.abs( y );
|
||||
|
||||
if ( diff > 0 ) {
|
||||
|
||||
diff += 0.001;
|
||||
x += x > 0 ? diff / 2 : - diff / 2;
|
||||
y += y > 0 ? diff / 2 : - diff / 2;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( bytes == 1 ) {
|
||||
|
||||
return new Int8Array( [ Math[ xfunc ]( x * 127.5 + ( x < 0 ? 1 : 0 ) ), Math[ yfunc ]( y * 127.5 + ( y < 0 ? 1 : 0 ) ) ] );
|
||||
|
||||
}
|
||||
|
||||
if ( bytes == 2 ) {
|
||||
|
||||
return new Int16Array( [ Math[ xfunc ]( x * 32767.5 + ( x < 0 ? 1 : 0 ) ), Math[ yfunc ]( y * 32767.5 + ( y < 0 ? 1 : 0 ) ) ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function octDecodeVec2( oct ) {
|
||||
|
||||
let x = oct[ 0 ];
|
||||
let y = oct[ 1 ];
|
||||
|
||||
if ( bytes == 1 ) {
|
||||
|
||||
x /= x < 0 ? 127 : 128;
|
||||
y /= y < 0 ? 127 : 128;
|
||||
|
||||
} else if ( bytes == 2 ) {
|
||||
|
||||
x /= x < 0 ? 32767 : 32768;
|
||||
y /= y < 0 ? 32767 : 32768;
|
||||
|
||||
}
|
||||
|
||||
const z = 1 - Math.abs( x ) - Math.abs( y );
|
||||
|
||||
if ( z < 0 ) {
|
||||
|
||||
const tmpx = x;
|
||||
x = ( 1 - Math.abs( y ) ) * ( x >= 0 ? 1 : - 1 );
|
||||
y = ( 1 - Math.abs( tmpx ) ) * ( y >= 0 ? 1 : - 1 );
|
||||
|
||||
}
|
||||
|
||||
const length = Math.sqrt( x * x + y * y + z * z );
|
||||
return [ x / length, y / length, z / length ];
|
||||
|
||||
}
|
||||
|
||||
function dot( x, y, z, vec3 ) {
|
||||
|
||||
return x * vec3[ 0 ] + y * vec3[ 1 ] + z * vec3[ 2 ];
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function quantizedEncode( array, bytes ) {
|
||||
|
||||
let quantized, segments;
|
||||
|
||||
if ( bytes == 1 ) {
|
||||
|
||||
quantized = new Uint8Array( array.length );
|
||||
segments = 255;
|
||||
|
||||
} else if ( bytes == 2 ) {
|
||||
|
||||
quantized = new Uint16Array( array.length );
|
||||
segments = 65535;
|
||||
|
||||
} else {
|
||||
|
||||
console.error( 'number of bytes error! ' );
|
||||
|
||||
}
|
||||
|
||||
const decodeMat = new THREE.Matrix4();
|
||||
const min = new Float32Array( 3 );
|
||||
const max = new Float32Array( 3 );
|
||||
min[ 0 ] = min[ 1 ] = min[ 2 ] = Number.MAX_VALUE;
|
||||
max[ 0 ] = max[ 1 ] = max[ 2 ] = - Number.MAX_VALUE;
|
||||
|
||||
for ( let i = 0; i < array.length; i += 3 ) {
|
||||
|
||||
min[ 0 ] = Math.min( min[ 0 ], array[ i + 0 ] );
|
||||
min[ 1 ] = Math.min( min[ 1 ], array[ i + 1 ] );
|
||||
min[ 2 ] = Math.min( min[ 2 ], array[ i + 2 ] );
|
||||
max[ 0 ] = Math.max( max[ 0 ], array[ i + 0 ] );
|
||||
max[ 1 ] = Math.max( max[ 1 ], array[ i + 1 ] );
|
||||
max[ 2 ] = Math.max( max[ 2 ], array[ i + 2 ] );
|
||||
|
||||
}
|
||||
|
||||
decodeMat.scale( new THREE.Vector3( ( max[ 0 ] - min[ 0 ] ) / segments, ( max[ 1 ] - min[ 1 ] ) / segments, ( max[ 2 ] - min[ 2 ] ) / segments ) );
|
||||
decodeMat.elements[ 12 ] = min[ 0 ];
|
||||
decodeMat.elements[ 13 ] = min[ 1 ];
|
||||
decodeMat.elements[ 14 ] = min[ 2 ];
|
||||
decodeMat.transpose();
|
||||
const multiplier = new Float32Array( [ max[ 0 ] !== min[ 0 ] ? segments / ( max[ 0 ] - min[ 0 ] ) : 0, max[ 1 ] !== min[ 1 ] ? segments / ( max[ 1 ] - min[ 1 ] ) : 0, max[ 2 ] !== min[ 2 ] ? segments / ( max[ 2 ] - min[ 2 ] ) : 0 ] );
|
||||
|
||||
for ( let i = 0; i < array.length; i += 3 ) {
|
||||
|
||||
quantized[ i + 0 ] = Math.floor( ( array[ i + 0 ] - min[ 0 ] ) * multiplier[ 0 ] );
|
||||
quantized[ i + 1 ] = Math.floor( ( array[ i + 1 ] - min[ 1 ] ) * multiplier[ 1 ] );
|
||||
quantized[ i + 2 ] = Math.floor( ( array[ i + 2 ] - min[ 2 ] ) * multiplier[ 2 ] );
|
||||
|
||||
}
|
||||
|
||||
return {
|
||||
quantized: quantized,
|
||||
decodeMat: decodeMat
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
function quantizedEncodeUV( array, bytes ) {
|
||||
|
||||
let quantized, segments;
|
||||
|
||||
if ( bytes == 1 ) {
|
||||
|
||||
quantized = new Uint8Array( array.length );
|
||||
segments = 255;
|
||||
|
||||
} else if ( bytes == 2 ) {
|
||||
|
||||
quantized = new Uint16Array( array.length );
|
||||
segments = 65535;
|
||||
|
||||
} else {
|
||||
|
||||
console.error( 'number of bytes error! ' );
|
||||
|
||||
}
|
||||
|
||||
const decodeMat = new THREE.Matrix3();
|
||||
const min = new Float32Array( 2 );
|
||||
const max = new Float32Array( 2 );
|
||||
min[ 0 ] = min[ 1 ] = Number.MAX_VALUE;
|
||||
max[ 0 ] = max[ 1 ] = - Number.MAX_VALUE;
|
||||
|
||||
for ( let i = 0; i < array.length; i += 2 ) {
|
||||
|
||||
min[ 0 ] = Math.min( min[ 0 ], array[ i + 0 ] );
|
||||
min[ 1 ] = Math.min( min[ 1 ], array[ i + 1 ] );
|
||||
max[ 0 ] = Math.max( max[ 0 ], array[ i + 0 ] );
|
||||
max[ 1 ] = Math.max( max[ 1 ], array[ i + 1 ] );
|
||||
|
||||
}
|
||||
|
||||
decodeMat.scale( ( max[ 0 ] - min[ 0 ] ) / segments, ( max[ 1 ] - min[ 1 ] ) / segments );
|
||||
decodeMat.elements[ 6 ] = min[ 0 ];
|
||||
decodeMat.elements[ 7 ] = min[ 1 ];
|
||||
decodeMat.transpose();
|
||||
const multiplier = new Float32Array( [ max[ 0 ] !== min[ 0 ] ? segments / ( max[ 0 ] - min[ 0 ] ) : 0, max[ 1 ] !== min[ 1 ] ? segments / ( max[ 1 ] - min[ 1 ] ) : 0 ] );
|
||||
|
||||
for ( let i = 0; i < array.length; i += 2 ) {
|
||||
|
||||
quantized[ i + 0 ] = Math.floor( ( array[ i + 0 ] - min[ 0 ] ) * multiplier[ 0 ] );
|
||||
quantized[ i + 1 ] = Math.floor( ( array[ i + 1 ] - min[ 1 ] ) * multiplier[ 1 ] );
|
||||
|
||||
}
|
||||
|
||||
return {
|
||||
quantized: quantized,
|
||||
decodeMat: decodeMat
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
THREE.GeometryCompressionUtils = {};
|
||||
THREE.GeometryCompressionUtils.compressNormals = compressNormals;
|
||||
THREE.GeometryCompressionUtils.compressPositions = compressPositions;
|
||||
THREE.GeometryCompressionUtils.compressUvs = compressUvs;
|
||||
|
||||
} )();
|
||||
189
HTML/ThreeJS/node_modules/three/examples/js/utils/GeometryUtils.js
generated
vendored
Normal file
189
HTML/ThreeJS/node_modules/three/examples/js/utils/GeometryUtils.js
generated
vendored
Normal file
@@ -0,0 +1,189 @@
|
||||
( function () {
|
||||
|
||||
/**
|
||||
* Generates 2D-Coordinates in a very fast way.
|
||||
*
|
||||
* Based on work by:
|
||||
* @link http://www.openprocessing.org/sketch/15493
|
||||
*
|
||||
* @param center Center of Hilbert curve.
|
||||
* @param size Total width of Hilbert curve.
|
||||
* @param iterations Number of subdivisions.
|
||||
* @param v0 Corner index -X, -Z.
|
||||
* @param v1 Corner index -X, +Z.
|
||||
* @param v2 Corner index +X, +Z.
|
||||
* @param v3 Corner index +X, -Z.
|
||||
*/
|
||||
|
||||
function hilbert2D( center = new THREE.Vector3( 0, 0, 0 ), size = 10, iterations = 1, v0 = 0, v1 = 1, v2 = 2, v3 = 3 ) {
|
||||
|
||||
const half = size / 2;
|
||||
const vec_s = [ new THREE.Vector3( center.x - half, center.y, center.z - half ), new THREE.Vector3( center.x - half, center.y, center.z + half ), new THREE.Vector3( center.x + half, center.y, center.z + half ), new THREE.Vector3( center.x + half, center.y, center.z - half ) ];
|
||||
const vec = [ vec_s[ v0 ], vec_s[ v1 ], vec_s[ v2 ], vec_s[ v3 ] ]; // Recurse iterations
|
||||
|
||||
if ( 0 <= -- iterations ) {
|
||||
|
||||
const tmp = [];
|
||||
Array.prototype.push.apply( tmp, hilbert2D( vec[ 0 ], half, iterations, v0, v3, v2, v1 ) );
|
||||
Array.prototype.push.apply( tmp, hilbert2D( vec[ 1 ], half, iterations, v0, v1, v2, v3 ) );
|
||||
Array.prototype.push.apply( tmp, hilbert2D( vec[ 2 ], half, iterations, v0, v1, v2, v3 ) );
|
||||
Array.prototype.push.apply( tmp, hilbert2D( vec[ 3 ], half, iterations, v2, v1, v0, v3 ) ); // Return recursive call
|
||||
|
||||
return tmp;
|
||||
|
||||
} // Return complete Hilbert Curve.
|
||||
|
||||
|
||||
return vec;
|
||||
|
||||
}
|
||||
/**
|
||||
* Generates 3D-Coordinates in a very fast way.
|
||||
*
|
||||
* Based on work by:
|
||||
* @link https://openprocessing.org/user/5654
|
||||
*
|
||||
* @param center Center of Hilbert curve.
|
||||
* @param size Total width of Hilbert curve.
|
||||
* @param iterations Number of subdivisions.
|
||||
* @param v0 Corner index -X, +Y, -Z.
|
||||
* @param v1 Corner index -X, +Y, +Z.
|
||||
* @param v2 Corner index -X, -Y, +Z.
|
||||
* @param v3 Corner index -X, -Y, -Z.
|
||||
* @param v4 Corner index +X, -Y, -Z.
|
||||
* @param v5 Corner index +X, -Y, +Z.
|
||||
* @param v6 Corner index +X, +Y, +Z.
|
||||
* @param v7 Corner index +X, +Y, -Z.
|
||||
*/
|
||||
|
||||
|
||||
function hilbert3D( center = new THREE.Vector3( 0, 0, 0 ), size = 10, iterations = 1, v0 = 0, v1 = 1, v2 = 2, v3 = 3, v4 = 4, v5 = 5, v6 = 6, v7 = 7 ) {
|
||||
|
||||
// Default Vars
|
||||
const half = size / 2;
|
||||
const vec_s = [ new THREE.Vector3( center.x - half, center.y + half, center.z - half ), new THREE.Vector3( center.x - half, center.y + half, center.z + half ), new THREE.Vector3( center.x - half, center.y - half, center.z + half ), new THREE.Vector3( center.x - half, center.y - half, center.z - half ), new THREE.Vector3( center.x + half, center.y - half, center.z - half ), new THREE.Vector3( center.x + half, center.y - half, center.z + half ), new THREE.Vector3( center.x + half, center.y + half, center.z + half ), new THREE.Vector3( center.x + half, center.y + half, center.z - half ) ];
|
||||
const vec = [ vec_s[ v0 ], vec_s[ v1 ], vec_s[ v2 ], vec_s[ v3 ], vec_s[ v4 ], vec_s[ v5 ], vec_s[ v6 ], vec_s[ v7 ] ]; // Recurse iterations
|
||||
|
||||
if ( -- iterations >= 0 ) {
|
||||
|
||||
const tmp = [];
|
||||
Array.prototype.push.apply( tmp, hilbert3D( vec[ 0 ], half, iterations, v0, v3, v4, v7, v6, v5, v2, v1 ) );
|
||||
Array.prototype.push.apply( tmp, hilbert3D( vec[ 1 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
|
||||
Array.prototype.push.apply( tmp, hilbert3D( vec[ 2 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
|
||||
Array.prototype.push.apply( tmp, hilbert3D( vec[ 3 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
|
||||
Array.prototype.push.apply( tmp, hilbert3D( vec[ 4 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
|
||||
Array.prototype.push.apply( tmp, hilbert3D( vec[ 5 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
|
||||
Array.prototype.push.apply( tmp, hilbert3D( vec[ 6 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
|
||||
Array.prototype.push.apply( tmp, hilbert3D( vec[ 7 ], half, iterations, v6, v5, v2, v1, v0, v3, v4, v7 ) ); // Return recursive call
|
||||
|
||||
return tmp;
|
||||
|
||||
} // Return complete Hilbert Curve.
|
||||
|
||||
|
||||
return vec;
|
||||
|
||||
}
|
||||
/**
|
||||
* Generates a Gosper curve (lying in the XY plane)
|
||||
*
|
||||
* https://gist.github.com/nitaku/6521802
|
||||
*
|
||||
* @param size The size of a single gosper island.
|
||||
*/
|
||||
|
||||
|
||||
function gosper( size = 1 ) {
|
||||
|
||||
function fractalize( config ) {
|
||||
|
||||
let output;
|
||||
let input = config.axiom;
|
||||
|
||||
for ( let i = 0, il = config.steps; 0 <= il ? i < il : i > il; 0 <= il ? i ++ : i -- ) {
|
||||
|
||||
output = '';
|
||||
|
||||
for ( let j = 0, jl = input.length; j < jl; j ++ ) {
|
||||
|
||||
const char = input[ j ];
|
||||
|
||||
if ( char in config.rules ) {
|
||||
|
||||
output += config.rules[ char ];
|
||||
|
||||
} else {
|
||||
|
||||
output += char;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
input = output;
|
||||
|
||||
}
|
||||
|
||||
return output;
|
||||
|
||||
}
|
||||
|
||||
function toPoints( config ) {
|
||||
|
||||
let currX = 0,
|
||||
currY = 0;
|
||||
let angle = 0;
|
||||
const path = [ 0, 0, 0 ];
|
||||
const fractal = config.fractal;
|
||||
|
||||
for ( let i = 0, l = fractal.length; i < l; i ++ ) {
|
||||
|
||||
const char = fractal[ i ];
|
||||
|
||||
if ( char === '+' ) {
|
||||
|
||||
angle += config.angle;
|
||||
|
||||
} else if ( char === '-' ) {
|
||||
|
||||
angle -= config.angle;
|
||||
|
||||
} else if ( char === 'F' ) {
|
||||
|
||||
currX += config.size * Math.cos( angle );
|
||||
currY += - config.size * Math.sin( angle );
|
||||
path.push( currX, currY, 0 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return path;
|
||||
|
||||
} //
|
||||
|
||||
|
||||
const gosper = fractalize( {
|
||||
axiom: 'A',
|
||||
steps: 4,
|
||||
rules: {
|
||||
A: 'A+BF++BF-FA--FAFA-BF+',
|
||||
B: '-FA+BFBF++BF+FA--FA-B'
|
||||
}
|
||||
} );
|
||||
const points = toPoints( {
|
||||
fractal: gosper,
|
||||
size: size,
|
||||
angle: Math.PI / 3 // 60 degrees
|
||||
|
||||
} );
|
||||
return points;
|
||||
|
||||
}
|
||||
|
||||
THREE.GeometryUtils = {};
|
||||
THREE.GeometryUtils.gosper = gosper;
|
||||
THREE.GeometryUtils.hilbert2D = hilbert2D;
|
||||
THREE.GeometryUtils.hilbert3D = hilbert3D;
|
||||
|
||||
} )();
|
||||
182
HTML/ThreeJS/node_modules/three/examples/js/utils/LDrawUtils.js
generated
vendored
Normal file
182
HTML/ThreeJS/node_modules/three/examples/js/utils/LDrawUtils.js
generated
vendored
Normal file
@@ -0,0 +1,182 @@
|
||||
( function () {
|
||||
|
||||
class LDrawUtils {
|
||||
|
||||
static mergeObject( object ) {
|
||||
|
||||
// Merges geometries in object by materials and returns new object. Use on not indexed geometries.
|
||||
// The object buffers reference the old object ones.
|
||||
// Special treatment is done to the conditional lines generated by LDrawLoader.
|
||||
function extractGroup( geometry, group, elementSize, isConditionalLine ) {
|
||||
|
||||
// Extracts a group from a geometry as a new geometry (with attribute buffers referencing original buffers)
|
||||
const newGeometry = new THREE.BufferGeometry();
|
||||
const originalPositions = geometry.getAttribute( 'position' ).array;
|
||||
const originalNormals = elementSize === 3 ? geometry.getAttribute( 'normal' ).array : null;
|
||||
const numVertsGroup = Math.min( group.count, Math.floor( originalPositions.length / 3 ) - group.start );
|
||||
const vertStart = group.start * 3;
|
||||
const vertEnd = ( group.start + numVertsGroup ) * 3;
|
||||
const positions = originalPositions.subarray( vertStart, vertEnd );
|
||||
const normals = originalNormals !== null ? originalNormals.subarray( vertStart, vertEnd ) : null;
|
||||
newGeometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
|
||||
if ( normals !== null ) newGeometry.setAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
|
||||
|
||||
if ( isConditionalLine ) {
|
||||
|
||||
const controlArray0 = geometry.getAttribute( 'control0' ).array.subarray( vertStart, vertEnd );
|
||||
const controlArray1 = geometry.getAttribute( 'control1' ).array.subarray( vertStart, vertEnd );
|
||||
const directionArray = geometry.getAttribute( 'direction' ).array.subarray( vertStart, vertEnd );
|
||||
newGeometry.setAttribute( 'control0', new THREE.BufferAttribute( controlArray0, 3, false ) );
|
||||
newGeometry.setAttribute( 'control1', new THREE.BufferAttribute( controlArray1, 3, false ) );
|
||||
newGeometry.setAttribute( 'direction', new THREE.BufferAttribute( directionArray, 3, false ) );
|
||||
|
||||
}
|
||||
|
||||
return newGeometry;
|
||||
|
||||
}
|
||||
|
||||
function addGeometry( mat, geometry, geometries ) {
|
||||
|
||||
const geoms = geometries[ mat.uuid ];
|
||||
|
||||
if ( ! geoms ) {
|
||||
|
||||
geometries[ mat.uuid ] = {
|
||||
mat: mat,
|
||||
arr: [ geometry ]
|
||||
};
|
||||
|
||||
} else {
|
||||
|
||||
geoms.arr.push( geometry );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function permuteAttribute( attribute, elemSize ) {
|
||||
|
||||
// Permutes first two vertices of each attribute element
|
||||
if ( ! attribute ) return;
|
||||
const verts = attribute.array;
|
||||
const numVerts = Math.floor( verts.length / 3 );
|
||||
let offset = 0;
|
||||
|
||||
for ( let i = 0; i < numVerts; i ++ ) {
|
||||
|
||||
const x = verts[ offset ];
|
||||
const y = verts[ offset + 1 ];
|
||||
const z = verts[ offset + 2 ];
|
||||
verts[ offset ] = verts[ offset + 3 ];
|
||||
verts[ offset + 1 ] = verts[ offset + 4 ];
|
||||
verts[ offset + 2 ] = verts[ offset + 5 ];
|
||||
verts[ offset + 3 ] = x;
|
||||
verts[ offset + 4 ] = y;
|
||||
verts[ offset + 5 ] = z;
|
||||
offset += elemSize * 3;
|
||||
|
||||
}
|
||||
|
||||
} // Traverse the object hierarchy collecting geometries and transforming them to world space
|
||||
|
||||
|
||||
const meshGeometries = {};
|
||||
const linesGeometries = {};
|
||||
const condLinesGeometries = {};
|
||||
object.updateMatrixWorld( true );
|
||||
const normalMatrix = new THREE.Matrix3();
|
||||
object.traverse( c => {
|
||||
|
||||
if ( c.isMesh | c.isLineSegments ) {
|
||||
|
||||
const elemSize = c.isMesh ? 3 : 2;
|
||||
const geometry = c.geometry.clone();
|
||||
const matrixIsInverted = c.matrixWorld.determinant() < 0;
|
||||
|
||||
if ( matrixIsInverted ) {
|
||||
|
||||
permuteAttribute( geometry.attributes.position, elemSize );
|
||||
permuteAttribute( geometry.attributes.normal, elemSize );
|
||||
|
||||
}
|
||||
|
||||
geometry.applyMatrix4( c.matrixWorld );
|
||||
|
||||
if ( c.isConditionalLine ) {
|
||||
|
||||
geometry.attributes.control0.applyMatrix4( c.matrixWorld );
|
||||
geometry.attributes.control1.applyMatrix4( c.matrixWorld );
|
||||
normalMatrix.getNormalMatrix( c.matrixWorld );
|
||||
geometry.attributes.direction.applyNormalMatrix( normalMatrix );
|
||||
|
||||
}
|
||||
|
||||
const geometries = c.isMesh ? meshGeometries : c.isConditionalLine ? condLinesGeometries : linesGeometries;
|
||||
|
||||
if ( Array.isArray( c.material ) ) {
|
||||
|
||||
for ( const groupIndex in geometry.groups ) {
|
||||
|
||||
const group = geometry.groups[ groupIndex ];
|
||||
const mat = c.material[ group.materialIndex ];
|
||||
const newGeometry = extractGroup( geometry, group, elemSize, c.isConditionalLine );
|
||||
addGeometry( mat, newGeometry, geometries );
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
addGeometry( c.material, geometry, geometries );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} ); // Create object with merged geometries
|
||||
|
||||
const mergedObject = new THREE.Group();
|
||||
const meshMaterialsIds = Object.keys( meshGeometries );
|
||||
|
||||
for ( const meshMaterialsId of meshMaterialsIds ) {
|
||||
|
||||
const meshGeometry = meshGeometries[ meshMaterialsId ];
|
||||
const mergedGeometry = THREE.mergeBufferGeometries( meshGeometry.arr );
|
||||
mergedObject.add( new THREE.Mesh( mergedGeometry, meshGeometry.mat ) );
|
||||
|
||||
}
|
||||
|
||||
const linesMaterialsIds = Object.keys( linesGeometries );
|
||||
|
||||
for ( const linesMaterialsId of linesMaterialsIds ) {
|
||||
|
||||
const lineGeometry = linesGeometries[ linesMaterialsId ];
|
||||
const mergedGeometry = THREE.mergeBufferGeometries( lineGeometry.arr );
|
||||
mergedObject.add( new THREE.LineSegments( mergedGeometry, lineGeometry.mat ) );
|
||||
|
||||
}
|
||||
|
||||
const condLinesMaterialsIds = Object.keys( condLinesGeometries );
|
||||
|
||||
for ( const condLinesMaterialsId of condLinesMaterialsIds ) {
|
||||
|
||||
const condLineGeometry = condLinesGeometries[ condLinesMaterialsId ];
|
||||
const mergedGeometry = THREE.mergeBufferGeometries( condLineGeometry.arr );
|
||||
const condLines = new THREE.LineSegments( mergedGeometry, condLineGeometry.mat );
|
||||
condLines.isConditionalLine = true;
|
||||
mergedObject.add( condLines );
|
||||
|
||||
}
|
||||
|
||||
mergedObject.userData.constructionStep = 0;
|
||||
mergedObject.userData.numConstructionSteps = 1;
|
||||
return mergedObject;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
THREE.LDrawUtils = {};
|
||||
THREE.LDrawUtils.LDrawUtils = LDrawUtils;
|
||||
|
||||
} )();
|
||||
107
HTML/ThreeJS/node_modules/three/examples/js/utils/PackedPhongMaterial.js
generated
vendored
Normal file
107
HTML/ThreeJS/node_modules/three/examples/js/utils/PackedPhongMaterial.js
generated
vendored
Normal file
@@ -0,0 +1,107 @@
|
||||
( function () {
|
||||
|
||||
/**
|
||||
* `PackedPhongMaterial` inherited from THREE.MeshPhongMaterial
|
||||
*
|
||||
* @param {Object} parameters
|
||||
*/
|
||||
|
||||
class PackedPhongMaterial extends THREE.MeshPhongMaterial {
|
||||
|
||||
constructor( parameters ) {
|
||||
|
||||
super();
|
||||
this.defines = {};
|
||||
this.type = 'PackedPhongMaterial';
|
||||
this.uniforms = THREE.UniformsUtils.merge( [ THREE.ShaderLib.phong.uniforms, {
|
||||
quantizeMatPos: {
|
||||
value: null
|
||||
},
|
||||
quantizeMatUV: {
|
||||
value: null
|
||||
}
|
||||
} ] );
|
||||
this.vertexShader = [ '#define PHONG', 'varying vec3 vViewPosition;', THREE.ShaderChunk.common, THREE.ShaderChunk.uv_pars_vertex, THREE.ShaderChunk.uv2_pars_vertex, THREE.ShaderChunk.displacementmap_pars_vertex, THREE.ShaderChunk.envmap_pars_vertex, THREE.ShaderChunk.color_pars_vertex, THREE.ShaderChunk.fog_pars_vertex, THREE.ShaderChunk.normal_pars_vertex, THREE.ShaderChunk.morphtarget_pars_vertex, THREE.ShaderChunk.skinning_pars_vertex, THREE.ShaderChunk.shadowmap_pars_vertex, THREE.ShaderChunk.logdepthbuf_pars_vertex, THREE.ShaderChunk.clipping_planes_pars_vertex, `#ifdef USE_PACKED_NORMAL
|
||||
#if USE_PACKED_NORMAL == 0
|
||||
vec3 decodeNormal(vec3 packedNormal)
|
||||
{
|
||||
float x = packedNormal.x * 2.0 - 1.0;
|
||||
float y = packedNormal.y * 2.0 - 1.0;
|
||||
vec2 scth = vec2(sin(x * PI), cos(x * PI));
|
||||
vec2 scphi = vec2(sqrt(1.0 - y * y), y);
|
||||
return normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) );
|
||||
}
|
||||
#endif
|
||||
|
||||
#if USE_PACKED_NORMAL == 1
|
||||
vec3 decodeNormal(vec3 packedNormal)
|
||||
{
|
||||
vec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y));
|
||||
if (v.z < 0.0)
|
||||
{
|
||||
v.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);
|
||||
}
|
||||
return normalize(v);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if USE_PACKED_NORMAL == 2
|
||||
vec3 decodeNormal(vec3 packedNormal)
|
||||
{
|
||||
vec3 v = (packedNormal * 2.0) - 1.0;
|
||||
return normalize(v);
|
||||
}
|
||||
#endif
|
||||
#endif`, `#ifdef USE_PACKED_POSITION
|
||||
#if USE_PACKED_POSITION == 0
|
||||
uniform mat4 quantizeMatPos;
|
||||
#endif
|
||||
#endif`, `#ifdef USE_PACKED_UV
|
||||
#if USE_PACKED_UV == 1
|
||||
uniform mat3 quantizeMatUV;
|
||||
#endif
|
||||
#endif`, `#ifdef USE_PACKED_UV
|
||||
#if USE_PACKED_UV == 0
|
||||
vec2 decodeUV(vec2 packedUV)
|
||||
{
|
||||
vec2 uv = (packedUV * 2.0) - 1.0;
|
||||
return uv;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if USE_PACKED_UV == 1
|
||||
vec2 decodeUV(vec2 packedUV)
|
||||
{
|
||||
vec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy;
|
||||
return uv;
|
||||
}
|
||||
#endif
|
||||
#endif`, 'void main() {', THREE.ShaderChunk.uv_vertex, `#ifdef USE_UV
|
||||
#ifdef USE_PACKED_UV
|
||||
vUv = decodeUV(vUv);
|
||||
#endif
|
||||
#endif`, THREE.ShaderChunk.uv2_vertex, THREE.ShaderChunk.color_vertex, THREE.ShaderChunk.beginnormal_vertex, `#ifdef USE_PACKED_NORMAL
|
||||
objectNormal = decodeNormal(objectNormal);
|
||||
#endif
|
||||
|
||||
#ifdef USE_TANGENT
|
||||
vec3 objectTangent = vec3( tangent.xyz );
|
||||
#endif
|
||||
`, THREE.ShaderChunk.morphnormal_vertex, THREE.ShaderChunk.skinbase_vertex, THREE.ShaderChunk.skinnormal_vertex, THREE.ShaderChunk.defaultnormal_vertex, THREE.ShaderChunk.normal_vertex, THREE.ShaderChunk.begin_vertex, `#ifdef USE_PACKED_POSITION
|
||||
#if USE_PACKED_POSITION == 0
|
||||
transformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;
|
||||
#endif
|
||||
#endif`, THREE.ShaderChunk.morphtarget_vertex, THREE.ShaderChunk.skinning_vertex, THREE.ShaderChunk.displacementmap_vertex, THREE.ShaderChunk.project_vertex, THREE.ShaderChunk.logdepthbuf_vertex, THREE.ShaderChunk.clipping_planes_vertex, 'vViewPosition = - mvPosition.xyz;', THREE.ShaderChunk.worldpos_vertex, THREE.ShaderChunk.envmap_vertex, THREE.ShaderChunk.shadowmap_vertex, THREE.ShaderChunk.fog_vertex, '}' ].join( '\n' ); // Use the original THREE.MeshPhongMaterial's fragmentShader.
|
||||
|
||||
this.fragmentShader = [ '#define PHONG', 'uniform vec3 diffuse;', 'uniform vec3 emissive;', 'uniform vec3 specular;', 'uniform float shininess;', 'uniform float opacity;', THREE.ShaderChunk.common, THREE.ShaderChunk.packing, THREE.ShaderChunk.dithering_pars_fragment, THREE.ShaderChunk.color_pars_fragment, THREE.ShaderChunk.uv_pars_fragment, THREE.ShaderChunk.uv2_pars_fragment, THREE.ShaderChunk.map_pars_fragment, THREE.ShaderChunk.alphamap_pars_fragment, THREE.ShaderChunk.aomap_pars_fragment, THREE.ShaderChunk.lightmap_pars_fragment, THREE.ShaderChunk.emissivemap_pars_fragment, THREE.ShaderChunk.envmap_common_pars_fragment, THREE.ShaderChunk.envmap_pars_fragment, THREE.ShaderChunk.cube_uv_reflection_fragment, THREE.ShaderChunk.fog_pars_fragment, THREE.ShaderChunk.bsdfs, THREE.ShaderChunk.lights_pars_begin, THREE.ShaderChunk.normal_pars_fragment, THREE.ShaderChunk.lights_phong_pars_fragment, THREE.ShaderChunk.shadowmap_pars_fragment, THREE.ShaderChunk.bumpmap_pars_fragment, THREE.ShaderChunk.normalmap_pars_fragment, THREE.ShaderChunk.specularmap_pars_fragment, THREE.ShaderChunk.logdepthbuf_pars_fragment, THREE.ShaderChunk.clipping_planes_pars_fragment, 'void main() {', THREE.ShaderChunk.clipping_planes_fragment, 'vec4 diffuseColor = vec4( diffuse, opacity );', 'ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );', 'vec3 totalEmissiveRadiance = emissive;', THREE.ShaderChunk.logdepthbuf_fragment, THREE.ShaderChunk.map_fragment, THREE.ShaderChunk.color_fragment, THREE.ShaderChunk.alphamap_fragment, THREE.ShaderChunk.alphatest_fragment, THREE.ShaderChunk.specularmap_fragment, THREE.ShaderChunk.normal_fragment_begin, THREE.ShaderChunk.normal_fragment_maps, THREE.ShaderChunk.emissivemap_fragment, // accumulation
|
||||
THREE.ShaderChunk.lights_phong_fragment, THREE.ShaderChunk.lights_fragment_begin, THREE.ShaderChunk.lights_fragment_maps, THREE.ShaderChunk.lights_fragment_end, // modulation
|
||||
THREE.ShaderChunk.aomap_fragment, 'vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;', THREE.ShaderChunk.envmap_fragment, 'gl_FragColor = vec4( outgoingLight, diffuseColor.a );', THREE.ShaderChunk.tonemapping_fragment, THREE.ShaderChunk.encodings_fragment, THREE.ShaderChunk.fog_fragment, THREE.ShaderChunk.premultiplied_alpha_fragment, THREE.ShaderChunk.dithering_fragment, '}' ].join( '\n' );
|
||||
this.setValues( parameters );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
THREE.PackedPhongMaterial = PackedPhongMaterial;
|
||||
|
||||
} )();
|
||||
60
HTML/ThreeJS/node_modules/three/examples/js/utils/SceneUtils.js
generated
vendored
Normal file
60
HTML/ThreeJS/node_modules/three/examples/js/utils/SceneUtils.js
generated
vendored
Normal file
@@ -0,0 +1,60 @@
|
||||
( function () {
|
||||
|
||||
function createMeshesFromInstancedMesh( instancedMesh ) {
|
||||
|
||||
const group = new THREE.Group();
|
||||
const count = instancedMesh.count;
|
||||
const geometry = instancedMesh.geometry;
|
||||
const material = instancedMesh.material;
|
||||
|
||||
for ( let i = 0; i < count; i ++ ) {
|
||||
|
||||
const mesh = new THREE.Mesh( geometry, material );
|
||||
instancedMesh.getMatrixAt( i, mesh.matrix );
|
||||
mesh.matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
|
||||
group.add( mesh );
|
||||
|
||||
}
|
||||
|
||||
group.copy( instancedMesh );
|
||||
group.updateMatrixWorld(); // ensure correct world matrices of meshes
|
||||
|
||||
return group;
|
||||
|
||||
}
|
||||
|
||||
function createMultiMaterialObject( geometry, materials ) {
|
||||
|
||||
const group = new THREE.Group();
|
||||
|
||||
for ( let i = 0, l = materials.length; i < l; i ++ ) {
|
||||
|
||||
group.add( new THREE.Mesh( geometry, materials[ i ] ) );
|
||||
|
||||
}
|
||||
|
||||
return group;
|
||||
|
||||
}
|
||||
|
||||
function detach( child, parent, scene ) {
|
||||
|
||||
console.warn( 'THREE.SceneUtils: detach() has been deprecated. Use scene.attach( child ) instead.' );
|
||||
scene.attach( child );
|
||||
|
||||
}
|
||||
|
||||
function attach( child, scene, parent ) {
|
||||
|
||||
console.warn( 'THREE.SceneUtils: attach() has been deprecated. Use parent.attach( child ) instead.' );
|
||||
parent.attach( child );
|
||||
|
||||
}
|
||||
|
||||
THREE.SceneUtils = {};
|
||||
THREE.SceneUtils.attach = attach;
|
||||
THREE.SceneUtils.createMeshesFromInstancedMesh = createMeshesFromInstancedMesh;
|
||||
THREE.SceneUtils.createMultiMaterialObject = createMultiMaterialObject;
|
||||
THREE.SceneUtils.detach = detach;
|
||||
|
||||
} )();
|
||||
180
HTML/ThreeJS/node_modules/three/examples/js/utils/ShadowMapViewer.js
generated
vendored
Normal file
180
HTML/ThreeJS/node_modules/three/examples/js/utils/ShadowMapViewer.js
generated
vendored
Normal file
@@ -0,0 +1,180 @@
|
||||
( function () {
|
||||
|
||||
/**
|
||||
* This is a helper for visualising a given light's shadow map.
|
||||
* It works for shadow casting lights: DirectionalLight and SpotLight.
|
||||
* It renders out the shadow map and displays it on a HUD.
|
||||
*
|
||||
* Example usage:
|
||||
* 1) Import ShadowMapViewer into your app.
|
||||
*
|
||||
* 2) Create a shadow casting light and name it optionally:
|
||||
* let light = new DirectionalLight( 0xffffff, 1 );
|
||||
* light.castShadow = true;
|
||||
* light.name = 'Sun';
|
||||
*
|
||||
* 3) Create a shadow map viewer for that light and set its size and position optionally:
|
||||
* let shadowMapViewer = new ShadowMapViewer( light );
|
||||
* shadowMapViewer.size.set( 128, 128 ); //width, height default: 256, 256
|
||||
* shadowMapViewer.position.set( 10, 10 ); //x, y in pixel default: 0, 0 (top left corner)
|
||||
*
|
||||
* 4) Render the shadow map viewer in your render loop:
|
||||
* shadowMapViewer.render( renderer );
|
||||
*
|
||||
* 5) Optionally: Update the shadow map viewer on window resize:
|
||||
* shadowMapViewer.updateForWindowResize();
|
||||
*
|
||||
* 6) If you set the position or size members directly, you need to call shadowMapViewer.update();
|
||||
*/
|
||||
|
||||
class ShadowMapViewer {
|
||||
|
||||
constructor( light ) {
|
||||
|
||||
//- Internals
|
||||
const scope = this;
|
||||
const doRenderLabel = light.name !== undefined && light.name !== '';
|
||||
let userAutoClearSetting; //Holds the initial position and dimension of the HUD
|
||||
|
||||
const frame = {
|
||||
x: 10,
|
||||
y: 10,
|
||||
width: 256,
|
||||
height: 256
|
||||
};
|
||||
const camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 10 );
|
||||
camera.position.set( 0, 0, 2 );
|
||||
const scene = new THREE.Scene(); //HUD for shadow map
|
||||
|
||||
const shader = THREE.UnpackDepthRGBAShader;
|
||||
const uniforms = THREE.UniformsUtils.clone( shader.uniforms );
|
||||
const material = new THREE.ShaderMaterial( {
|
||||
uniforms: uniforms,
|
||||
vertexShader: shader.vertexShader,
|
||||
fragmentShader: shader.fragmentShader
|
||||
} );
|
||||
const plane = new THREE.PlaneGeometry( frame.width, frame.height );
|
||||
const mesh = new THREE.Mesh( plane, material );
|
||||
scene.add( mesh ); //Label for light's name
|
||||
|
||||
let labelCanvas, labelMesh;
|
||||
|
||||
if ( doRenderLabel ) {
|
||||
|
||||
labelCanvas = document.createElement( 'canvas' );
|
||||
const context = labelCanvas.getContext( '2d' );
|
||||
context.font = 'Bold 20px Arial';
|
||||
const labelWidth = context.measureText( light.name ).width;
|
||||
labelCanvas.width = labelWidth;
|
||||
labelCanvas.height = 25; //25 to account for g, p, etc.
|
||||
|
||||
context.font = 'Bold 20px Arial';
|
||||
context.fillStyle = 'rgba( 255, 0, 0, 1 )';
|
||||
context.fillText( light.name, 0, 20 );
|
||||
const labelTexture = new THREE.Texture( labelCanvas );
|
||||
labelTexture.magFilter = THREE.LinearFilter;
|
||||
labelTexture.minFilter = THREE.LinearFilter;
|
||||
labelTexture.needsUpdate = true;
|
||||
const labelMaterial = new THREE.MeshBasicMaterial( {
|
||||
map: labelTexture,
|
||||
side: THREE.DoubleSide
|
||||
} );
|
||||
labelMaterial.transparent = true;
|
||||
const labelPlane = new THREE.PlaneGeometry( labelCanvas.width, labelCanvas.height );
|
||||
labelMesh = new THREE.Mesh( labelPlane, labelMaterial );
|
||||
scene.add( labelMesh );
|
||||
|
||||
}
|
||||
|
||||
function resetPosition() {
|
||||
|
||||
scope.position.set( scope.position.x, scope.position.y );
|
||||
|
||||
} //- API
|
||||
// Set to false to disable displaying this shadow map
|
||||
|
||||
|
||||
this.enabled = true; // Set the size of the displayed shadow map on the HUD
|
||||
|
||||
this.size = {
|
||||
width: frame.width,
|
||||
height: frame.height,
|
||||
set: function ( width, height ) {
|
||||
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
mesh.scale.set( this.width / frame.width, this.height / frame.height, 1 ); //Reset the position as it is off when we scale stuff
|
||||
|
||||
resetPosition();
|
||||
|
||||
}
|
||||
}; // Set the position of the displayed shadow map on the HUD
|
||||
|
||||
this.position = {
|
||||
x: frame.x,
|
||||
y: frame.y,
|
||||
set: function ( x, y ) {
|
||||
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
const width = scope.size.width;
|
||||
const height = scope.size.height;
|
||||
mesh.position.set( - window.innerWidth / 2 + width / 2 + this.x, window.innerHeight / 2 - height / 2 - this.y, 0 );
|
||||
if ( doRenderLabel ) labelMesh.position.set( mesh.position.x, mesh.position.y - scope.size.height / 2 + labelCanvas.height / 2, 0 );
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
this.render = function ( renderer ) {
|
||||
|
||||
if ( this.enabled ) {
|
||||
|
||||
//Because a light's .shadowMap is only initialised after the first render pass
|
||||
//we have to make sure the correct map is sent into the shader, otherwise we
|
||||
//always end up with the scene's first added shadow casting light's shadowMap
|
||||
//in the shader
|
||||
//See: https://github.com/mrdoob/three.js/issues/5932
|
||||
uniforms.tDiffuse.value = light.shadow.map.texture;
|
||||
userAutoClearSetting = renderer.autoClear;
|
||||
renderer.autoClear = false; // To allow render overlay
|
||||
|
||||
renderer.clearDepth();
|
||||
renderer.render( scene, camera );
|
||||
renderer.autoClear = userAutoClearSetting; //Restore user's setting
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
this.updateForWindowResize = function () {
|
||||
|
||||
if ( this.enabled ) {
|
||||
|
||||
camera.left = window.innerWidth / - 2;
|
||||
camera.right = window.innerWidth / 2;
|
||||
camera.top = window.innerHeight / 2;
|
||||
camera.bottom = window.innerHeight / - 2;
|
||||
camera.updateProjectionMatrix();
|
||||
this.update();
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
this.update = function () {
|
||||
|
||||
this.position.set( this.position.x, this.position.y );
|
||||
this.size.set( this.size.width, this.size.height );
|
||||
|
||||
}; //Force an update to set position/size
|
||||
|
||||
|
||||
this.update();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
THREE.ShadowMapViewer = ShadowMapViewer;
|
||||
|
||||
} )();
|
||||
507
HTML/ThreeJS/node_modules/three/examples/js/utils/SkeletonUtils.js
generated
vendored
Normal file
507
HTML/ThreeJS/node_modules/three/examples/js/utils/SkeletonUtils.js
generated
vendored
Normal file
@@ -0,0 +1,507 @@
|
||||
( function () {
|
||||
|
||||
function retarget( target, source, options = {} ) {
|
||||
|
||||
const pos = new THREE.Vector3(),
|
||||
quat = new THREE.Quaternion(),
|
||||
scale = new THREE.Vector3(),
|
||||
bindBoneMatrix = new THREE.Matrix4(),
|
||||
relativeMatrix = new THREE.Matrix4(),
|
||||
globalMatrix = new THREE.Matrix4();
|
||||
options.preserveMatrix = options.preserveMatrix !== undefined ? options.preserveMatrix : true;
|
||||
options.preservePosition = options.preservePosition !== undefined ? options.preservePosition : true;
|
||||
options.preserveHipPosition = options.preserveHipPosition !== undefined ? options.preserveHipPosition : false;
|
||||
options.useTargetMatrix = options.useTargetMatrix !== undefined ? options.useTargetMatrix : false;
|
||||
options.hip = options.hip !== undefined ? options.hip : 'hip';
|
||||
options.names = options.names || {};
|
||||
const sourceBones = source.isObject3D ? source.skeleton.bones : getBones( source ),
|
||||
bones = target.isObject3D ? target.skeleton.bones : getBones( target );
|
||||
let bindBones, bone, name, boneTo, bonesPosition; // reset bones
|
||||
|
||||
if ( target.isObject3D ) {
|
||||
|
||||
target.skeleton.pose();
|
||||
|
||||
} else {
|
||||
|
||||
options.useTargetMatrix = true;
|
||||
options.preserveMatrix = false;
|
||||
|
||||
}
|
||||
|
||||
if ( options.preservePosition ) {
|
||||
|
||||
bonesPosition = [];
|
||||
|
||||
for ( let i = 0; i < bones.length; i ++ ) {
|
||||
|
||||
bonesPosition.push( bones[ i ].position.clone() );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( options.preserveMatrix ) {
|
||||
|
||||
// reset matrix
|
||||
target.updateMatrixWorld();
|
||||
target.matrixWorld.identity(); // reset children matrix
|
||||
|
||||
for ( let i = 0; i < target.children.length; ++ i ) {
|
||||
|
||||
target.children[ i ].updateMatrixWorld( true );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( options.offsets ) {
|
||||
|
||||
bindBones = [];
|
||||
|
||||
for ( let i = 0; i < bones.length; ++ i ) {
|
||||
|
||||
bone = bones[ i ];
|
||||
name = options.names[ bone.name ] || bone.name;
|
||||
|
||||
if ( options.offsets[ name ] ) {
|
||||
|
||||
bone.matrix.multiply( options.offsets[ name ] );
|
||||
bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
|
||||
bone.updateMatrixWorld();
|
||||
|
||||
}
|
||||
|
||||
bindBones.push( bone.matrixWorld.clone() );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for ( let i = 0; i < bones.length; ++ i ) {
|
||||
|
||||
bone = bones[ i ];
|
||||
name = options.names[ bone.name ] || bone.name;
|
||||
boneTo = getBoneByName( name, sourceBones );
|
||||
globalMatrix.copy( bone.matrixWorld );
|
||||
|
||||
if ( boneTo ) {
|
||||
|
||||
boneTo.updateMatrixWorld();
|
||||
|
||||
if ( options.useTargetMatrix ) {
|
||||
|
||||
relativeMatrix.copy( boneTo.matrixWorld );
|
||||
|
||||
} else {
|
||||
|
||||
relativeMatrix.copy( target.matrixWorld ).invert();
|
||||
relativeMatrix.multiply( boneTo.matrixWorld );
|
||||
|
||||
} // ignore scale to extract rotation
|
||||
|
||||
|
||||
scale.setFromMatrixScale( relativeMatrix );
|
||||
relativeMatrix.scale( scale.set( 1 / scale.x, 1 / scale.y, 1 / scale.z ) ); // apply to global matrix
|
||||
|
||||
globalMatrix.makeRotationFromQuaternion( quat.setFromRotationMatrix( relativeMatrix ) );
|
||||
|
||||
if ( target.isObject3D ) {
|
||||
|
||||
const boneIndex = bones.indexOf( bone ),
|
||||
wBindMatrix = bindBones ? bindBones[ boneIndex ] : bindBoneMatrix.copy( target.skeleton.boneInverses[ boneIndex ] ).invert();
|
||||
globalMatrix.multiply( wBindMatrix );
|
||||
|
||||
}
|
||||
|
||||
globalMatrix.copyPosition( relativeMatrix );
|
||||
|
||||
}
|
||||
|
||||
if ( bone.parent && bone.parent.isBone ) {
|
||||
|
||||
bone.matrix.copy( bone.parent.matrixWorld ).invert();
|
||||
bone.matrix.multiply( globalMatrix );
|
||||
|
||||
} else {
|
||||
|
||||
bone.matrix.copy( globalMatrix );
|
||||
|
||||
}
|
||||
|
||||
if ( options.preserveHipPosition && name === options.hip ) {
|
||||
|
||||
bone.matrix.setPosition( pos.set( 0, bone.position.y, 0 ) );
|
||||
|
||||
}
|
||||
|
||||
bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
|
||||
bone.updateMatrixWorld();
|
||||
|
||||
}
|
||||
|
||||
if ( options.preservePosition ) {
|
||||
|
||||
for ( let i = 0; i < bones.length; ++ i ) {
|
||||
|
||||
bone = bones[ i ];
|
||||
name = options.names[ bone.name ] || bone.name;
|
||||
|
||||
if ( name !== options.hip ) {
|
||||
|
||||
bone.position.copy( bonesPosition[ i ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( options.preserveMatrix ) {
|
||||
|
||||
// restore matrix
|
||||
target.updateMatrixWorld( true );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function retargetClip( target, source, clip, options = {} ) {
|
||||
|
||||
options.useFirstFramePosition = options.useFirstFramePosition !== undefined ? options.useFirstFramePosition : false;
|
||||
options.fps = options.fps !== undefined ? options.fps : 30;
|
||||
options.names = options.names || [];
|
||||
|
||||
if ( ! source.isObject3D ) {
|
||||
|
||||
source = getHelperFromSkeleton( source );
|
||||
|
||||
}
|
||||
|
||||
const numFrames = Math.round( clip.duration * ( options.fps / 1000 ) * 1000 ),
|
||||
delta = 1 / options.fps,
|
||||
convertedTracks = [],
|
||||
mixer = new THREE.AnimationMixer( source ),
|
||||
bones = getBones( target.skeleton ),
|
||||
boneDatas = [];
|
||||
let positionOffset, bone, boneTo, boneData, name;
|
||||
mixer.clipAction( clip ).play();
|
||||
mixer.update( 0 );
|
||||
source.updateMatrixWorld();
|
||||
|
||||
for ( let i = 0; i < numFrames; ++ i ) {
|
||||
|
||||
const time = i * delta;
|
||||
retarget( target, source, options );
|
||||
|
||||
for ( let j = 0; j < bones.length; ++ j ) {
|
||||
|
||||
name = options.names[ bones[ j ].name ] || bones[ j ].name;
|
||||
boneTo = getBoneByName( name, source.skeleton );
|
||||
|
||||
if ( boneTo ) {
|
||||
|
||||
bone = bones[ j ];
|
||||
boneData = boneDatas[ j ] = boneDatas[ j ] || {
|
||||
bone: bone
|
||||
};
|
||||
|
||||
if ( options.hip === name ) {
|
||||
|
||||
if ( ! boneData.pos ) {
|
||||
|
||||
boneData.pos = {
|
||||
times: new Float32Array( numFrames ),
|
||||
values: new Float32Array( numFrames * 3 )
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
if ( options.useFirstFramePosition ) {
|
||||
|
||||
if ( i === 0 ) {
|
||||
|
||||
positionOffset = bone.position.clone();
|
||||
|
||||
}
|
||||
|
||||
bone.position.sub( positionOffset );
|
||||
|
||||
}
|
||||
|
||||
boneData.pos.times[ i ] = time;
|
||||
bone.position.toArray( boneData.pos.values, i * 3 );
|
||||
|
||||
}
|
||||
|
||||
if ( ! boneData.quat ) {
|
||||
|
||||
boneData.quat = {
|
||||
times: new Float32Array( numFrames ),
|
||||
values: new Float32Array( numFrames * 4 )
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
boneData.quat.times[ i ] = time;
|
||||
bone.quaternion.toArray( boneData.quat.values, i * 4 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
mixer.update( delta );
|
||||
source.updateMatrixWorld();
|
||||
|
||||
}
|
||||
|
||||
for ( let i = 0; i < boneDatas.length; ++ i ) {
|
||||
|
||||
boneData = boneDatas[ i ];
|
||||
|
||||
if ( boneData ) {
|
||||
|
||||
if ( boneData.pos ) {
|
||||
|
||||
convertedTracks.push( new THREE.VectorKeyframeTrack( '.bones[' + boneData.bone.name + '].position', boneData.pos.times, boneData.pos.values ) );
|
||||
|
||||
}
|
||||
|
||||
convertedTracks.push( new THREE.QuaternionKeyframeTrack( '.bones[' + boneData.bone.name + '].quaternion', boneData.quat.times, boneData.quat.values ) );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
mixer.uncacheAction( clip );
|
||||
return new THREE.AnimationClip( clip.name, - 1, convertedTracks );
|
||||
|
||||
}
|
||||
|
||||
function getHelperFromSkeleton( skeleton ) {
|
||||
|
||||
const source = new THREE.SkeletonHelper( skeleton.bones[ 0 ] );
|
||||
source.skeleton = skeleton;
|
||||
return source;
|
||||
|
||||
}
|
||||
|
||||
function getSkeletonOffsets( target, source, options = {} ) {
|
||||
|
||||
const targetParentPos = new THREE.Vector3(),
|
||||
targetPos = new THREE.Vector3(),
|
||||
sourceParentPos = new THREE.Vector3(),
|
||||
sourcePos = new THREE.Vector3(),
|
||||
targetDir = new THREE.Vector2(),
|
||||
sourceDir = new THREE.Vector2();
|
||||
options.hip = options.hip !== undefined ? options.hip : 'hip';
|
||||
options.names = options.names || {};
|
||||
|
||||
if ( ! source.isObject3D ) {
|
||||
|
||||
source = getHelperFromSkeleton( source );
|
||||
|
||||
}
|
||||
|
||||
const nameKeys = Object.keys( options.names ),
|
||||
nameValues = Object.values( options.names ),
|
||||
sourceBones = source.isObject3D ? source.skeleton.bones : getBones( source ),
|
||||
bones = target.isObject3D ? target.skeleton.bones : getBones( target ),
|
||||
offsets = [];
|
||||
let bone, boneTo, name, i;
|
||||
target.skeleton.pose();
|
||||
|
||||
for ( i = 0; i < bones.length; ++ i ) {
|
||||
|
||||
bone = bones[ i ];
|
||||
name = options.names[ bone.name ] || bone.name;
|
||||
boneTo = getBoneByName( name, sourceBones );
|
||||
|
||||
if ( boneTo && name !== options.hip ) {
|
||||
|
||||
const boneParent = getNearestBone( bone.parent, nameKeys ),
|
||||
boneToParent = getNearestBone( boneTo.parent, nameValues );
|
||||
boneParent.updateMatrixWorld();
|
||||
boneToParent.updateMatrixWorld();
|
||||
targetParentPos.setFromMatrixPosition( boneParent.matrixWorld );
|
||||
targetPos.setFromMatrixPosition( bone.matrixWorld );
|
||||
sourceParentPos.setFromMatrixPosition( boneToParent.matrixWorld );
|
||||
sourcePos.setFromMatrixPosition( boneTo.matrixWorld );
|
||||
targetDir.subVectors( new THREE.Vector2( targetPos.x, targetPos.y ), new THREE.Vector2( targetParentPos.x, targetParentPos.y ) ).normalize();
|
||||
sourceDir.subVectors( new THREE.Vector2( sourcePos.x, sourcePos.y ), new THREE.Vector2( sourceParentPos.x, sourceParentPos.y ) ).normalize();
|
||||
const laterialAngle = targetDir.angle() - sourceDir.angle();
|
||||
const offset = new THREE.Matrix4().makeRotationFromEuler( new THREE.Euler( 0, 0, laterialAngle ) );
|
||||
bone.matrix.multiply( offset );
|
||||
bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
|
||||
bone.updateMatrixWorld();
|
||||
offsets[ name ] = offset;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return offsets;
|
||||
|
||||
}
|
||||
|
||||
function renameBones( skeleton, names ) {
|
||||
|
||||
const bones = getBones( skeleton );
|
||||
|
||||
for ( let i = 0; i < bones.length; ++ i ) {
|
||||
|
||||
const bone = bones[ i ];
|
||||
|
||||
if ( names[ bone.name ] ) {
|
||||
|
||||
bone.name = names[ bone.name ];
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
function getBones( skeleton ) {
|
||||
|
||||
return Array.isArray( skeleton ) ? skeleton : skeleton.bones;
|
||||
|
||||
}
|
||||
|
||||
function getBoneByName( name, skeleton ) {
|
||||
|
||||
for ( let i = 0, bones = getBones( skeleton ); i < bones.length; i ++ ) {
|
||||
|
||||
if ( name === bones[ i ].name ) return bones[ i ];
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function getNearestBone( bone, names ) {
|
||||
|
||||
while ( bone.isBone ) {
|
||||
|
||||
if ( names.indexOf( bone.name ) !== - 1 ) {
|
||||
|
||||
return bone;
|
||||
|
||||
}
|
||||
|
||||
bone = bone.parent;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function findBoneTrackData( name, tracks ) {
|
||||
|
||||
const regexp = /\[(.*)\]\.(.*)/,
|
||||
result = {
|
||||
name: name
|
||||
};
|
||||
|
||||
for ( let i = 0; i < tracks.length; ++ i ) {
|
||||
|
||||
// 1 is track name
|
||||
// 2 is track type
|
||||
const trackData = regexp.exec( tracks[ i ].name );
|
||||
|
||||
if ( trackData && name === trackData[ 1 ] ) {
|
||||
|
||||
result[ trackData[ 2 ] ] = i;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return result;
|
||||
|
||||
}
|
||||
|
||||
function getEqualsBonesNames( skeleton, targetSkeleton ) {
|
||||
|
||||
const sourceBones = getBones( skeleton ),
|
||||
targetBones = getBones( targetSkeleton ),
|
||||
bones = [];
|
||||
|
||||
search: for ( let i = 0; i < sourceBones.length; i ++ ) {
|
||||
|
||||
const boneName = sourceBones[ i ].name;
|
||||
|
||||
for ( let j = 0; j < targetBones.length; j ++ ) {
|
||||
|
||||
if ( boneName === targetBones[ j ].name ) {
|
||||
|
||||
bones.push( boneName );
|
||||
continue search;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return bones;
|
||||
|
||||
}
|
||||
|
||||
function clone( source ) {
|
||||
|
||||
const sourceLookup = new Map();
|
||||
const cloneLookup = new Map();
|
||||
const clone = source.clone();
|
||||
parallelTraverse( source, clone, function ( sourceNode, clonedNode ) {
|
||||
|
||||
sourceLookup.set( clonedNode, sourceNode );
|
||||
cloneLookup.set( sourceNode, clonedNode );
|
||||
|
||||
} );
|
||||
clone.traverse( function ( node ) {
|
||||
|
||||
if ( ! node.isSkinnedMesh ) return;
|
||||
const clonedMesh = node;
|
||||
const sourceMesh = sourceLookup.get( node );
|
||||
const sourceBones = sourceMesh.skeleton.bones;
|
||||
clonedMesh.skeleton = sourceMesh.skeleton.clone();
|
||||
clonedMesh.bindMatrix.copy( sourceMesh.bindMatrix );
|
||||
clonedMesh.skeleton.bones = sourceBones.map( function ( bone ) {
|
||||
|
||||
return cloneLookup.get( bone );
|
||||
|
||||
} );
|
||||
clonedMesh.bind( clonedMesh.skeleton, clonedMesh.bindMatrix );
|
||||
|
||||
} );
|
||||
return clone;
|
||||
|
||||
}
|
||||
|
||||
function parallelTraverse( a, b, callback ) {
|
||||
|
||||
callback( a, b );
|
||||
|
||||
for ( let i = 0; i < a.children.length; i ++ ) {
|
||||
|
||||
parallelTraverse( a.children[ i ], b.children[ i ], callback );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
THREE.SkeletonUtils = {};
|
||||
THREE.SkeletonUtils.clone = clone;
|
||||
THREE.SkeletonUtils.findBoneTrackData = findBoneTrackData;
|
||||
THREE.SkeletonUtils.getBoneByName = getBoneByName;
|
||||
THREE.SkeletonUtils.getBones = getBones;
|
||||
THREE.SkeletonUtils.getEqualsBonesNames = getEqualsBonesNames;
|
||||
THREE.SkeletonUtils.getHelperFromSkeleton = getHelperFromSkeleton;
|
||||
THREE.SkeletonUtils.getNearestBone = getNearestBone;
|
||||
THREE.SkeletonUtils.getSkeletonOffsets = getSkeletonOffsets;
|
||||
THREE.SkeletonUtils.renameBones = renameBones;
|
||||
THREE.SkeletonUtils.retarget = retarget;
|
||||
THREE.SkeletonUtils.retargetClip = retargetClip;
|
||||
|
||||
} )();
|
||||
145
HTML/ThreeJS/node_modules/three/examples/js/utils/UVsDebug.js
generated
vendored
Normal file
145
HTML/ThreeJS/node_modules/three/examples/js/utils/UVsDebug.js
generated
vendored
Normal file
@@ -0,0 +1,145 @@
|
||||
( function () {
|
||||
|
||||
/**
|
||||
* tool for "unwrapping" and debugging three.js geometries UV mapping
|
||||
*
|
||||
* Sample usage:
|
||||
* document.body.appendChild( UVsDebug( new THREE.SphereGeometry( 10, 10, 10, 10 ) );
|
||||
*
|
||||
*/
|
||||
|
||||
function UVsDebug( geometry, size = 1024 ) {
|
||||
|
||||
// handles wrapping of uv.x > 1 only
|
||||
const abc = 'abc';
|
||||
const a = new THREE.Vector2();
|
||||
const b = new THREE.Vector2();
|
||||
const uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];
|
||||
const face = [];
|
||||
const canvas = document.createElement( 'canvas' );
|
||||
const width = size; // power of 2 required for wrapping
|
||||
|
||||
const height = size;
|
||||
canvas.width = width;
|
||||
canvas.height = height;
|
||||
const ctx = canvas.getContext( '2d' );
|
||||
ctx.lineWidth = 1;
|
||||
ctx.strokeStyle = 'rgb( 63, 63, 63 )';
|
||||
ctx.textAlign = 'center'; // paint background white
|
||||
|
||||
ctx.fillStyle = 'rgb( 255, 255, 255 )';
|
||||
ctx.fillRect( 0, 0, width, height );
|
||||
|
||||
if ( geometry.isGeometry ) {
|
||||
|
||||
console.error( 'THREE.UVsDebug no longer supports Geometry. Use THREE.BufferGeometry instead.' );
|
||||
return;
|
||||
|
||||
} else {
|
||||
|
||||
const index = geometry.index;
|
||||
const uvAttribute = geometry.attributes.uv;
|
||||
|
||||
if ( index ) {
|
||||
|
||||
// indexed geometry
|
||||
for ( let i = 0, il = index.count; i < il; i += 3 ) {
|
||||
|
||||
face[ 0 ] = index.getX( i );
|
||||
face[ 1 ] = index.getX( i + 1 );
|
||||
face[ 2 ] = index.getX( i + 2 );
|
||||
uvs[ 0 ].fromBufferAttribute( uvAttribute, face[ 0 ] );
|
||||
uvs[ 1 ].fromBufferAttribute( uvAttribute, face[ 1 ] );
|
||||
uvs[ 2 ].fromBufferAttribute( uvAttribute, face[ 2 ] );
|
||||
processFace( face, uvs, i / 3 );
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
// non-indexed geometry
|
||||
for ( let i = 0, il = uvAttribute.count; i < il; i += 3 ) {
|
||||
|
||||
face[ 0 ] = i;
|
||||
face[ 1 ] = i + 1;
|
||||
face[ 2 ] = i + 2;
|
||||
uvs[ 0 ].fromBufferAttribute( uvAttribute, face[ 0 ] );
|
||||
uvs[ 1 ].fromBufferAttribute( uvAttribute, face[ 1 ] );
|
||||
uvs[ 2 ].fromBufferAttribute( uvAttribute, face[ 2 ] );
|
||||
processFace( face, uvs, i / 3 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return canvas;
|
||||
|
||||
function processFace( face, uvs, index ) {
|
||||
|
||||
// draw contour of face
|
||||
ctx.beginPath();
|
||||
a.set( 0, 0 );
|
||||
|
||||
for ( let j = 0, jl = uvs.length; j < jl; j ++ ) {
|
||||
|
||||
const uv = uvs[ j ];
|
||||
a.x += uv.x;
|
||||
a.y += uv.y;
|
||||
|
||||
if ( j === 0 ) {
|
||||
|
||||
ctx.moveTo( uv.x * ( width - 2 ) + 0.5, ( 1 - uv.y ) * ( height - 2 ) + 0.5 );
|
||||
|
||||
} else {
|
||||
|
||||
ctx.lineTo( uv.x * ( width - 2 ) + 0.5, ( 1 - uv.y ) * ( height - 2 ) + 0.5 );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
ctx.closePath();
|
||||
ctx.stroke(); // calculate center of face
|
||||
|
||||
a.divideScalar( uvs.length ); // label the face number
|
||||
|
||||
ctx.font = '18px Arial';
|
||||
ctx.fillStyle = 'rgb( 63, 63, 63 )';
|
||||
ctx.fillText( index, a.x * width, ( 1 - a.y ) * height );
|
||||
|
||||
if ( a.x > 0.95 ) {
|
||||
|
||||
// wrap x // 0.95 is arbitrary
|
||||
ctx.fillText( index, a.x % 1 * width, ( 1 - a.y ) * height );
|
||||
|
||||
} //
|
||||
|
||||
|
||||
ctx.font = '12px Arial';
|
||||
ctx.fillStyle = 'rgb( 191, 191, 191 )'; // label uv edge orders
|
||||
|
||||
for ( let j = 0, jl = uvs.length; j < jl; j ++ ) {
|
||||
|
||||
const uv = uvs[ j ];
|
||||
b.addVectors( a, uv ).divideScalar( 2 );
|
||||
const vnum = face[ j ];
|
||||
ctx.fillText( abc[ j ] + vnum, b.x * width, ( 1 - b.y ) * height );
|
||||
|
||||
if ( b.x > 0.95 ) {
|
||||
|
||||
// wrap x
|
||||
ctx.fillText( abc[ j ] + vnum, b.x % 1 * width, ( 1 - b.y ) * height );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
THREE.UVsDebug = UVsDebug;
|
||||
|
||||
} )();
|
||||
115
HTML/ThreeJS/node_modules/three/examples/js/utils/WorkerPool.js
generated
vendored
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115
HTML/ThreeJS/node_modules/three/examples/js/utils/WorkerPool.js
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( function () {
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/**
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* @author Deepkolos / https://github.com/deepkolos
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*/
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class WorkerPool {
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constructor( pool = 4 ) {
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this.pool = pool;
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this.queue = [];
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this.workers = [];
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this.workersResolve = [];
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this.workerStatus = 0;
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}
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_initWorker( workerId ) {
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if ( ! this.workers[ workerId ] ) {
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const worker = this.workerCreator();
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worker.addEventListener( 'message', this._onMessage.bind( this, workerId ) );
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this.workers[ workerId ] = worker;
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}
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||||
|
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}
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_getIdleWorker() {
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||||
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for ( let i = 0; i < this.pool; i ++ ) if ( ! ( this.workerStatus & 1 << i ) ) return i;
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||||
return - 1;
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||||
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||||
}
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||||
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||||
_onMessage( workerId, msg ) {
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||||
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||||
const resolve = this.workersResolve[ workerId ];
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||||
resolve && resolve( msg );
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||||
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||||
if ( this.queue.length ) {
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||||
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||||
const {
|
||||
resolve,
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||||
msg,
|
||||
transfer
|
||||
} = this.queue.shift();
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||||
this.workersResolve[ workerId ] = resolve;
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this.workers[ workerId ].postMessage( msg, transfer );
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||||
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||||
} else {
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||||
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||||
this.workerStatus ^= 1 << workerId;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
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||||
setWorkerCreator( workerCreator ) {
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||||
|
||||
this.workerCreator = workerCreator;
|
||||
|
||||
}
|
||||
|
||||
setWorkerLimit( pool ) {
|
||||
|
||||
this.pool = pool;
|
||||
|
||||
}
|
||||
|
||||
postMessage( msg, transfer ) {
|
||||
|
||||
return new Promise( resolve => {
|
||||
|
||||
const workerId = this._getIdleWorker();
|
||||
|
||||
if ( workerId !== - 1 ) {
|
||||
|
||||
this._initWorker( workerId );
|
||||
|
||||
this.workerStatus |= 1 << workerId;
|
||||
this.workersResolve[ workerId ] = resolve;
|
||||
this.workers[ workerId ].postMessage( msg, transfer );
|
||||
|
||||
} else {
|
||||
|
||||
this.queue.push( {
|
||||
resolve,
|
||||
msg,
|
||||
transfer
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
this.workers.forEach( worker => worker.terminate() );
|
||||
this.workersResolve.length = 0;
|
||||
this.workers.length = 0;
|
||||
this.queue.length = 0;
|
||||
this.workerStatus = 0;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
THREE.WorkerPool = WorkerPool;
|
||||
|
||||
} )();
|
||||
Reference in New Issue
Block a user