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- import {
- BufferGeometry,
- Float32BufferAttribute,
- Matrix4,
- Vector3
- } from 'three';
- /**
- * You can use this geometry to create a decal mesh, that serves different kinds of purposes.
- * e.g. adding unique details to models, performing dynamic visual environmental changes or covering seams.
- *
- * Constructor parameter:
- *
- * mesh — Any mesh object
- * position — Position of the decal projector
- * orientation — Orientation of the decal projector
- * size — Size of the decal projector
- *
- * reference: http://blog.wolfire.com/2009/06/how-to-project-decals/
- *
- */
- class DecalGeometry extends BufferGeometry {
- constructor( mesh, position, orientation, size ) {
- super();
- // buffers
- const vertices = [];
- const normals = [];
- const uvs = [];
- // helpers
- const plane = new Vector3();
- // this matrix represents the transformation of the decal projector
- const projectorMatrix = new Matrix4();
- projectorMatrix.makeRotationFromEuler( orientation );
- projectorMatrix.setPosition( position );
- const projectorMatrixInverse = new Matrix4();
- projectorMatrixInverse.copy( projectorMatrix ).invert();
- // generate buffers
- generate();
- // build geometry
- this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
- this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
- function generate() {
- let decalVertices = [];
- const vertex = new Vector3();
- const normal = new Vector3();
- // handle different geometry types
- const geometry = mesh.geometry;
- const positionAttribute = geometry.attributes.position;
- const normalAttribute = geometry.attributes.normal;
- // first, create an array of 'DecalVertex' objects
- // three consecutive 'DecalVertex' objects represent a single face
- //
- // this data structure will be later used to perform the clipping
- if ( geometry.index !== null ) {
- // indexed BufferGeometry
- const index = geometry.index;
- for ( let i = 0; i < index.count; i ++ ) {
- vertex.fromBufferAttribute( positionAttribute, index.getX( i ) );
- normal.fromBufferAttribute( normalAttribute, index.getX( i ) );
- pushDecalVertex( decalVertices, vertex, normal );
- }
- } else {
- // non-indexed BufferGeometry
- for ( let i = 0; i < positionAttribute.count; i ++ ) {
- vertex.fromBufferAttribute( positionAttribute, i );
- normal.fromBufferAttribute( normalAttribute, i );
- pushDecalVertex( decalVertices, vertex, normal );
- }
- }
- // second, clip the geometry so that it doesn't extend out from the projector
- decalVertices = clipGeometry( decalVertices, plane.set( 1, 0, 0 ) );
- decalVertices = clipGeometry( decalVertices, plane.set( - 1, 0, 0 ) );
- decalVertices = clipGeometry( decalVertices, plane.set( 0, 1, 0 ) );
- decalVertices = clipGeometry( decalVertices, plane.set( 0, - 1, 0 ) );
- decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, 1 ) );
- decalVertices = clipGeometry( decalVertices, plane.set( 0, 0, - 1 ) );
- // third, generate final vertices, normals and uvs
- for ( let i = 0; i < decalVertices.length; i ++ ) {
- const decalVertex = decalVertices[ i ];
- // create texture coordinates (we are still in projector space)
- uvs.push(
- 0.5 + ( decalVertex.position.x / size.x ),
- 0.5 + ( decalVertex.position.y / size.y )
- );
- // transform the vertex back to world space
- decalVertex.position.applyMatrix4( projectorMatrix );
- // now create vertex and normal buffer data
- vertices.push( decalVertex.position.x, decalVertex.position.y, decalVertex.position.z );
- normals.push( decalVertex.normal.x, decalVertex.normal.y, decalVertex.normal.z );
- }
- }
- function pushDecalVertex( decalVertices, vertex, normal ) {
- // transform the vertex to world space, then to projector space
- vertex.applyMatrix4( mesh.matrixWorld );
- vertex.applyMatrix4( projectorMatrixInverse );
- normal.transformDirection( mesh.matrixWorld );
- decalVertices.push( new DecalVertex( vertex.clone(), normal.clone() ) );
- }
- function clipGeometry( inVertices, plane ) {
- const outVertices = [];
- const s = 0.5 * Math.abs( size.dot( plane ) );
- // a single iteration clips one face,
- // which consists of three consecutive 'DecalVertex' objects
- for ( let i = 0; i < inVertices.length; i += 3 ) {
- let total = 0;
- let nV1;
- let nV2;
- let nV3;
- let nV4;
- const d1 = inVertices[ i + 0 ].position.dot( plane ) - s;
- const d2 = inVertices[ i + 1 ].position.dot( plane ) - s;
- const d3 = inVertices[ i + 2 ].position.dot( plane ) - s;
- const v1Out = d1 > 0;
- const v2Out = d2 > 0;
- const v3Out = d3 > 0;
- // calculate, how many vertices of the face lie outside of the clipping plane
- total = ( v1Out ? 1 : 0 ) + ( v2Out ? 1 : 0 ) + ( v3Out ? 1 : 0 );
- switch ( total ) {
- case 0: {
- // the entire face lies inside of the plane, no clipping needed
- outVertices.push( inVertices[ i ] );
- outVertices.push( inVertices[ i + 1 ] );
- outVertices.push( inVertices[ i + 2 ] );
- break;
- }
- case 1: {
- // one vertex lies outside of the plane, perform clipping
- if ( v1Out ) {
- nV1 = inVertices[ i + 1 ];
- nV2 = inVertices[ i + 2 ];
- nV3 = clip( inVertices[ i ], nV1, plane, s );
- nV4 = clip( inVertices[ i ], nV2, plane, s );
- }
- if ( v2Out ) {
- nV1 = inVertices[ i ];
- nV2 = inVertices[ i + 2 ];
- nV3 = clip( inVertices[ i + 1 ], nV1, plane, s );
- nV4 = clip( inVertices[ i + 1 ], nV2, plane, s );
- outVertices.push( nV3 );
- outVertices.push( nV2.clone() );
- outVertices.push( nV1.clone() );
- outVertices.push( nV2.clone() );
- outVertices.push( nV3.clone() );
- outVertices.push( nV4 );
- break;
- }
- if ( v3Out ) {
- nV1 = inVertices[ i ];
- nV2 = inVertices[ i + 1 ];
- nV3 = clip( inVertices[ i + 2 ], nV1, plane, s );
- nV4 = clip( inVertices[ i + 2 ], nV2, plane, s );
- }
- outVertices.push( nV1.clone() );
- outVertices.push( nV2.clone() );
- outVertices.push( nV3 );
- outVertices.push( nV4 );
- outVertices.push( nV3.clone() );
- outVertices.push( nV2.clone() );
- break;
- }
- case 2: {
- // two vertices lies outside of the plane, perform clipping
- if ( ! v1Out ) {
- nV1 = inVertices[ i ].clone();
- nV2 = clip( nV1, inVertices[ i + 1 ], plane, s );
- nV3 = clip( nV1, inVertices[ i + 2 ], plane, s );
- outVertices.push( nV1 );
- outVertices.push( nV2 );
- outVertices.push( nV3 );
- }
- if ( ! v2Out ) {
- nV1 = inVertices[ i + 1 ].clone();
- nV2 = clip( nV1, inVertices[ i + 2 ], plane, s );
- nV3 = clip( nV1, inVertices[ i ], plane, s );
- outVertices.push( nV1 );
- outVertices.push( nV2 );
- outVertices.push( nV3 );
- }
- if ( ! v3Out ) {
- nV1 = inVertices[ i + 2 ].clone();
- nV2 = clip( nV1, inVertices[ i ], plane, s );
- nV3 = clip( nV1, inVertices[ i + 1 ], plane, s );
- outVertices.push( nV1 );
- outVertices.push( nV2 );
- outVertices.push( nV3 );
- }
- break;
- }
- case 3: {
- // the entire face lies outside of the plane, so let's discard the corresponding vertices
- break;
- }
- }
- }
- return outVertices;
- }
- function clip( v0, v1, p, s ) {
- const d0 = v0.position.dot( p ) - s;
- const d1 = v1.position.dot( p ) - s;
- const s0 = d0 / ( d0 - d1 );
- const v = new DecalVertex(
- new Vector3(
- v0.position.x + s0 * ( v1.position.x - v0.position.x ),
- v0.position.y + s0 * ( v1.position.y - v0.position.y ),
- v0.position.z + s0 * ( v1.position.z - v0.position.z )
- ),
- new Vector3(
- v0.normal.x + s0 * ( v1.normal.x - v0.normal.x ),
- v0.normal.y + s0 * ( v1.normal.y - v0.normal.y ),
- v0.normal.z + s0 * ( v1.normal.z - v0.normal.z )
- )
- );
- // need to clip more values (texture coordinates)? do it this way:
- // intersectpoint.value = a.value + s * ( b.value - a.value );
- return v;
- }
- }
- }
- // helper
- class DecalVertex {
- constructor( position, normal ) {
- this.position = position;
- this.normal = normal;
- }
- clone() {
- return new this.constructor( this.position.clone(), this.normal.clone() );
- }
- }
- export { DecalGeometry, DecalVertex };
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