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- import {
- Triangle,
- Vector3
- } from 'three';
- /**
- * Utility class for sampling weighted random points on the surface of a mesh.
- *
- * Building the sampler is a one-time O(n) operation. Once built, any number of
- * random samples may be selected in O(logn) time. Memory usage is O(n).
- *
- * References:
- * - http://www.joesfer.com/?p=84
- * - https://stackoverflow.com/a/4322940/1314762
- */
- const _face = new Triangle();
- const _color = new Vector3();
- class MeshSurfaceSampler {
- constructor( mesh ) {
- let geometry = mesh.geometry;
- if ( ! geometry.isBufferGeometry || geometry.attributes.position.itemSize !== 3 ) {
- throw new Error( 'THREE.MeshSurfaceSampler: Requires BufferGeometry triangle mesh.' );
- }
- if ( geometry.index ) {
- console.warn( 'THREE.MeshSurfaceSampler: Converting geometry to non-indexed BufferGeometry.' );
- geometry = geometry.toNonIndexed();
- }
- this.geometry = geometry;
- this.randomFunction = Math.random;
- this.positionAttribute = this.geometry.getAttribute( 'position' );
- this.colorAttribute = this.geometry.getAttribute( 'color' );
- this.weightAttribute = null;
- this.distribution = null;
- }
- setWeightAttribute( name ) {
- this.weightAttribute = name ? this.geometry.getAttribute( name ) : null;
- return this;
- }
- build() {
- const positionAttribute = this.positionAttribute;
- const weightAttribute = this.weightAttribute;
- const faceWeights = new Float32Array( positionAttribute.count / 3 );
- // Accumulate weights for each mesh face.
- for ( let i = 0; i < positionAttribute.count; i += 3 ) {
- let faceWeight = 1;
- if ( weightAttribute ) {
- faceWeight = weightAttribute.getX( i )
- + weightAttribute.getX( i + 1 )
- + weightAttribute.getX( i + 2 );
- }
- _face.a.fromBufferAttribute( positionAttribute, i );
- _face.b.fromBufferAttribute( positionAttribute, i + 1 );
- _face.c.fromBufferAttribute( positionAttribute, i + 2 );
- faceWeight *= _face.getArea();
- faceWeights[ i / 3 ] = faceWeight;
- }
- // Store cumulative total face weights in an array, where weight index
- // corresponds to face index.
- this.distribution = new Float32Array( positionAttribute.count / 3 );
- let cumulativeTotal = 0;
- for ( let i = 0; i < faceWeights.length; i ++ ) {
- cumulativeTotal += faceWeights[ i ];
- this.distribution[ i ] = cumulativeTotal;
- }
- return this;
- }
- setRandomGenerator( randomFunction ) {
- this.randomFunction = randomFunction;
- return this;
- }
- sample( targetPosition, targetNormal, targetColor ) {
- const cumulativeTotal = this.distribution[ this.distribution.length - 1 ];
- const faceIndex = this.binarySearch( this.randomFunction() * cumulativeTotal );
- return this.sampleFace( faceIndex, targetPosition, targetNormal, targetColor );
- }
- binarySearch( x ) {
- const dist = this.distribution;
- let start = 0;
- let end = dist.length - 1;
- let index = - 1;
- while ( start <= end ) {
- const mid = Math.ceil( ( start + end ) / 2 );
- if ( mid === 0 || dist[ mid - 1 ] <= x && dist[ mid ] > x ) {
- index = mid;
- break;
- } else if ( x < dist[ mid ] ) {
- end = mid - 1;
- } else {
- start = mid + 1;
- }
- }
- return index;
- }
- sampleFace( faceIndex, targetPosition, targetNormal, targetColor ) {
- let u = this.randomFunction();
- let v = this.randomFunction();
- if ( u + v > 1 ) {
- u = 1 - u;
- v = 1 - v;
- }
- _face.a.fromBufferAttribute( this.positionAttribute, faceIndex * 3 );
- _face.b.fromBufferAttribute( this.positionAttribute, faceIndex * 3 + 1 );
- _face.c.fromBufferAttribute( this.positionAttribute, faceIndex * 3 + 2 );
- targetPosition
- .set( 0, 0, 0 )
- .addScaledVector( _face.a, u )
- .addScaledVector( _face.b, v )
- .addScaledVector( _face.c, 1 - ( u + v ) );
- if ( targetNormal !== undefined ) {
- _face.getNormal( targetNormal );
- }
- if ( targetColor !== undefined && this.colorAttribute !== undefined ) {
- _face.a.fromBufferAttribute( this.colorAttribute, faceIndex * 3 );
- _face.b.fromBufferAttribute( this.colorAttribute, faceIndex * 3 + 1 );
- _face.c.fromBufferAttribute( this.colorAttribute, faceIndex * 3 + 2 );
- _color
- .set( 0, 0, 0 )
- .addScaledVector( _face.a, u )
- .addScaledVector( _face.b, v )
- .addScaledVector( _face.c, 1 - ( u + v ) );
- targetColor.r = _color.x;
- targetColor.g = _color.y;
- targetColor.b = _color.z;
- }
- return this;
- }
- }
- export { MeshSurfaceSampler };
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