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- import {
- Triangle,
- Vector2,
- Vector3
- } from 'three';
- const _face = new Triangle();
- const _color = new Vector3();
- const _uva = new Vector2(), _uvb = new Vector2(), _uvc = new Vector2();
- /**
- * 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:
- * - {@link http://www.joesfer.com/?p=84}
- * - {@link https://stackoverflow.com/a/4322940/1314762}
- *
- * ```js
- * const sampler = new MeshSurfaceSampler( surfaceMesh )
- * .setWeightAttribute( 'color' )
- * .build();
- *
- * const mesh = new THREE.InstancedMesh( sampleGeometry, sampleMaterial, 100 );
- *
- * const position = new THREE.Vector3();
- * const matrix = new THREE.Matrix4();
- *
- * // Sample randomly from the surface, creating an instance of the sample geometry at each sample point.
- *
- * for ( let i = 0; i < 100; i ++ ) {
- *
- * sampler.sample( position );
- * matrix.makeTranslation( position.x, position.y, position.z );
- * mesh.setMatrixAt( i, matrix );
- *
- * }
- *
- * scene.add( mesh );
- * ```
- *
- * @three_import import { MeshSurfaceSampler } from 'three/addons/math/MeshSurfaceSampler.js';
- */
- class MeshSurfaceSampler {
- /**
- * Constructs a mesh surface sampler.
- *
- * @param {Mesh} mesh - Surface mesh from which to sample.
- */
- constructor( mesh ) {
- this.geometry = mesh.geometry;
- this.randomFunction = Math.random;
- this.indexAttribute = this.geometry.index;
- this.positionAttribute = this.geometry.getAttribute( 'position' );
- this.normalAttribute = this.geometry.getAttribute( 'normal' );
- this.colorAttribute = this.geometry.getAttribute( 'color' );
- this.uvAttribute = this.geometry.getAttribute( 'uv' );
- this.weightAttribute = null;
- this.distribution = null;
- }
- /**
- * Specifies a vertex attribute to be used as a weight when sampling from the surface.
- * Faces with higher weights are more likely to be sampled, and those with weights of
- * zero will not be sampled at all. For vector attributes, only .x is used in sampling.
- *
- * If no weight attribute is selected, sampling is randomly distributed by area.
- *
- * @param {string} name - The attribute name.
- * @return {MeshSurfaceSampler} A reference to this sampler.
- */
- setWeightAttribute( name ) {
- this.weightAttribute = name ? this.geometry.getAttribute( name ) : null;
- return this;
- }
- /**
- * Processes the input geometry and prepares to return samples. Any configuration of the
- * geometry or sampler must occur before this method is called. Time complexity is O(n)
- * for a surface with n faces.
- *
- * @return {MeshSurfaceSampler} A reference to this sampler.
- */
- build() {
- const indexAttribute = this.indexAttribute;
- const positionAttribute = this.positionAttribute;
- const weightAttribute = this.weightAttribute;
- const totalFaces = indexAttribute ? ( indexAttribute.count / 3 ) : ( positionAttribute.count / 3 );
- const faceWeights = new Float32Array( totalFaces );
- // Accumulate weights for each mesh face.
- for ( let i = 0; i < totalFaces; i ++ ) {
- let faceWeight = 1;
- let i0 = 3 * i;
- let i1 = 3 * i + 1;
- let i2 = 3 * i + 2;
- if ( indexAttribute ) {
- i0 = indexAttribute.getX( i0 );
- i1 = indexAttribute.getX( i1 );
- i2 = indexAttribute.getX( i2 );
- }
- if ( weightAttribute ) {
- faceWeight = weightAttribute.getX( i0 )
- + weightAttribute.getX( i1 )
- + weightAttribute.getX( i2 );
- }
- _face.a.fromBufferAttribute( positionAttribute, i0 );
- _face.b.fromBufferAttribute( positionAttribute, i1 );
- _face.c.fromBufferAttribute( positionAttribute, i2 );
- faceWeight *= _face.getArea();
- faceWeights[ i ] = faceWeight;
- }
- // Store cumulative total face weights in an array, where weight index
- // corresponds to face index.
- const distribution = new Float32Array( totalFaces );
- let cumulativeTotal = 0;
- for ( let i = 0; i < totalFaces; i ++ ) {
- cumulativeTotal += faceWeights[ i ];
- distribution[ i ] = cumulativeTotal;
- }
- this.distribution = distribution;
- return this;
- }
- /**
- * Allows to set a custom random number generator. Default is `Math.random()`.
- *
- * @param {Function} randomFunction - A random number generator.
- * @return {MeshSurfaceSampler} A reference to this sampler.
- */
- setRandomGenerator( randomFunction ) {
- this.randomFunction = randomFunction;
- return this;
- }
- /**
- * Selects a random point on the surface of the input geometry, returning the
- * position and optionally the normal vector, color and UV Coordinate at that point.
- * Time complexity is O(log n) for a surface with n faces.
- *
- * @param {Vector3} targetPosition - The target object holding the sampled position.
- * @param {Vector3} targetNormal - The target object holding the sampled normal.
- * @param {Color} targetColor - The target object holding the sampled color.
- * @param {Vector2} targetUV - The target object holding the sampled uv coordinates.
- * @return {MeshSurfaceSampler} A reference to this sampler.
- */
- sample( targetPosition, targetNormal, targetColor, targetUV ) {
- const faceIndex = this._sampleFaceIndex();
- return this._sampleFace( faceIndex, targetPosition, targetNormal, targetColor, targetUV );
- }
- // private
- _sampleFaceIndex() {
- const cumulativeTotal = this.distribution[ this.distribution.length - 1 ];
- return this._binarySearch( this.randomFunction() * cumulativeTotal );
- }
- _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, targetUV ) {
- let u = this.randomFunction();
- let v = this.randomFunction();
- if ( u + v > 1 ) {
- u = 1 - u;
- v = 1 - v;
- }
- // get the vertex attribute indices
- const indexAttribute = this.indexAttribute;
- let i0 = faceIndex * 3;
- let i1 = faceIndex * 3 + 1;
- let i2 = faceIndex * 3 + 2;
- if ( indexAttribute ) {
- i0 = indexAttribute.getX( i0 );
- i1 = indexAttribute.getX( i1 );
- i2 = indexAttribute.getX( i2 );
- }
- _face.a.fromBufferAttribute( this.positionAttribute, i0 );
- _face.b.fromBufferAttribute( this.positionAttribute, i1 );
- _face.c.fromBufferAttribute( this.positionAttribute, i2 );
- targetPosition
- .set( 0, 0, 0 )
- .addScaledVector( _face.a, u )
- .addScaledVector( _face.b, v )
- .addScaledVector( _face.c, 1 - ( u + v ) );
- if ( targetNormal !== undefined ) {
- if ( this.normalAttribute !== undefined ) {
- _face.a.fromBufferAttribute( this.normalAttribute, i0 );
- _face.b.fromBufferAttribute( this.normalAttribute, i1 );
- _face.c.fromBufferAttribute( this.normalAttribute, i2 );
- targetNormal.set( 0, 0, 0 ).addScaledVector( _face.a, u ).addScaledVector( _face.b, v ).addScaledVector( _face.c, 1 - ( u + v ) ).normalize();
- } else {
- _face.getNormal( targetNormal );
- }
- }
- if ( targetColor !== undefined && this.colorAttribute !== undefined ) {
- _face.a.fromBufferAttribute( this.colorAttribute, i0 );
- _face.b.fromBufferAttribute( this.colorAttribute, i1 );
- _face.c.fromBufferAttribute( this.colorAttribute, i2 );
- _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;
- }
- if ( targetUV !== undefined && this.uvAttribute !== undefined ) {
- _uva.fromBufferAttribute( this.uvAttribute, i0 );
- _uvb.fromBufferAttribute( this.uvAttribute, i1 );
- _uvc.fromBufferAttribute( this.uvAttribute, i2 );
- targetUV.set( 0, 0 ).addScaledVector( _uva, u ).addScaledVector( _uvb, v ).addScaledVector( _uvc, 1 - ( u + v ) );
- }
- return this;
- }
- }
- export { MeshSurfaceSampler };
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