提交 b42ce88d 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #10987 from Mugen87/quickhull

New ConvexGeometry based on QuickHull
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[page:BufferGeometry] &rarr;
<h1>[name]</h1>
<div class="desc">[name] can be used to generate a convex hull for a given array of 3D points.
The average time complexity for this task is considered to be O(nlog(n)).</div>
<script>
// iOS iframe auto-resize workaround
if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
var scene = document.getElementById( 'scene' );
scene.style.width = getComputedStyle( scene ).width;
scene.style.height = getComputedStyle( scene ).height;
scene.setAttribute( 'scrolling', 'no' );
}
</script>
<h2>Example</h2>
<code>var geometry = new THREE.ConvexBufferGeometry( points );
var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
</code>
<h2>Constructor</h2>
<h3>[name]( [page:Array points] )</h3>
<div>
points — Array of [page:Vector3 Vector3s] that the resulting convex hull will contain.
</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/examples/js/geometries/ConvexGeometry.js examples/js/geometries/ConvexGeometry.js]
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<body>
[page:Geometry] &rarr;
<h1>[name]</h1>
<div class="desc">[name] can be used to generate a convex hull for a given array of 3D points.
The average time complexity for this task is considered to be O(nlog(n)).</div>
<script>
// iOS iframe auto-resize workaround
if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
var scene = document.getElementById( 'scene' );
scene.style.width = getComputedStyle( scene ).width;
scene.style.height = getComputedStyle( scene ).height;
scene.setAttribute( 'scrolling', 'no' );
}
</script>
<h2>Example</h2>
<code>var geometry = new THREE.ConvexGeometry( points );
var material = new THREE.MeshBasicMaterial( {color: 0x00ff00} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
</code>
<h2>Constructor</h2>
<h3>[name]( [page:Array points] )</h3>
<div>
points — Array of [page:Vector3 Vector3s] that the resulting convex hull will contain.
</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/examples/js/geometries/ConvexGeometry.js examples/js/geometries/ConvexGeometry.js]
</body>
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<body>
<h1>[name]</h1>
<div class="desc">
Represents a section bounded by a specific amount of half-edges. The current implmentation assumes that a face always consist of three edges.
</div>
<h2>Constructor</h2>
<h3>[name]()</h3>
</div>
<h2>Properties</h2>
<h3>[property:Vector3 normal]</h3>
<div>
The normal vector of the face. Default is a [page:Vector3] at (0, 0, 0).
</div>
<h3>[property:Vector3 midpoint]</h3>
<div>
The midpoint or centroid of the face. Default is a [page:Vector3] at (0, 0, 0).
</div>
<h3>[property:Float area]</h3>
<div>
The area of the face. Default is 0.
</div>
<h3>[property:Float constant]</h3>
<div>
Signed distance from face to the origin. Default is 0.
</div>
<h3>[property:VertexNode outside]</h3>
<div>
Reference to a vertex in a vertex list this face can see. Default is null.
</div>
<h3>[property:Integer mark]</h3>
<div>
Marks if a face is visible or deleted. Default is 'Visible'.
</div>
<h3>[property:HalfEdge edge]</h3>
<div>
Reference to the base edge of a face. To retrieve all edges, you can use the 'next' reference of the current edge. Default is null.
</div>
<h2>Methods</h2>
<h3>[method:Face create]( [page:VertexNode a], [page:VertexNode b], [page:VertexNode c] )</h3>
[page:VertexNode a] - First vertex of the face.<br /><br />
[page:VertexNode b] - Second vertex of the face.<br /><br />
[page:VertexNode c] - Third vertex of the face.<br /><br />
<div>Creates a face.</div>
<h3>[method:HalfEdge getEdge]( [page:Integer i] )</h3>
[page:Integer i] - The index of the edge.<br /><br />
<div>Returns an edge by the given index.</div>
<h3>[method:Face compute] ()</h3>
<div>Computes all properties of the face.</div>
<h3>[method:Float distanceToPoint]( [page:Vector3 point] )</h3>
[page:Vector3 point] - Any point in 3D space.<br /><br />
<div>Returns the signed distance from a given point to the plane representation of this face.</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/examples/js/QuickHull.js examples/js/QuickHull.js]
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<body>
<h1>[name]</h1>
<div class="desc">
The basis for a half-edge data structure, also known as doubly connected edge list (DCEL).<br />
</div>
<h2>Constructor</h2>
<h3>[name]( [page:VertexNode vertex], [page:Face face] )</h3>
[page:VertexNode vertex] - [page:VertexNode] A reference to its destination vertex.<br /><br />
[page:Face face] - [page:Face] A reference to its face.<br />
</div>
<h2>Properties</h2>
<h3>[property:VertexNode vertex]</h3>
<div>
Reference to the destination vertex. The origin vertex can be obtained by querying the destination of its twin, or of the previous half-edge. Default is undefined.
</div>
<h3>[property:HalfEdge prev]</h3>
<div>
Reference to the previous half-edge of the same face. Default is null.
</div>
<h3>[property:HalfEdge next]</h3>
<div>
Reference to the next half-edge of the same face. Default is null.
</div>
<h3>[property:HalfEdge twin]</h3>
<div>
Reference to the twin half-edge to reach the opposite face. Default is null.
</div>
<h3>[property:Face face]</h3>
<div>
Each half-edge bounds a single face and thus has a reference to that face. Default is undefined.
</div>
<h2>Methods</h2>
<h3>[method:VertexNode head]()</h3>
<div>Returns the destintation vertex.</div>
<h3>[method:VertexNode tail]()</h3>
<div>Returns the origin vertex.</div>
<h3>[method:Float length]()</h3>
<div>Returns the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
(straight-line length) of the edge.</div>
<h3>[method:Float lengthSquared]()</h3>
<div>Returns the square of the [link:https://en.wikipedia.org/wiki/Euclidean_distance Euclidean length]
(straight-line length) of the edge.</div>
<h3>[method:HalfEdge setTwin]( [page:HalfEdge edge] )</h3>
[page:HalfEdge edge] - Any half-edge.<br /><br />
<div>Sets the twin edge of this half-edge. It also ensures that the twin reference of the given half-edge is correctly set.</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/examples/js/QuickHull.js examples/js/QuickHull.js]
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<body>
<h1>[name]</h1>
<div class="desc">
General information about the Quickhull algorithm: Dirk Gregorius. March 2014, Game Developers Conference: [link:http://media.steampowered.com/apps/valve/2014/DirkGregorius_ImplementingQuickHull.pdf Implementing QuickHull].
</div>
<h2>Constructor</h2>
<h3>[name]()</h3>
</div>
<h2>Properties</h2>
<h3>[property:Float tolerance]</h3>
<div>
The epsilon value that is used for internal comparative operations. The calculation of this value depends on the size of the geometry. Default is -1.
</div>
<h3>[property:Array faces]</h3>
<div>
The generated faces of the convex hull. Default is an empty array.
</div>
<h3>[property:Array newFaces]</h3>
<div>
This array holds the faces that are generated within a single iteration. Default is an empty array.
</div>
<h3>[property:VertexList assigned]</h3>
<div>
This [page:VertexList vertex list] holds all vertices that are assigned to a face. Default is an empty vertex list.
</div>
<h3>[property:VertexList unassigned]</h3>
<div>
This [page:VertexList vertex list] holds all vertices that are not assigned to a face. Default is an empty vertex list.
</div>
<h3>[property:Array vertices]</h3>
<div>
The internal representation of the given geometry data (an array of [page:VertexNode vertices]).
</div>
<h2>Methods</h2>
<h3>[method:QuickHull setFromPoints]( [page:Array points] )</h3>
[page:Array points] - Array of [page:Vector3 Vector3s] that the resulting convex hull will contain.<br /><br />
<div>Computes to convex hull for the given array of points.</div>
<h3>[method:QuickHull setFromObject]( [page:Object3D object] )</h3>
[page:Object3D object] - [page:Object3D] to compute the convex hull of.<br /><br />
<div>Computes the convex hull of an [page:Object3D] (including its children),
accounting for the world transforms of both the object and its childrens.</div>
<h3>[method:QuickHull makeEmpty]()</h3>
<div>Makes this convex hull empty.</div>
<h3>[method:QuickHull addVertexToFace]( [page:VertexNode vertex], [page:Face face] )</h3>
[page:VertexNodeNode vertex] - The vetex to add.<br /><br />
[page:Face face] - The target face.<br /><br />
<div>Adds a vertex to the 'assigned' list of vertices and assigns it to the given face.</div>
<h3>[method:QuickHull removeVertexFromFace]( [page:VertexNode vertex], [page:Face face] )</h3>
[page:VertexNode vertex] - The vetex to remove.<br /><br />
[page:Face face] - The target face.<br /><br />
<div>Removes a vertex from the 'assigned' list of vertices and from the given face. It also makes sure that the link from 'face' to the first vertex it sees in 'assigned' is linked correctly after the removal.</div>
<h3>[method:VertexNode removeAllVerticesFromFace]( [page:Face face] )</h3>
[page:Face face] - The given face.<br /><br />
<div>Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertext list.</div>
<h3>[method:QuickHull deleteFaceVertices]( [page:Face face], [page:Face absorbingFace] )</h3>
[page:Face face] - The given face.<br /><br />
[page:Face absorbingFace] - An optional face that tries to absorb the vertices of the first face.<br /><br />
<div>Removes all the visible vertices that 'face' is able to see.
<ul>
<li>If 'absorbingFace' doesn't exist, then all the removed vertices will be added to the 'unassigned' vertex list.</li>
<li>If 'absorbingFace' exists, then this method will assign all the vertices of 'face' that can see 'absorbingFace'.</li>
<li>If a vertex cannot see 'absorbingFace', it's added to the 'unassigned' vertex list.</li>
</ul>
</div>
<h3>[method:QuickHull resolveUnassignedPoints]( [page:Array newFaces] )</h3>
[page:Face newFaces] - An array of new faces.<br /><br />
<div>Reassigns as many vertices as possible from the unassigned list to the new faces.</div>
<h3>[method:Object computeExtremes]()</h3>
<div>Computes the extremes values (min/max vectors) which will be used to compute the inital hull.</div>
<h3>[method:QuickHull computeInitialHull]()</h3>
<div>Computes the initial simplex assigning to its faces all the points that are candidates to form part of the hull.</div>
<h3>[method:QuickHull reindexFaces]()</h3>
<div>Removes inactive (e.g. deleted) faces from the internal face list.</div>
<h3>[method:VertexNode nextVertexToAdd]()</h3>
<div>Finds the next vertex to create faces with the current hull.
<ul>
<li>Let the initial face be the first face existing in the 'assigned' vertex list.</li>
<li>If a face doesn't exist then return since there're no vertices left.</li>
<li>Otherwise for each vertex that face sees find the one furthest away from it.</li>
</ul>
</div>
<h3>[method:QuickHull computeHorizon]( [page:Vector3 eyePoint], [page:HalfEdge crossEdge], [page:Face face], [page:Array horizon] )</h3>
[page:Vector3 eyePoint] - The 3D-coordinates of a point.<br /><br />
[page:HalfEdge crossEdge] - The edge used to jump to the current face.<br /><br />
[page:Face face] - The current face being tested.<br /><br />
[page:Array horizon] - The edges that form part of the horizon in CCW order.<br /><br />
<div>Computes a chain of half edges in CCW order called the 'horizon'. For an edge to be part of the horizon it must join a face that can see 'eyePoint' and a face that cannot see 'eyePoint'.</div>
<h3>[method:HalfEdge addAdjoiningFace]( [page:VertexNode eyeVertex], [page:HalfEdge horizonEdge] )</h3>
[page:VertexNode eyeVertex] - The vertex that is added to the hull.<br /><br />
[page:HalfEdge horizonEdge] - A single edge of the horizon.<br /><br />
<div>Creates a face with the vertices 'eyeVertex.point', 'horizonEdge.tail' and 'horizonEdge.head' in CCW order.
All the half edges are created in CCW order thus the face is always pointing outside the hull</div>
<h3>[method:QuickHull addNewFaces]( [page:VertexNode eyeVertex], [page:HalfEdge horizonEdge] )</h3>
[page:VertexNode eyeVertex] - The vertex that is added to the hull.<br /><br />
[page:HalfEdge horizon] - An array of half-edges that form the horizon.<br /><br />
<div>Adds 'horizon.length' faces to the hull, each face will be linked with the horizon opposite face and the face on the left/right.</div>
<h3>[method:QuickHull addVertexToHull]( [page:VertexNode eyeVertex] )</h3>
[page:VertexNode eyeVertex] - The vertex that is added to the hull.<br /><br />
<div>Adds a vertex to the hull with the following algorithm
<ul>
<li>Compute the 'horizon' which is a chain of half edges. For an edge to belong to this group it must be the edge connecting a face that can see 'eyeVertex' and a face which cannot see 'eyeVertex'.</li>
<li>All the faces that can see 'eyeVertex' have its visible vertices removed from the assigned vertex list.</li>
<li>A new set of faces is created with each edge of the 'horizon' and 'eyeVertex'. Each face is connected with the opposite horizon face and the face on the left/right.</li>
<li>The vertices removed from all the visible faces are assigned to the new faces if possible.</li>
</ul>
</div>
<h3>[method:QuickHull cleanup]()</h3>
<div>Cleans up internal properties after computing the convex hull.</div>
<h3>[method:QuickHull compute]()</h3>
<div>Starts the execution of the quick hull algorithm.</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/examples/js/QuickHull.js examples/js/QuickHull.js]
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<h1>[name]</h1>
<div class="desc">
A doubly linked list of vertices.
</div>
<h2>Constructor</h2>
<h3>[name]()</h3>
</div>
<h2>Properties</h2>
<h3>[property:VertexNode head]</h3>
<div>
Reference to the first vertex of the linked list. Default is null.
</div>
<h3>[property:VertexNode tail]</h3>
<div>
Reference to the last vertex of the linked list. Default is null.
</div>
<h2>Methods</h2>
<h3>[method:VertexNode first]()</h3>
<div>Returns the head reference.</div>
<h3>[method:VertexNode last]()</h3>
<div>Returns the tail reference.</div>
<h3>[method:VertexList clear]()</h3>
<div>Clears the linked list.</div>
<h3>[method:VertexList insertBefore]( [page:Vertex target], [page:Vertex vertex] )</h3>
[page:Vertex target] - The target vertex. It's assumed that this vertex belongs to the linked list.<br /><br />
[page:Vertex vertex] - The vertex to insert.<br /><br />
<div>Inserts a vertex <strong>before</strong> a target vertex.</div>
<h3>[method:VertexList insertAfter]( [page:Vertex target], [page:Vertex vertex] )</h3>
[page:Vertex target] - The target vertex. It's assumed that this vertex belongs to the linked list.<br /><br />
[page:Vertex vertex] - The vertex to insert.<br /><br />
<div>Inserts a vertex <strong>after</strong> a target vertex.</div>
<h3>[method:VertexList append]( [page:Vertex vertex] )</h3>
[page:Vertex vertex] - The vertex to append.<br /><br />
<div>Appends a vertex to the end of the linked list.</div>
<h3>[method:VertexList appendChain]( [page:Vertex vertex] )</h3>
[page:Vertex vertex] - The head vertex of a chain of vertices.<br /><br />
<div>Appends a chain of vertices where the given vertex is the head.</div>
<h3>[method:VertexList remove]( [page:Vertex vertex] )</h3>
[page:Vertex vertex] - The vertex to remove.<br /><br />
<div>Removes a vertex from the linked list.</div>
<h3>[method:VertexList removeSubList]( [page:Vertex a], [page:Vertex b] )</h3>
[page:Vertex a] - The head of the sublist.<br /><br />
[page:Vertex b] - The tail of the sublist.<br /><br />
<div>Removes a sublist of vertices from the linked list.</div>
<h3>[method:Boolean isEmpty]()</h3>
<div>Returns true if the linked list is empty.</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/examples/js/QuickHull.js examples/js/QuickHull.js]
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<body>
<h1>[name]</h1>
<div class="desc">
A vertex as a double linked list node.
</div>
<h2>Constructor</h2>
<h3>[name]( [page:Vector3 point] )</h3>
[page:Vector3 point] - [page:Vector3] A point (x, y, z) in 3D space.<br /><br />
</div>
<h2>Properties</h2>
<h3>[property:Vector3 point]</h3>
<div>
A point (x, y, z) in 3D space. Default is undefined.
</div>
<h3>[property:VertexNode prev]</h3>
<div>
Reference to the previous vertex in the double linked list. Default is null.
</div>
<h3>[property:VertexNode next]</h3>
<div>
Reference to the next vertex in the double linked list. Default is null.
</div>
<h3>[property:Face face]</h3>
<div>
Reference to the face that is able to see this vertex. Default is undefined.
</div>
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/examples/js/QuickHull.js examples/js/QuickHull.js]
</body>
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...@@ -337,6 +337,11 @@ var list = { ...@@ -337,6 +337,11 @@ var list = {
[ "KeyFrameAnimation", "examples/collada/KeyFrameAnimation" ] [ "KeyFrameAnimation", "examples/collada/KeyFrameAnimation" ]
], ],
"Geometries": [
[ "ConvexBufferGeometry", "examples/geometries/ConvexBufferGeometry" ],
[ "ConvexGeometry", "examples/geometries/ConvexGeometry" ]
],
"Loaders": [ "Loaders": [
[ "BabylonLoader", "examples/loaders/BabylonLoader" ], [ "BabylonLoader", "examples/loaders/BabylonLoader" ],
[ "ColladaLoader", "examples/loaders/ColladaLoader" ], [ "ColladaLoader", "examples/loaders/ColladaLoader" ],
...@@ -355,6 +360,14 @@ var list = { ...@@ -355,6 +360,14 @@ var list = {
[ "SpriteCanvasMaterial", "examples/SpriteCanvasMaterial" ] [ "SpriteCanvasMaterial", "examples/SpriteCanvasMaterial" ]
], ],
"QuickHull": [
[ "Face", "examples/quickhull/Face" ],
[ "HalfEdge", "examples/quickhull/HalfEdge" ],
[ "QuickHull", "examples/quickhull/QuickHull" ],
[ "VertexNode", "examples/quickhull/VertexNode" ],
[ "VertexList", "examples/quickhull/VertexList" ]
],
"Renderers": [ "Renderers": [
[ "CanvasRenderer", "examples/renderers/CanvasRenderer" ] [ "CanvasRenderer", "examples/renderers/CanvasRenderer" ]
] ]
......
...@@ -1330,7 +1330,7 @@ var guis = { ...@@ -1330,7 +1330,7 @@ var guis = {
} }
var folder = gui.addFolder( 'THREE.ExtrudeGeometry' ); var folder = gui.addFolder( 'THREE.ExtrudeBufferGeometry' );
folder.add( data, 'steps', 1, 10 ).step( 1 ).onChange( generateGeometry ); folder.add( data, 'steps', 1, 10 ).step( 1 ).onChange( generateGeometry );
folder.add( data, 'amount', 1, 20 ).step( 1 ).onChange( generateGeometry ); folder.add( data, 'amount', 1, 20 ).step( 1 ).onChange( generateGeometry );
......
此差异已折叠。
/** /**
* @author qiao / https://github.com/qiao * @author Mugen87 / https://github.com/Mugen87
* @fileoverview This is a convex hull generator using the incremental method.
* The complexity is O(n^2) where n is the number of vertices.
* O(nlogn) algorithms do exist, but they are much more complicated.
*
* Benchmark:
*
* Platform: CPU: P7350 @2.00GHz Engine: V8
*
* Num Vertices Time(ms)
*
* 10 1
* 20 3
* 30 19
* 40 48
* 50 107
*/ */
THREE.ConvexGeometry = function( vertices ) { ( function() {
THREE.Geometry.call( this ); // ConvexGeometry
var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ]; function ConvexGeometry( points ) {
for ( var i = 3; i < vertices.length; i ++ ) { THREE.Geometry.call( this );
addPoint( i ); this.type = 'ConvexGeometry';
} this.fromBufferGeometry( new ConvexBufferGeometry( points ) );
this.mergeVertices();
function addPoint( vertexId ) {
var vertex = vertices[ vertexId ].clone();
var mag = vertex.length();
vertex.x += mag * randomOffset();
vertex.y += mag * randomOffset();
vertex.z += mag * randomOffset();
var hole = [];
for ( var f = 0; f < faces.length; ) {
var face = faces[ f ];
// for each face, if the vertex can see it,
// then we try to add the face's edges into the hole.
if ( visible( face, vertex ) ) {
for ( var e = 0; e < 3; e ++ ) {
var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ];
var boundary = true;
// remove duplicated edges.
for ( var h = 0; h < hole.length; h ++ ) {
if ( equalEdge( hole[ h ], edge ) ) {
hole[ h ] = hole[ hole.length - 1 ];
hole.pop();
boundary = false;
break;
}
}
if ( boundary ) {
hole.push( edge );
}
}
// remove faces[ f ]
faces[ f ] = faces[ faces.length - 1 ];
faces.pop();
} else {
// not visible
f ++;
}
}
// construct the new faces formed by the edges of the hole and the vertex
for ( var h = 0; h < hole.length; h ++ ) {
faces.push( [
hole[ h ][ 0 ],
hole[ h ][ 1 ],
vertexId
] );
}
} }
/** ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
* Whether the face is visible from the vertex ConvexGeometry.prototype.constructor = ConvexGeometry;
*/
function visible( face, vertex ) {
var va = vertices[ face[ 0 ] ];
var vb = vertices[ face[ 1 ] ];
var vc = vertices[ face[ 2 ] ];
var n = normal( va, vb, vc );
// distance from face to origin // ConvexBufferGeometry
var dist = n.dot( va );
return n.dot( vertex ) >= dist; function ConvexBufferGeometry( points ) {
} THREE.BufferGeometry.call( this );
/**
* Face normal
*/
function normal( va, vb, vc ) {
var cb = new THREE.Vector3(); this.type = 'ConvexBufferGeometry';
var ab = new THREE.Vector3();
cb.subVectors( vc, vb ); // buffers
ab.subVectors( va, vb );
cb.cross( ab );
cb.normalize(); var vertices = [];
var normals = [];
return cb; // execute QuickHull
} if ( THREE.QuickHull === undefined ) {
/** console.error( 'THREE.ConvexBufferGeometry: ConvexBufferGeometry relies on THREE.QuickHull' );
* Detect whether two edges are equal.
* Note that when constructing the convex hull, two same edges can only
* be of the negative direction.
*/
function equalEdge( ea, eb ) {
return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ]; }
}
/**
* Create a random offset between -1e-6 and 1e-6.
*/
function randomOffset() {
return ( Math.random() - 0.5 ) * 2 * 1e-6; var quickHull = new THREE.QuickHull().setFromPoints( points );
} // generate vertices and normals
// Push vertices into `this.vertices`, skipping those inside the hull var faces = quickHull.faces;
var id = 0;
var newId = new Array( vertices.length ); // map from old vertex id to new id
for ( var i = 0; i < faces.length; i ++ ) { for ( var i = 0; i < faces.length; i ++ ) {
var face = faces[ i ]; var face = faces[ i ];
var edge = face.edge;
for ( var j = 0; j < 3; j ++ ) { // we move along a doubly-connected edge list to access all face points (see HalfEdge docs)
if ( newId[ face[ j ] ] === undefined ) { do {
newId[ face[ j ] ] = id ++; var point = edge.head().point;
this.vertices.push( vertices[ face[ j ] ] );
} vertices.push( point.x, point.y, point.z );
normals.push( face.normal.x, face.normal.y, face.normal.z );
face[ j ] = newId[ face[ j ] ]; edge = edge.next;
} } while ( edge !== face.edge );
} }
// Convert faces into instances of THREE.Face3 // build geometry
for ( var i = 0; i < faces.length; i ++ ) {
this.faces.push( new THREE.Face3( this.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
faces[ i ][ 0 ], this.addAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
faces[ i ][ 1 ],
faces[ i ][ 2 ]
) );
} }
this.computeFaceNormals(); ConvexBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
ConvexBufferGeometry.prototype.constructor = ConvexBufferGeometry;
// Compute flat vertex normals
for ( var i = 0; i < this.faces.length; i ++ ) {
var face = this.faces[ i ];
var normal = face.normal;
face.vertexNormals[ 0 ] = normal.clone();
face.vertexNormals[ 1 ] = normal.clone();
face.vertexNormals[ 2 ] = normal.clone();
}
}; // export
THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype ); THREE.ConvexGeometry = ConvexGeometry;
THREE.ConvexGeometry.prototype.constructor = THREE.ConvexGeometry; THREE.ConvexBufferGeometry = ConvexBufferGeometry;
} ) ();
...@@ -30,6 +30,7 @@ ...@@ -30,6 +30,7 @@
<script src="../build/three.js"></script> <script src="../build/three.js"></script>
<script src="js/controls/OrbitControls.js"></script> <script src="js/controls/OrbitControls.js"></script>
<script src="js/QuickHull.js"></script>
<script src="js/geometries/ConvexGeometry.js"></script> <script src="js/geometries/ConvexGeometry.js"></script>
<script src="js/Detector.js"></script> <script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script> <script src="js/libs/stats.min.js"></script>
...@@ -53,11 +54,13 @@ ...@@ -53,11 +54,13 @@
document.body.appendChild( renderer.domElement ); document.body.appendChild( renderer.domElement );
// camera // camera
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 ); camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 15, 20, 30 ); camera.position.set( 15, 20, 30 );
scene.add( camera ); scene.add( camera );
// controls // controls
controls = new THREE.OrbitControls( camera, renderer.domElement ); controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.minDistance = 20; controls.minDistance = 20;
controls.maxDistance = 50; controls.maxDistance = 50;
...@@ -65,12 +68,16 @@ ...@@ -65,12 +68,16 @@
scene.add( new THREE.AmbientLight( 0x222222 ) ); scene.add( new THREE.AmbientLight( 0x222222 ) );
// light
var light = new THREE.PointLight( 0xffffff, 1 ); var light = new THREE.PointLight( 0xffffff, 1 );
camera.add( light ); camera.add( light );
// helper
scene.add( new THREE.AxisHelper( 20 ) ); scene.add( new THREE.AxisHelper( 20 ) );
// // textures
var loader = new THREE.TextureLoader(); var loader = new THREE.TextureLoader();
var texture = loader.load( 'textures/sprites/disc.png' ); var texture = loader.load( 'textures/sprites/disc.png' );
...@@ -108,7 +115,7 @@ ...@@ -108,7 +115,7 @@
transparent: true transparent: true
} ); } );
var meshGeometry = new THREE.ConvexGeometry( pointsGeometry.vertices ); var meshGeometry = new THREE.ConvexBufferGeometry( pointsGeometry.vertices );
mesh = new THREE.Mesh( meshGeometry, meshMaterial ); mesh = new THREE.Mesh( meshGeometry, meshMaterial );
mesh.material.side = THREE.BackSide; // back faces mesh.material.side = THREE.BackSide; // back faces
......
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