File: GeometryUtils.js

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/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

import {
	Mesh,
	Vector3
} from "../../../build/three.module.js";

var GeometryUtils = {

	// Merge two geometries or geometry and geometry from object (using object's transform)

	merge: function ( geometry1, geometry2, materialIndexOffset ) {

		console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );

		var matrix;

		if ( geometry2 instanceof Mesh ) {

			geometry2.matrixAutoUpdate && geometry2.updateMatrix();

			matrix = geometry2.matrix;
			geometry2 = geometry2.geometry;

		}

		geometry1.merge( geometry2, matrix, materialIndexOffset );

	},

	// Get random point in triangle (via barycentric coordinates)
	// 	(uniform distribution)
	// 	http://www.cgafaq.info/wiki/Random_Point_In_Triangle

	randomPointInTriangle: function () {

		var vector = new Vector3();

		return function ( vectorA, vectorB, vectorC ) {

			var point = new Vector3();

			var a = Math.random();
			var b = Math.random();

			if ( ( a + b ) > 1 ) {

				a = 1 - a;
				b = 1 - b;

			}

			var c = 1 - a - b;

			point.copy( vectorA );
			point.multiplyScalar( a );

			vector.copy( vectorB );
			vector.multiplyScalar( b );

			point.add( vector );

			vector.copy( vectorC );
			vector.multiplyScalar( c );

			point.add( vector );

			return point;

		};

	}(),

	// Get random point in face (triangle)
	// (uniform distribution)

	randomPointInFace: function ( face, geometry ) {

		var vA, vB, vC;

		vA = geometry.vertices[ face.a ];
		vB = geometry.vertices[ face.b ];
		vC = geometry.vertices[ face.c ];

		return GeometryUtils.randomPointInTriangle( vA, vB, vC );

	},

	// Get uniformly distributed random points in mesh
	// 	- create array with cumulative sums of face areas
	//  - pick random number from 0 to total area
	//  - find corresponding place in area array by binary search
	//	- get random point in face

	randomPointsInGeometry: function ( geometry, n ) {

		var face, i,
			faces = geometry.faces,
			vertices = geometry.vertices,
			il = faces.length,
			totalArea = 0,
			cumulativeAreas = [],
			vA, vB, vC;

		// precompute face areas

		for ( i = 0; i < il; i ++ ) {

			face = faces[ i ];

			vA = vertices[ face.a ];
			vB = vertices[ face.b ];
			vC = vertices[ face.c ];

			face._area = GeometryUtils.triangleArea( vA, vB, vC );

			totalArea += face._area;

			cumulativeAreas[ i ] = totalArea;

		}

		// binary search cumulative areas array

		function binarySearchIndices( value ) {

			function binarySearch( start, end ) {

				// return closest larger index
				// if exact number is not found

				if ( end < start )
					return start;

				var mid = start + Math.floor( ( end - start ) / 2 );

				if ( cumulativeAreas[ mid ] > value ) {

					return binarySearch( start, mid - 1 );

				} else if ( cumulativeAreas[ mid ] < value ) {

					return binarySearch( mid + 1, end );

				} else {

					return mid;

				}

			}

			var result = binarySearch( 0, cumulativeAreas.length - 1 );
			return result;

		}

		// pick random face weighted by face area

		var r, index,
			result = [];

		var stats = {};

		for ( i = 0; i < n; i ++ ) {

			r = Math.random() * totalArea;

			index = binarySearchIndices( r );

			result[ i ] = GeometryUtils.randomPointInFace( faces[ index ], geometry );

			if ( ! stats[ index ] ) {

				stats[ index ] = 1;

			} else {

				stats[ index ] += 1;

			}

		}

		return result;

	},

	randomPointsInBufferGeometry: function ( geometry, n ) {

		var i,
			vertices = geometry.attributes.position.array,
			totalArea = 0,
			cumulativeAreas = [],
			vA, vB, vC;

		// precompute face areas
		vA = new Vector3();
		vB = new Vector3();
		vC = new Vector3();

		// geometry._areas = [];
		var il = vertices.length / 9;

		for ( i = 0; i < il; i ++ ) {

			vA.set( vertices[ i * 9 + 0 ], vertices[ i * 9 + 1 ], vertices[ i * 9 + 2 ] );
			vB.set( vertices[ i * 9 + 3 ], vertices[ i * 9 + 4 ], vertices[ i * 9 + 5 ] );
			vC.set( vertices[ i * 9 + 6 ], vertices[ i * 9 + 7 ], vertices[ i * 9 + 8 ] );

			totalArea += GeometryUtils.triangleArea( vA, vB, vC );

			cumulativeAreas.push( totalArea );

		}

		// binary search cumulative areas array

		function binarySearchIndices( value ) {

			function binarySearch( start, end ) {

				// return closest larger index
				// if exact number is not found

				if ( end < start )
					return start;

				var mid = start + Math.floor( ( end - start ) / 2 );

				if ( cumulativeAreas[ mid ] > value ) {

					return binarySearch( start, mid - 1 );

				} else if ( cumulativeAreas[ mid ] < value ) {

					return binarySearch( mid + 1, end );

				} else {

					return mid;

				}

			}

			var result = binarySearch( 0, cumulativeAreas.length - 1 );
			return result;

		}

		// pick random face weighted by face area

		var r, index,
			result = [];

		for ( i = 0; i < n; i ++ ) {

			r = Math.random() * totalArea;

			index = binarySearchIndices( r );

			// result[ i ] = GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
			vA.set( vertices[ index * 9 + 0 ], vertices[ index * 9 + 1 ], vertices[ index * 9 + 2 ] );
			vB.set( vertices[ index * 9 + 3 ], vertices[ index * 9 + 4 ], vertices[ index * 9 + 5 ] );
			vC.set( vertices[ index * 9 + 6 ], vertices[ index * 9 + 7 ], vertices[ index * 9 + 8 ] );
			result[ i ] = GeometryUtils.randomPointInTriangle( vA, vB, vC );

		}

		return result;

	},

	// Get triangle area (half of parallelogram)
	// http://mathworld.wolfram.com/TriangleArea.html

	triangleArea: function () {

		var vector1 = new Vector3();
		var vector2 = new Vector3();

		return function ( vectorA, vectorB, vectorC ) {

			vector1.subVectors( vectorB, vectorA );
			vector2.subVectors( vectorC, vectorA );
			vector1.cross( vector2 );

			return 0.5 * vector1.length();

		};

	}(),

	center: function ( geometry ) {

		console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
		return geometry.center();

	},

	/**
	 * Generates 2D-Coordinates in a very fast way.
	 *
	 * @author Dylan Grafmyre
	 *
	 * Based on work by:
	 * @author Thomas Diewald
	 * @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.
	 */
	hilbert2D: function ( center, size, iterations, v0, v1, v2, v3 ) {

		// Default Vars
		var center = center !== undefined ? center : new Vector3( 0, 0, 0 ),
			size = size !== undefined ? size : 10,
			half = size / 2,
			iterations = iterations !== undefined ? iterations : 1,
			v0 = v0 !== undefined ? v0 : 0,
			v1 = v1 !== undefined ? v1 : 1,
			v2 = v2 !== undefined ? v2 : 2,
			v3 = v3 !== undefined ? v3 : 3
		;

		var vec_s = [
			new Vector3( center.x - half, center.y, center.z - half ),
			new Vector3( center.x - half, center.y, center.z + half ),
			new Vector3( center.x + half, center.y, center.z + half ),
			new Vector3( center.x + half, center.y, center.z - half )
		];

		var vec = [
			vec_s[ v0 ],
			vec_s[ v1 ],
			vec_s[ v2 ],
			vec_s[ v3 ]
		];

		// Recurse iterations
		if ( 0 <= -- iterations ) {

			var tmp = [];

			Array.prototype.push.apply( tmp, GeometryUtils.hilbert2D( vec[ 0 ], half, iterations, v0, v3, v2, v1 ) );
			Array.prototype.push.apply( tmp, GeometryUtils.hilbert2D( vec[ 1 ], half, iterations, v0, v1, v2, v3 ) );
			Array.prototype.push.apply( tmp, GeometryUtils.hilbert2D( vec[ 2 ], half, iterations, v0, v1, v2, v3 ) );
			Array.prototype.push.apply( tmp, GeometryUtils.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.
	 *
	 * @author Dylan Grafmyre
	 *
	 * Based on work by:
	 * @author Thomas Diewald
	 * @link http://www.openprocessing.org/visuals/?visualID=15599
	 *
	 * @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.
	 */
	hilbert3D: function ( center, size, iterations, v0, v1, v2, v3, v4, v5, v6, v7 ) {

		// Default Vars
		var center = center !== undefined ? center : new Vector3( 0, 0, 0 ),
			size = size !== undefined ? size : 10,
			half = size / 2,
			iterations = iterations !== undefined ? iterations : 1,
			v0 = v0 !== undefined ? v0 : 0,
			v1 = v1 !== undefined ? v1 : 1,
			v2 = v2 !== undefined ? v2 : 2,
			v3 = v3 !== undefined ? v3 : 3,
			v4 = v4 !== undefined ? v4 : 4,
			v5 = v5 !== undefined ? v5 : 5,
			v6 = v6 !== undefined ? v6 : 6,
			v7 = v7 !== undefined ? v7 : 7
		;

		var vec_s = [
			new Vector3( center.x - half, center.y + half, center.z - half ),
			new Vector3( center.x - half, center.y + half, center.z + half ),
			new Vector3( center.x - half, center.y - half, center.z + half ),
			new Vector3( center.x - half, center.y - half, center.z - half ),
			new Vector3( center.x + half, center.y - half, center.z - half ),
			new Vector3( center.x + half, center.y - half, center.z + half ),
			new Vector3( center.x + half, center.y + half, center.z + half ),
			new Vector3( center.x + half, center.y + half, center.z - half )
		];

		var 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 ) {

			var tmp = [];

			Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 0 ], half, iterations, v0, v3, v4, v7, v6, v5, v2, v1 ) );
			Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 1 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
			Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 2 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
			Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 3 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
			Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 4 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
			Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 5 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
			Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 6 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
			Array.prototype.push.apply( tmp, GeometryUtils.hilbert3D( vec[ 7 ], half, iterations, v6, v5, v2, v1, v0, v3, v4, v7 ) );

			// Return recursive call
			return tmp;

		}

		// Return complete Hilbert Curve.
		return vec;

	}

};

export { GeometryUtils };