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 };