mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-30 09:24:57 +01:00
237 lines
4.7 KiB
JavaScript
237 lines
4.7 KiB
JavaScript
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/**
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* Break faces with edges longer than maxEdgeLength
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* - not recursive
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*
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* @author alteredq / http://alteredqualia.com/
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*/
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THREE.TessellateModifier = function ( maxEdgeLength ) {
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this.maxEdgeLength = maxEdgeLength;
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};
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THREE.TessellateModifier.prototype.modify = function ( geometry ) {
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var edge;
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var faces = [];
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var faceVertexUvs = [];
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var maxEdgeLengthSquared = this.maxEdgeLength * this.maxEdgeLength;
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for ( var i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
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faceVertexUvs[ i ] = [];
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}
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for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
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var face = geometry.faces[ i ];
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if ( face instanceof THREE.Face3 ) {
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var a = face.a;
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var b = face.b;
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var c = face.c;
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var va = geometry.vertices[ a ];
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var vb = geometry.vertices[ b ];
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var vc = geometry.vertices[ c ];
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var dab = va.distanceToSquared( vb );
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var dbc = vb.distanceToSquared( vc );
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var dac = va.distanceToSquared( vc );
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if ( dab > maxEdgeLengthSquared || dbc > maxEdgeLengthSquared || dac > maxEdgeLengthSquared ) {
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var m = geometry.vertices.length;
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var triA = face.clone();
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var triB = face.clone();
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if ( dab >= dbc && dab >= dac ) {
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var vm = va.clone();
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vm.lerp( vb, 0.5 );
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triA.a = a;
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triA.b = m;
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triA.c = c;
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triB.a = m;
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triB.b = b;
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triB.c = c;
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if ( face.vertexNormals.length === 3 ) {
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var vnm = face.vertexNormals[ 0 ].clone();
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vnm.lerp( face.vertexNormals[ 1 ], 0.5 );
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triA.vertexNormals[ 1 ].copy( vnm );
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triB.vertexNormals[ 0 ].copy( vnm );
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}
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if ( face.vertexColors.length === 3 ) {
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var vcm = face.vertexColors[ 0 ].clone();
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vcm.lerp( face.vertexColors[ 1 ], 0.5 );
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triA.vertexColors[ 1 ].copy( vcm );
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triB.vertexColors[ 0 ].copy( vcm );
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}
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edge = 0;
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} else if ( dbc >= dab && dbc >= dac ) {
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var vm = vb.clone();
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vm.lerp( vc, 0.5 );
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triA.a = a;
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triA.b = b;
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triA.c = m;
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triB.a = m;
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triB.b = c;
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triB.c = a;
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if ( face.vertexNormals.length === 3 ) {
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var vnm = face.vertexNormals[ 1 ].clone();
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vnm.lerp( face.vertexNormals[ 2 ], 0.5 );
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triA.vertexNormals[ 2 ].copy( vnm );
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triB.vertexNormals[ 0 ].copy( vnm );
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triB.vertexNormals[ 1 ].copy( face.vertexNormals[ 2 ] );
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triB.vertexNormals[ 2 ].copy( face.vertexNormals[ 0 ] );
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}
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if ( face.vertexColors.length === 3 ) {
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var vcm = face.vertexColors[ 1 ].clone();
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vcm.lerp( face.vertexColors[ 2 ], 0.5 );
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triA.vertexColors[ 2 ].copy( vcm );
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triB.vertexColors[ 0 ].copy( vcm );
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triB.vertexColors[ 1 ].copy( face.vertexColors[ 2 ] );
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triB.vertexColors[ 2 ].copy( face.vertexColors[ 0 ] );
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}
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edge = 1;
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} else {
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var vm = va.clone();
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vm.lerp( vc, 0.5 );
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triA.a = a;
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triA.b = b;
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triA.c = m;
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triB.a = m;
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triB.b = b;
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triB.c = c;
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if ( face.vertexNormals.length === 3 ) {
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var vnm = face.vertexNormals[ 0 ].clone();
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vnm.lerp( face.vertexNormals[ 2 ], 0.5 );
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triA.vertexNormals[ 2 ].copy( vnm );
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triB.vertexNormals[ 0 ].copy( vnm );
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}
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if ( face.vertexColors.length === 3 ) {
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var vcm = face.vertexColors[ 0 ].clone();
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vcm.lerp( face.vertexColors[ 2 ], 0.5 );
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triA.vertexColors[ 2 ].copy( vcm );
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triB.vertexColors[ 0 ].copy( vcm );
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}
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edge = 2;
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}
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faces.push( triA, triB );
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geometry.vertices.push( vm );
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for ( var j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
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if ( geometry.faceVertexUvs[ j ].length ) {
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var uvs = geometry.faceVertexUvs[ j ][ i ];
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var uvA = uvs[ 0 ];
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var uvB = uvs[ 1 ];
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var uvC = uvs[ 2 ];
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// AB
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if ( edge === 0 ) {
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var uvM = uvA.clone();
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uvM.lerp( uvB, 0.5 );
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var uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ];
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var uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
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// BC
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} else if ( edge === 1 ) {
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var uvM = uvB.clone();
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uvM.lerp( uvC, 0.5 );
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var uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
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var uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ];
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// AC
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} else {
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var uvM = uvA.clone();
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uvM.lerp( uvC, 0.5 );
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var uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
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var uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
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}
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faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
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}
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}
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} else {
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faces.push( face );
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for ( var j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
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faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
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}
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}
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}
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}
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geometry.faces = faces;
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geometry.faceVertexUvs = faceVertexUvs;
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};
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