mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 23:44:56 +01:00
301 lines
6.0 KiB
JavaScript
Executable File
301 lines
6.0 KiB
JavaScript
Executable File
/**
|
|
* @author mrdoob / http://mrdoob.com/
|
|
* @author alteredq / http://alteredqualia.com/
|
|
*/
|
|
|
|
THREE.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 THREE.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 THREE.Vector3();
|
|
|
|
return function ( vectorA, vectorB, vectorC ) {
|
|
|
|
var point = new THREE.Vector3();
|
|
|
|
var a = THREE.Math.random16();
|
|
var b = THREE.Math.random16();
|
|
|
|
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 THREE.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 = THREE.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 = THREE.Math.random16() * totalArea;
|
|
|
|
index = binarySearchIndices( r );
|
|
|
|
result[ i ] = THREE.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 THREE.Vector3();
|
|
vB = new THREE.Vector3();
|
|
vC = new THREE.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] );
|
|
|
|
area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
|
|
totalArea += area;
|
|
|
|
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 = THREE.Math.random16() * totalArea;
|
|
|
|
index = binarySearchIndices( r );
|
|
|
|
// result[ i ] = THREE.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 ] = THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
},
|
|
|
|
// Get triangle area (half of parallelogram)
|
|
// http://mathworld.wolfram.com/TriangleArea.html
|
|
|
|
triangleArea: function () {
|
|
|
|
var vector1 = new THREE.Vector3();
|
|
var vector2 = new THREE.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();
|
|
|
|
}
|
|
|
|
};
|