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import {
BufferAttribute,
BufferGeometry,
Color,
Group,
Matrix4,
Mesh,
Vector3
} from 'three';
import { mergeGroups, deepCloneAttribute } from './BufferGeometryUtils.js';
const _color = /*@__PURE__*/new Color();
const _matrix = /*@__PURE__*/new Matrix4();
function createMeshesFromInstancedMesh( instancedMesh ) {
const group = new Group();
const count = instancedMesh.count;
const geometry = instancedMesh.geometry;
const material = instancedMesh.material;
for ( let i = 0; i < count; i ++ ) {
const mesh = new Mesh( geometry, material );
instancedMesh.getMatrixAt( i, mesh.matrix );
mesh.matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
group.add( mesh );
}
group.copy( instancedMesh );
group.updateMatrixWorld(); // ensure correct world matrices of meshes
return group;
}
function createMeshesFromMultiMaterialMesh( mesh ) {
if ( Array.isArray( mesh.material ) === false ) {
console.warn( 'THREE.SceneUtils.createMeshesFromMultiMaterialMesh(): The given mesh has no multiple materials.' );
return mesh;
}
const object = new Group();
object.copy( mesh );
// merge groups (which automatically sorts them)
const geometry = mergeGroups( mesh.geometry );
const index = geometry.index;
const groups = geometry.groups;
const attributeNames = Object.keys( geometry.attributes );
// create a mesh for each group by extracting the buffer data into a new geometry
for ( let i = 0; i < groups.length; i ++ ) {
const group = groups[ i ];
const start = group.start;
const end = start + group.count;
const newGeometry = new BufferGeometry();
const newMaterial = mesh.material[ group.materialIndex ];
// process all buffer attributes
for ( let j = 0; j < attributeNames.length; j ++ ) {
const name = attributeNames[ j ];
const attribute = geometry.attributes[ name ];
const itemSize = attribute.itemSize;
const newLength = group.count * itemSize;
const type = attribute.array.constructor;
const newArray = new type( newLength );
const newAttribute = new BufferAttribute( newArray, itemSize );
for ( let k = start, n = 0; k < end; k ++, n ++ ) {
const ind = index.getX( k );
if ( itemSize >= 1 ) newAttribute.setX( n, attribute.getX( ind ) );
if ( itemSize >= 2 ) newAttribute.setY( n, attribute.getY( ind ) );
if ( itemSize >= 3 ) newAttribute.setZ( n, attribute.getZ( ind ) );
if ( itemSize >= 4 ) newAttribute.setW( n, attribute.getW( ind ) );
}
newGeometry.setAttribute( name, newAttribute );
}
const newMesh = new Mesh( newGeometry, newMaterial );
object.add( newMesh );
}
return object;
}
function createMultiMaterialObject( geometry, materials ) {
const group = new Group();
for ( let i = 0, l = materials.length; i < l; i ++ ) {
group.add( new Mesh( geometry, materials[ i ] ) );
}
return group;
}
function reduceVertices( object, func, initialValue ) {
let value = initialValue;
const vertex = new Vector3();
object.updateWorldMatrix( true, true );
object.traverseVisible( ( child ) => {
const { geometry } = child;
if ( geometry !== undefined ) {
const { position } = geometry.attributes;
if ( position !== undefined ) {
for ( let i = 0, l = position.count; i < l; i ++ ) {
if ( child.isMesh ) {
child.getVertexPosition( i, vertex );
} else {
vertex.fromBufferAttribute( position, i );
}
if ( ! child.isSkinnedMesh ) {
vertex.applyMatrix4( child.matrixWorld );
}
value = func( value, vertex );
}
}
}
} );
return value;
}
/**
* @param {InstancedMesh}
* @param {function(int, int):int}
*/
function sortInstancedMesh( mesh, compareFn ) {
// store copy of instanced attributes for lookups
const instanceMatrixRef = deepCloneAttribute( mesh.instanceMatrix );
const instanceColorRef = mesh.instanceColor ? deepCloneAttribute( mesh.instanceColor ) : null;
const attributeRefs = new Map();
for ( const name in mesh.geometry.attributes ) {
const attribute = mesh.geometry.attributes[ name ];
if ( attribute.isInstancedBufferAttribute ) {
attributeRefs.set( attribute, deepCloneAttribute( attribute ) );
}
}
// compute sort order
const tokens = [];
for ( let i = 0; i < mesh.count; i ++ ) tokens.push( i );
tokens.sort( compareFn );
// apply sort order
for ( let i = 0; i < tokens.length; i ++ ) {
const refIndex = tokens[ i ];
_matrix.fromArray( instanceMatrixRef.array, refIndex * mesh.instanceMatrix.itemSize );
_matrix.toArray( mesh.instanceMatrix.array, i * mesh.instanceMatrix.itemSize );
if ( mesh.instanceColor ) {
_color.fromArray( instanceColorRef.array, refIndex * mesh.instanceColor.itemSize );
_color.toArray( mesh.instanceColor.array, i * mesh.instanceColor.itemSize );
}
for ( const name in mesh.geometry.attributes ) {
const attribute = mesh.geometry.attributes[ name ];
if ( attribute.isInstancedBufferAttribute ) {
const attributeRef = attributeRefs.get( attribute );
attribute.setX( i, attributeRef.getX( refIndex ) );
if ( attribute.itemSize > 1 ) attribute.setY( i, attributeRef.getY( refIndex ) );
if ( attribute.itemSize > 2 ) attribute.setZ( i, attributeRef.getZ( refIndex ) );
if ( attribute.itemSize > 3 ) attribute.setW( i, attributeRef.getW( refIndex ) );
}
}
}
}
/**
* @param {Object3D} object Object to traverse.
* @yields {Object3D} Objects that passed the filter condition.
*/
function* traverseGenerator( object ) {
yield object;
const children = object.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
yield* traverseGenerator( children[ i ] );
}
}
/**
* @param {Object3D} object Object to traverse.
* @yields {Object3D} Objects that passed the filter condition.
*/
function* traverseVisibleGenerator( object ) {
if ( object.visible === false ) return;
yield object;
const children = object.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
yield* traverseVisibleGenerator( children[ i ] );
}
}
/**
* @param {Object3D} object Object to traverse.
* @yields {Object3D} Objects that passed the filter condition.
*/
function* traverseAncestorsGenerator( object ) {
const parent = object.parent;
if ( parent !== null ) {
yield parent;
yield* traverseAncestorsGenerator( parent );
}
}
export {
createMeshesFromInstancedMesh,
createMeshesFromMultiMaterialMesh,
createMultiMaterialObject,
reduceVertices,
sortInstancedMesh,
traverseGenerator,
traverseVisibleGenerator,
traverseAncestorsGenerator
};