/** * @author donmccurdy / https://www.donmccurdy.com/ */ import { Triangle } from "../../../build/three.module.js"; /** * 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 */ var MeshSurfaceSampler = ( function () { var _face = new Triangle(); function MeshSurfaceSampler( mesh ) { var 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.positionAttribute = this.geometry.getAttribute( 'position' ); this.weightAttribute = null; this.distribution = null; } MeshSurfaceSampler.prototype = { constructor: MeshSurfaceSampler, setWeightAttribute: function ( name ) { this.weightAttribute = name ? this.geometry.getAttribute( name ) : null; return this; }, build: function () { var positionAttribute = this.positionAttribute; var weightAttribute = this.weightAttribute; var faceWeights = new Float32Array( positionAttribute.count / 3 ); // Accumulate weights for each mesh face. for ( var i = 0; i < positionAttribute.count; i += 3 ) { var 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 ); var cumulativeTotal = 0; for ( var i = 0; i < faceWeights.length; i ++ ) { cumulativeTotal += faceWeights[ i ]; this.distribution[ i ] = cumulativeTotal; } return this; }, sample: function ( targetPosition, targetNormal ) { var cumulativeTotal = this.distribution[ this.distribution.length - 1 ]; var faceIndex = this.binarySearch( Math.random() * cumulativeTotal ); return this.sampleFace( faceIndex, targetPosition, targetNormal ); }, binarySearch: function ( x ) { var dist = this.distribution; var start = 0; var end = dist.length - 1; var index = - 1; while ( start <= end ) { var mid = Math.floor( ( 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: function ( faceIndex, targetPosition, targetNormal ) { var u = Math.random(); var v = Math.random(); 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 ) ); _face.getNormal( targetNormal ); return this; } }; return MeshSurfaceSampler; } )(); export { MeshSurfaceSampler };