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three-csg.js
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import { BufferAttribute, BufferGeometry, Matrix3, Matrix4, Mesh, Vector2, Vector3 } from "three";
import { Face3 } from "three/examples/jsm/deprecated/Geometry.js";
import { CSG, Vertex, Vector, Polygon } from "./csg-lib.js"
CSG.fromGeometry = function(geom,objectIndex) {
let polys = []
if (geom.isGeometry) {
let fs = geom.faces;
let vs = geom.vertices;
let fm = ['a', 'b', 'c']
for (let i = 0; i < fs.length; i++) {
let f = fs[i];
let vertices = []
for (let j = 0; j < 3; j++)
vertices.push(new Vertex(vs[f[fm[j]]],f.vertexNormals[j],geom.faceVertexUvs[0][i][j]))
polys.push(new Polygon(vertices, objectIndex))
}
} else if (geom.isBufferGeometry) {
let vertices, normals, uvs
let posattr = geom.attributes.position
let normalattr = geom.attributes.normal
let uvattr = geom.attributes.uv
let colorattr = geom.attributes.color
let index;
if (geom.index)
index = geom.index.array;
else {
index = new Array((posattr.array.length / posattr.itemSize) | 0);
for (let i = 0; i < index.length; i++)
index[i] = i
}
let triCount = (index.length / 3) | 0
polys = new Array(triCount)
for (let i = 0, pli = 0, l = index.length; i < l; i += 3,
pli++) {
let vertices = new Array(3)
for (let j = 0; j < 3; j++) {
let vi = index[i + j]
let vp = vi * 3;
let vt = vi * 2;
let x = posattr.array[vp]
let y = posattr.array[vp + 1]
let z = posattr.array[vp + 2]
let nx = normalattr.array[vp]
let ny = normalattr.array[vp + 1]
let nz = normalattr.array[vp + 2]
//let u = uvattr.array[vt]
//let v = uvattr.array[vt + 1]
vertices[j] = new Vertex({
x,
y,
z
},{
x: nx,
y: ny,
z: nz
},uvattr&&{
x: uvattr.array[vt],
y: uvattr.array[vt+1],
z: 0
},colorattr&&{x:colorattr.array[vt],y:colorattr.array[vt+1],z:colorattr.array[vt+2]});
}
polys[pli] = new Polygon(vertices,objectIndex)
}
} else
console.error("Unsupported CSG input type:" + geom.type)
return CSG.fromPolygons(polys)
}
let ttvv0 = new Vector3()
let tmpm3 = new Matrix3();
CSG.fromMesh = function(mesh,objectIndex) {
let csg = CSG.fromGeometry(mesh.geometry,objectIndex)
tmpm3.getNormalMatrix(mesh.matrix);
for (let i = 0; i < csg.polygons.length; i++) {
let p = csg.polygons[i]
for (let j = 0; j < p.vertices.length; j++) {
let v = p.vertices[j]
v.pos.copy(ttvv0.copy(v.pos).applyMatrix4(mesh.matrix));
v.normal.copy(ttvv0.copy(v.normal).applyMatrix3(tmpm3))
}
}
return csg;
}
let nbuf3=(ct)=>{
return{
top:0,
array:new Float32Array(ct),
write:function(v){(this.array[this.top++]=v.x);(this.array[this.top++]=v.y);(this.array[this.top++]=v.z);}
}
}
let nbuf2=(ct)=>{
return{
top:0,
array:new Float32Array(ct),
write:function(v){(this.array[this.top++]=v.x);(this.array[this.top++]=v.y)}
}
}
CSG.toGeometry = function(csg, buffered=true) {
let ps = csg.polygons;
let geom;
let g2;
if(!buffered) //Old geometry path...
{
geom = new Geometry();
let vs = geom.vertices;
let fvuv = geom.faceVertexUvs[0]
for (let i = 0; i < ps.length; i++) {
let p = ps[i]
let pvs = p.vertices;
let v0 = vs.length;
let pvlen = pvs.length
for (let j = 0; j < pvlen; j++)
vs.push(new Vector3().copy(pvs[j].pos))
for (let j = 3; j <= pvlen; j++) {
let fc = new Face3();
let fuv = []
fvuv.push(fuv)
let fnml = fc.vertexNormals;
fc.a = v0;
fc.b = v0 + j - 2;
fc.c = v0 + j - 1;
fnml.push(new Vector3().copy(pvs[0].normal))
fnml.push(new Vector3().copy(pvs[j - 2].normal))
fnml.push(new Vector3().copy(pvs[j - 1].normal))
fuv.push(new Vector3().copy(pvs[0].uv))
fuv.push(new Vector3().copy(pvs[j - 2].uv))
fuv.push(new Vector3().copy(pvs[j - 1].uv))
fc.normal = new Vector3().copy(p.plane.normal)
geom.faces.push(fc)
}
}
geom = new BufferGeometry().fromGeometry(geom)
geom.verticesNeedUpdate = geom.elementsNeedUpdate = geom.normalsNeedUpdate = true;
}else { //BufferGeometry path
let triCount = 0;
ps.forEach(p=>triCount += (p.vertices.length - 2))
geom = new BufferGeometry()
let vertices = nbuf3(triCount * 3 * 3)
let normals = nbuf3(triCount * 3 * 3)
let uvs; // = nbuf2(triCount * 2 * 3)
let colors;
let grps=[]
ps.forEach(p=>{
let pvs = p.vertices
let pvlen = pvs.length
if(p.shared!==undefined){
if(!grps[p.shared])grps[p.shared]=[]
}
if(pvlen){
if(pvs[0].color!==undefined){
if(!colors)colors = nbuf3(triCount*3*3);
}
if(pvs[0].uv!==undefined){
if(!uvs)uvs = nbuf2(triCount * 2 * 3)
}
}
for (let j = 3; j <= pvlen; j++) {
(p.shared!==undefined) && (grps[p.shared].push(vertices.top/3,(vertices.top/3)+1,(vertices.top/3)+2));
vertices.write(pvs[0].pos)
vertices.write(pvs[j-2].pos)
vertices.write(pvs[j-1].pos)
normals.write(pvs[0].normal)
normals.write(pvs[j-2].normal)
normals.write(pvs[j-1].normal);
uvs&&(pvs[0].uv)&&(uvs.write(pvs[0].uv)||uvs.write(pvs[j-2].uv)||uvs.write(pvs[j-1].uv));
colors&&(colors.write(pvs[0].color)||colors.write(pvs[j-2].color)||colors.write(pvs[j-1].color))
}
}
)
geom.setAttribute('position', new BufferAttribute(vertices.array,3));
geom.setAttribute('normal', new BufferAttribute(normals.array,3));
uvs && geom.setAttribute('uv', new BufferAttribute(uvs.array,2));
colors && geom.setAttribute('color', new BufferAttribute(colors.array,3));
if(grps.length){
let index = []
let gbase=0;
for(let gi=0;gi<grps.length;gi++){
geom.addGroup(gbase,grps[gi].length,gi)
gbase+=grps[gi].length
index=index.concat(grps[gi]);
}
geom.setIndex(index)
}
g2 = geom;
}
return geom;
}
CSG.toMesh = function(csg, toMatrix, toMaterial) {
let geom = CSG.toGeometry(csg);
let inv = new Matrix4().copy(toMatrix).invert();
geom.applyMatrix4(inv);
geom.computeBoundingSphere();
geom.computeBoundingBox();
let m = new Mesh(geom,toMaterial);
m.matrix.copy(toMatrix);
m.matrix.decompose(m.position, m.quaternion, m.scale)
m.rotation.setFromQuaternion(m.quaternion)
m.updateMatrixWorld();
m.castShadow = m.receiveShadow = true;
return m
}
import "./csg-worker.js"
export default CSG