@needle-tools/three 0.160.2 → 0.162.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (961) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -86
  3. package/build/three.cjs +53267 -53092
  4. package/build/three.module.js +53269 -53094
  5. package/build/three.module.min.js +1 -1
  6. package/examples/fonts/LICENSE +13 -13
  7. package/examples/fonts/README.md +11 -11
  8. package/examples/fonts/droid/NOTICE +190 -190
  9. package/examples/fonts/droid/README.txt +18 -18
  10. package/examples/fonts/ttf/README.md +9 -9
  11. package/examples/jsm/Addons.js +295 -294
  12. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  13. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  14. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  15. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  16. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  17. package/examples/jsm/capabilities/WebGL.js +108 -108
  18. package/examples/jsm/capabilities/WebGPU.js +57 -57
  19. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  20. package/examples/jsm/controls/DragControls.js +282 -221
  21. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  22. package/examples/jsm/controls/FlyControls.js +326 -326
  23. package/examples/jsm/controls/MapControls.js +28 -28
  24. package/examples/jsm/controls/OrbitControls.js +1548 -1521
  25. package/examples/jsm/controls/PointerLockControls.js +162 -162
  26. package/examples/jsm/controls/TrackballControls.js +828 -828
  27. package/examples/jsm/controls/TransformControls.js +1573 -1573
  28. package/examples/jsm/csm/CSM.js +384 -384
  29. package/examples/jsm/csm/CSMFrustum.js +152 -152
  30. package/examples/jsm/csm/CSMHelper.js +193 -193
  31. package/examples/jsm/csm/CSMShader.js +295 -295
  32. package/examples/jsm/curves/CurveExtras.js +422 -422
  33. package/examples/jsm/curves/NURBSCurve.js +80 -80
  34. package/examples/jsm/curves/NURBSSurface.js +52 -52
  35. package/examples/jsm/curves/NURBSUtils.js +542 -487
  36. package/examples/jsm/curves/NURBSVolume.js +62 -0
  37. package/examples/jsm/effects/AnaglyphEffect.js +154 -154
  38. package/examples/jsm/effects/AsciiEffect.js +263 -263
  39. package/examples/jsm/effects/OutlineEffect.js +539 -539
  40. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -119
  41. package/examples/jsm/effects/PeppersGhostEffect.js +153 -153
  42. package/examples/jsm/effects/StereoEffect.js +55 -55
  43. package/examples/jsm/environments/DebugEnvironment.js +52 -52
  44. package/examples/jsm/environments/RoomEnvironment.js +148 -148
  45. package/examples/jsm/exporters/DRACOExporter.js +267 -267
  46. package/examples/jsm/exporters/EXRExporter.js +579 -579
  47. package/examples/jsm/exporters/GLTFExporter.js +3321 -3311
  48. package/examples/jsm/exporters/KTX2Exporter.js +292 -292
  49. package/examples/jsm/exporters/MMDExporter.js +217 -217
  50. package/examples/jsm/exporters/OBJExporter.js +284 -284
  51. package/examples/jsm/exporters/PLYExporter.js +528 -528
  52. package/examples/jsm/exporters/STLExporter.js +199 -199
  53. package/examples/jsm/exporters/USDZExporter.js +720 -720
  54. package/examples/jsm/geometries/BoxLineGeometry.js +69 -69
  55. package/examples/jsm/geometries/ConvexGeometry.js +53 -53
  56. package/examples/jsm/geometries/DecalGeometry.js +356 -356
  57. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -174
  58. package/examples/jsm/geometries/ParametricGeometries.js +254 -254
  59. package/examples/jsm/geometries/ParametricGeometry.js +139 -139
  60. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -155
  61. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -144
  62. package/examples/jsm/geometries/TeapotGeometry.js +704 -704
  63. package/examples/jsm/geometries/TextGeometry.js +57 -57
  64. package/examples/jsm/helpers/LightProbeHelper.js +130 -130
  65. package/examples/jsm/helpers/OctreeHelper.js +73 -73
  66. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -109
  67. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -85
  68. package/examples/jsm/helpers/TextureHelper.js +237 -237
  69. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -96
  70. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -88
  71. package/examples/jsm/helpers/ViewHelper.js +333 -333
  72. package/examples/jsm/interactive/HTMLMesh.js +572 -572
  73. package/examples/jsm/interactive/InteractiveGroup.js +106 -116
  74. package/examples/jsm/interactive/SelectionBox.js +227 -227
  75. package/examples/jsm/interactive/SelectionHelper.js +104 -104
  76. package/examples/jsm/libs/ammo.wasm.js +822 -822
  77. package/examples/jsm/libs/basis/README.md +46 -46
  78. package/examples/jsm/libs/basis/basis_transcoder.js +21 -21
  79. package/examples/jsm/libs/chevrotain.module.min.js +141 -141
  80. package/examples/jsm/libs/draco/README.md +32 -32
  81. package/examples/jsm/libs/draco/draco_decoder.js +34 -34
  82. package/examples/jsm/libs/draco/draco_encoder.js +33 -33
  83. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -117
  84. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -33
  85. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -33
  86. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -116
  87. package/examples/jsm/libs/ecsy.module.js +1792 -1792
  88. package/examples/jsm/libs/fflate.module.js +2474 -2474
  89. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  90. package/examples/jsm/libs/lil-gui.module.min.js +8 -8
  91. package/examples/jsm/libs/lottie_canvas.module.js +14849 -14849
  92. package/examples/jsm/libs/meshopt_decoder.module.js +178 -178
  93. package/examples/jsm/libs/mikktspace.module.js +128 -128
  94. package/examples/jsm/libs/mmdparser.module.js +11530 -11530
  95. package/examples/jsm/libs/motion-controllers.module.js +397 -397
  96. package/examples/jsm/libs/opentype.module.js +14506 -14506
  97. package/examples/jsm/libs/potpack.module.js +124 -124
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -8743
  99. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +15 -8748
  100. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  101. package/examples/jsm/libs/stats.module.js +167 -167
  102. package/examples/jsm/libs/surfaceNet.js +200 -200
  103. package/examples/jsm/libs/tween.module.js +876 -858
  104. package/examples/jsm/libs/utif.module.js +1664 -1664
  105. package/examples/jsm/libs/zstddec.module.js +1 -1
  106. package/examples/jsm/lights/IESSpotLight.js +25 -25
  107. package/examples/jsm/lights/LightProbeGenerator.js +286 -286
  108. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  109. package/examples/jsm/lines/Line2.js +19 -19
  110. package/examples/jsm/lines/LineGeometry.js +79 -79
  111. package/examples/jsm/lines/LineMaterial.js +619 -619
  112. package/examples/jsm/lines/LineSegments2.js +361 -361
  113. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  114. package/examples/jsm/lines/Wireframe.js +56 -56
  115. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  116. package/examples/jsm/loaders/3DMLoader.js +1764 -1772
  117. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  118. package/examples/jsm/loaders/AMFLoader.js +521 -521
  119. package/examples/jsm/loaders/BVHLoader.js +437 -437
  120. package/examples/jsm/loaders/ColladaLoader.js +4116 -4116
  121. package/examples/jsm/loaders/DDSLoader.js +318 -318
  122. package/examples/jsm/loaders/DRACOLoader.js +613 -613
  123. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  124. package/examples/jsm/loaders/FBXLoader.js +4314 -4314
  125. package/examples/jsm/loaders/FontLoader.js +183 -183
  126. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  127. package/examples/jsm/loaders/GLTFLoader.js +4666 -4666
  128. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +729 -720
  129. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  130. package/examples/jsm/loaders/IESLoader.js +337 -337
  131. package/examples/jsm/loaders/KMZLoader.js +130 -130
  132. package/examples/jsm/loaders/KTX2Loader.js +932 -932
  133. package/examples/jsm/loaders/KTXLoader.js +176 -176
  134. package/examples/jsm/loaders/LDrawLoader.js +2470 -2470
  135. package/examples/jsm/loaders/LUT3dlLoader.js +183 -183
  136. package/examples/jsm/loaders/LUTCubeLoader.js +167 -167
  137. package/examples/jsm/loaders/LUTImageLoader.js +163 -163
  138. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  139. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  140. package/examples/jsm/loaders/LottieLoader.js +77 -77
  141. package/examples/jsm/loaders/MD2Loader.js +399 -399
  142. package/examples/jsm/loaders/MDDLoader.js +102 -102
  143. package/examples/jsm/loaders/MMDLoader.js +2276 -2276
  144. package/examples/jsm/loaders/MTLLoader.js +567 -567
  145. package/examples/jsm/loaders/MaterialXLoader.js +852 -852
  146. package/examples/jsm/loaders/NRRDLoader.js +686 -686
  147. package/examples/jsm/loaders/OBJLoader.js +905 -905
  148. package/examples/jsm/loaders/PCDLoader.js +467 -467
  149. package/examples/jsm/loaders/PDBLoader.js +232 -232
  150. package/examples/jsm/loaders/PLYLoader.js +771 -771
  151. package/examples/jsm/loaders/PVRLoader.js +251 -251
  152. package/examples/jsm/loaders/RGBELoader.js +450 -450
  153. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  154. package/examples/jsm/loaders/STLLoader.js +410 -410
  155. package/examples/jsm/loaders/SVGLoader.js +3173 -3173
  156. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  157. package/examples/jsm/loaders/TGALoader.js +517 -517
  158. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  159. package/examples/jsm/loaders/TTFLoader.js +214 -214
  160. package/examples/jsm/loaders/TiltLoader.js +520 -520
  161. package/examples/jsm/loaders/USDZLoader.js +822 -822
  162. package/examples/jsm/loaders/VOXLoader.js +318 -311
  163. package/examples/jsm/loaders/VRMLLoader.js +3537 -3533
  164. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  165. package/examples/jsm/loaders/XYZLoader.js +106 -106
  166. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1214
  167. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  168. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  169. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -426
  170. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -144
  171. package/examples/jsm/math/Capsule.js +82 -82
  172. package/examples/jsm/math/ColorConverter.js +36 -36
  173. package/examples/jsm/math/ConvexHull.js +1271 -1271
  174. package/examples/jsm/math/ImprovedNoise.js +71 -71
  175. package/examples/jsm/math/Lut.js +204 -204
  176. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  177. package/examples/jsm/math/OBB.js +423 -423
  178. package/examples/jsm/math/Octree.js +540 -540
  179. package/examples/jsm/math/SimplexNoise.js +444 -444
  180. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  181. package/examples/jsm/misc/GPUComputationRenderer.js +446 -446
  182. package/examples/jsm/misc/Gyroscope.js +66 -66
  183. package/examples/jsm/misc/MD2Character.js +276 -276
  184. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  185. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  186. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  187. package/examples/jsm/misc/ProgressiveLightMap.js +324 -323
  188. package/examples/jsm/misc/RollerCoaster.js +566 -566
  189. package/examples/jsm/misc/Timer.js +128 -119
  190. package/examples/jsm/misc/TubePainter.js +202 -202
  191. package/examples/jsm/misc/Volume.js +473 -473
  192. package/examples/jsm/misc/VolumeSlice.js +229 -229
  193. package/examples/jsm/modifiers/CurveModifier.js +344 -344
  194. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  195. package/examples/jsm/modifiers/SimplifyModifier.js +617 -617
  196. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  197. package/examples/jsm/nodes/Nodes.js +195 -189
  198. package/examples/jsm/nodes/accessors/AccessorsUtils.js +10 -0
  199. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  200. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -127
  201. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  202. package/examples/jsm/nodes/accessors/CameraNode.js +119 -120
  203. package/examples/jsm/nodes/accessors/ClippingNode.js +144 -0
  204. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -61
  205. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  206. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -21
  207. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -314
  208. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +41 -51
  209. package/examples/jsm/nodes/accessors/ModelNode.js +33 -33
  210. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -39
  211. package/examples/jsm/nodes/accessors/MorphNode.js +245 -245
  212. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  213. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  214. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  215. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  216. package/examples/jsm/nodes/accessors/ReferenceNode.js +160 -102
  217. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  218. package/examples/jsm/nodes/accessors/SceneNode.js +52 -52
  219. package/examples/jsm/nodes/accessors/SkinningNode.js +124 -103
  220. package/examples/jsm/nodes/accessors/StorageBufferNode.js +72 -54
  221. package/examples/jsm/nodes/accessors/TangentNode.js +109 -103
  222. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  223. package/examples/jsm/nodes/accessors/TextureNode.js +367 -367
  224. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  225. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -82
  226. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  227. package/examples/jsm/nodes/accessors/UniformsNode.js +140 -0
  228. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  229. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -70
  230. package/examples/jsm/nodes/code/CodeNode.js +84 -78
  231. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  232. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  233. package/examples/jsm/nodes/code/FunctionNode.js +138 -138
  234. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  235. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  236. package/examples/jsm/nodes/core/AssignNode.js +128 -72
  237. package/examples/jsm/nodes/core/AttributeNode.js +108 -108
  238. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  239. package/examples/jsm/nodes/core/CacheNode.js +49 -49
  240. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  241. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  242. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  243. package/examples/jsm/nodes/core/InputNode.js +83 -83
  244. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  245. package/examples/jsm/nodes/core/Node.js +493 -483
  246. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  247. package/examples/jsm/nodes/core/NodeBuilder.js +1250 -1267
  248. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  249. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  250. package/examples/jsm/nodes/core/NodeFrame.js +143 -135
  251. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  252. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  253. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  254. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  255. package/examples/jsm/nodes/core/NodeUniform.js +40 -40
  256. package/examples/jsm/nodes/core/NodeUtils.js +210 -210
  257. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  258. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  259. package/examples/jsm/nodes/core/OutputStructNode.js +62 -62
  260. package/examples/jsm/nodes/core/ParameterNode.js +33 -33
  261. package/examples/jsm/nodes/core/PropertyNode.js +72 -72
  262. package/examples/jsm/nodes/core/StackNode.js +89 -89
  263. package/examples/jsm/nodes/core/StructTypeNode.js +24 -24
  264. package/examples/jsm/nodes/core/TempNode.js +58 -58
  265. package/examples/jsm/nodes/core/UniformGroup.js +13 -13
  266. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -36
  267. package/examples/jsm/nodes/core/UniformNode.js +80 -80
  268. package/examples/jsm/nodes/core/VarNode.js +60 -60
  269. package/examples/jsm/nodes/core/VaryingNode.js +65 -65
  270. package/examples/jsm/nodes/core/constants.js +28 -27
  271. package/examples/jsm/nodes/display/AfterImageNode.js +148 -134
  272. package/examples/jsm/nodes/display/AnamorphicNode.js +148 -0
  273. package/examples/jsm/nodes/display/BlendModeNode.js +128 -99
  274. package/examples/jsm/nodes/display/BumpMapNode.js +99 -99
  275. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +99 -96
  276. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  277. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  278. package/examples/jsm/nodes/display/GaussianBlurNode.js +190 -177
  279. package/examples/jsm/nodes/display/NormalMapNode.js +106 -108
  280. package/examples/jsm/nodes/display/PassNode.js +183 -182
  281. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  282. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -184
  283. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -97
  284. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -31
  285. package/examples/jsm/nodes/display/ViewportNode.js +134 -134
  286. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  287. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  288. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  289. package/examples/jsm/nodes/fog/FogNode.js +38 -38
  290. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  291. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -40
  292. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  293. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -57
  294. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -30
  295. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -23
  296. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  297. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  298. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -21
  299. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -28
  300. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -67
  301. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -393
  302. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  303. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  304. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  305. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -85
  306. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  307. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  308. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +241 -238
  309. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -40
  310. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  311. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  312. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  313. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  314. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  315. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -66
  316. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  317. package/examples/jsm/nodes/lighting/LightsNode.js +188 -188
  318. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -68
  319. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -89
  320. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  321. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  322. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
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  959. package/src/renderers/WebGLMultipleRenderTargets.js +0 -82
  960. package/src/renderers/shaders/ShaderChunk/occlusion_fragment.glsl.js +0 -20
  961. package/src/renderers/shaders/ShaderChunk/occlusion_pars_fragment.glsl.js +0 -97
@@ -1,1271 +1,1271 @@
1
- import {
2
- Line3,
3
- Plane,
4
- Triangle,
5
- Vector3
6
- } from 'three';
7
-
8
- /**
9
- * Ported from: https://github.com/maurizzzio/quickhull3d/ by Mauricio Poppe (https://github.com/maurizzzio)
10
- */
11
-
12
- const Visible = 0;
13
- const Deleted = 1;
14
-
15
- const _v1 = new Vector3();
16
- const _line3 = new Line3();
17
- const _plane = new Plane();
18
- const _closestPoint = new Vector3();
19
- const _triangle = new Triangle();
20
-
21
- class ConvexHull {
22
-
23
- constructor() {
24
-
25
- this.tolerance = - 1;
26
-
27
- this.faces = []; // the generated faces of the convex hull
28
- this.newFaces = []; // this array holds the faces that are generated within a single iteration
29
-
30
- // the vertex lists work as follows:
31
- //
32
- // let 'a' and 'b' be 'Face' instances
33
- // let 'v' be points wrapped as instance of 'Vertex'
34
- //
35
- // [v, v, ..., v, v, v, ...]
36
- // ^ ^
37
- // | |
38
- // a.outside b.outside
39
- //
40
- this.assigned = new VertexList();
41
- this.unassigned = new VertexList();
42
-
43
- this.vertices = []; // vertices of the hull (internal representation of given geometry data)
44
-
45
- }
46
-
47
- setFromPoints( points ) {
48
-
49
- // The algorithm needs at least four points.
50
-
51
- if ( points.length >= 4 ) {
52
-
53
- this.makeEmpty();
54
-
55
- for ( let i = 0, l = points.length; i < l; i ++ ) {
56
-
57
- this.vertices.push( new VertexNode( points[ i ] ) );
58
-
59
- }
60
-
61
- this.compute();
62
-
63
- }
64
-
65
- return this;
66
-
67
- }
68
-
69
- setFromObject( object ) {
70
-
71
- const points = [];
72
-
73
- object.updateMatrixWorld( true );
74
-
75
- object.traverse( function ( node ) {
76
-
77
- const geometry = node.geometry;
78
-
79
- if ( geometry !== undefined ) {
80
-
81
- const attribute = geometry.attributes.position;
82
-
83
- if ( attribute !== undefined ) {
84
-
85
- for ( let i = 0, l = attribute.count; i < l; i ++ ) {
86
-
87
- const point = new Vector3();
88
-
89
- point.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
90
-
91
- points.push( point );
92
-
93
- }
94
-
95
- }
96
-
97
- }
98
-
99
- } );
100
-
101
- return this.setFromPoints( points );
102
-
103
- }
104
-
105
- containsPoint( point ) {
106
-
107
- const faces = this.faces;
108
-
109
- for ( let i = 0, l = faces.length; i < l; i ++ ) {
110
-
111
- const face = faces[ i ];
112
-
113
- // compute signed distance and check on what half space the point lies
114
-
115
- if ( face.distanceToPoint( point ) > this.tolerance ) return false;
116
-
117
- }
118
-
119
- return true;
120
-
121
- }
122
-
123
- intersectRay( ray, target ) {
124
-
125
- // based on "Fast Ray-Convex Polyhedron Intersection" by Eric Haines, GRAPHICS GEMS II
126
-
127
- const faces = this.faces;
128
-
129
- let tNear = - Infinity;
130
- let tFar = Infinity;
131
-
132
- for ( let i = 0, l = faces.length; i < l; i ++ ) {
133
-
134
- const face = faces[ i ];
135
-
136
- // interpret faces as planes for the further computation
137
-
138
- const vN = face.distanceToPoint( ray.origin );
139
- const vD = face.normal.dot( ray.direction );
140
-
141
- // if the origin is on the positive side of a plane (so the plane can "see" the origin) and
142
- // the ray is turned away or parallel to the plane, there is no intersection
143
-
144
- if ( vN > 0 && vD >= 0 ) return null;
145
-
146
- // compute the distance from the ray’s origin to the intersection with the plane
147
-
148
- const t = ( vD !== 0 ) ? ( - vN / vD ) : 0;
149
-
150
- // only proceed if the distance is positive. a negative distance means the intersection point
151
- // lies "behind" the origin
152
-
153
- if ( t <= 0 ) continue;
154
-
155
- // now categorized plane as front-facing or back-facing
156
-
157
- if ( vD > 0 ) {
158
-
159
- // plane faces away from the ray, so this plane is a back-face
160
-
161
- tFar = Math.min( t, tFar );
162
-
163
- } else {
164
-
165
- // front-face
166
-
167
- tNear = Math.max( t, tNear );
168
-
169
- }
170
-
171
- if ( tNear > tFar ) {
172
-
173
- // if tNear ever is greater than tFar, the ray must miss the convex hull
174
-
175
- return null;
176
-
177
- }
178
-
179
- }
180
-
181
- // evaluate intersection point
182
-
183
- // always try tNear first since its the closer intersection point
184
-
185
- if ( tNear !== - Infinity ) {
186
-
187
- ray.at( tNear, target );
188
-
189
- } else {
190
-
191
- ray.at( tFar, target );
192
-
193
- }
194
-
195
- return target;
196
-
197
- }
198
-
199
- intersectsRay( ray ) {
200
-
201
- return this.intersectRay( ray, _v1 ) !== null;
202
-
203
- }
204
-
205
- makeEmpty() {
206
-
207
- this.faces = [];
208
- this.vertices = [];
209
-
210
- return this;
211
-
212
- }
213
-
214
- // Adds a vertex to the 'assigned' list of vertices and assigns it to the given face
215
-
216
- addVertexToFace( vertex, face ) {
217
-
218
- vertex.face = face;
219
-
220
- if ( face.outside === null ) {
221
-
222
- this.assigned.append( vertex );
223
-
224
- } else {
225
-
226
- this.assigned.insertBefore( face.outside, vertex );
227
-
228
- }
229
-
230
- face.outside = vertex;
231
-
232
- return this;
233
-
234
- }
235
-
236
- // Removes a vertex from the 'assigned' list of vertices and from the given face
237
-
238
- removeVertexFromFace( vertex, face ) {
239
-
240
- if ( vertex === face.outside ) {
241
-
242
- // fix face.outside link
243
-
244
- if ( vertex.next !== null && vertex.next.face === face ) {
245
-
246
- // face has at least 2 outside vertices, move the 'outside' reference
247
-
248
- face.outside = vertex.next;
249
-
250
- } else {
251
-
252
- // vertex was the only outside vertex that face had
253
-
254
- face.outside = null;
255
-
256
- }
257
-
258
- }
259
-
260
- this.assigned.remove( vertex );
261
-
262
- return this;
263
-
264
- }
265
-
266
- // Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertex list
267
-
268
- removeAllVerticesFromFace( face ) {
269
-
270
- if ( face.outside !== null ) {
271
-
272
- // reference to the first and last vertex of this face
273
-
274
- const start = face.outside;
275
- let end = face.outside;
276
-
277
- while ( end.next !== null && end.next.face === face ) {
278
-
279
- end = end.next;
280
-
281
- }
282
-
283
- this.assigned.removeSubList( start, end );
284
-
285
- // fix references
286
-
287
- start.prev = end.next = null;
288
- face.outside = null;
289
-
290
- return start;
291
-
292
- }
293
-
294
- }
295
-
296
- // Removes all the visible vertices that 'face' is able to see
297
-
298
- deleteFaceVertices( face, absorbingFace ) {
299
-
300
- const faceVertices = this.removeAllVerticesFromFace( face );
301
-
302
- if ( faceVertices !== undefined ) {
303
-
304
- if ( absorbingFace === undefined ) {
305
-
306
- // mark the vertices to be reassigned to some other face
307
-
308
- this.unassigned.appendChain( faceVertices );
309
-
310
-
311
- } else {
312
-
313
- // if there's an absorbing face try to assign as many vertices as possible to it
314
-
315
- let vertex = faceVertices;
316
-
317
- do {
318
-
319
- // we need to buffer the subsequent vertex at this point because the 'vertex.next' reference
320
- // will be changed by upcoming method calls
321
-
322
- const nextVertex = vertex.next;
323
-
324
- const distance = absorbingFace.distanceToPoint( vertex.point );
325
-
326
- // check if 'vertex' is able to see 'absorbingFace'
327
-
328
- if ( distance > this.tolerance ) {
329
-
330
- this.addVertexToFace( vertex, absorbingFace );
331
-
332
- } else {
333
-
334
- this.unassigned.append( vertex );
335
-
336
- }
337
-
338
- // now assign next vertex
339
-
340
- vertex = nextVertex;
341
-
342
- } while ( vertex !== null );
343
-
344
- }
345
-
346
- }
347
-
348
- return this;
349
-
350
- }
351
-
352
- // Reassigns as many vertices as possible from the unassigned list to the new faces
353
-
354
- resolveUnassignedPoints( newFaces ) {
355
-
356
- if ( this.unassigned.isEmpty() === false ) {
357
-
358
- let vertex = this.unassigned.first();
359
-
360
- do {
361
-
362
- // buffer 'next' reference, see .deleteFaceVertices()
363
-
364
- const nextVertex = vertex.next;
365
-
366
- let maxDistance = this.tolerance;
367
-
368
- let maxFace = null;
369
-
370
- for ( let i = 0; i < newFaces.length; i ++ ) {
371
-
372
- const face = newFaces[ i ];
373
-
374
- if ( face.mark === Visible ) {
375
-
376
- const distance = face.distanceToPoint( vertex.point );
377
-
378
- if ( distance > maxDistance ) {
379
-
380
- maxDistance = distance;
381
- maxFace = face;
382
-
383
- }
384
-
385
- if ( maxDistance > 1000 * this.tolerance ) break;
386
-
387
- }
388
-
389
- }
390
-
391
- // 'maxFace' can be null e.g. if there are identical vertices
392
-
393
- if ( maxFace !== null ) {
394
-
395
- this.addVertexToFace( vertex, maxFace );
396
-
397
- }
398
-
399
- vertex = nextVertex;
400
-
401
- } while ( vertex !== null );
402
-
403
- }
404
-
405
- return this;
406
-
407
- }
408
-
409
- // Computes the extremes of a simplex which will be the initial hull
410
-
411
- computeExtremes() {
412
-
413
- const min = new Vector3();
414
- const max = new Vector3();
415
-
416
- const minVertices = [];
417
- const maxVertices = [];
418
-
419
- // initially assume that the first vertex is the min/max
420
-
421
- for ( let i = 0; i < 3; i ++ ) {
422
-
423
- minVertices[ i ] = maxVertices[ i ] = this.vertices[ 0 ];
424
-
425
- }
426
-
427
- min.copy( this.vertices[ 0 ].point );
428
- max.copy( this.vertices[ 0 ].point );
429
-
430
- // compute the min/max vertex on all six directions
431
-
432
- for ( let i = 0, l = this.vertices.length; i < l; i ++ ) {
433
-
434
- const vertex = this.vertices[ i ];
435
- const point = vertex.point;
436
-
437
- // update the min coordinates
438
-
439
- for ( let j = 0; j < 3; j ++ ) {
440
-
441
- if ( point.getComponent( j ) < min.getComponent( j ) ) {
442
-
443
- min.setComponent( j, point.getComponent( j ) );
444
- minVertices[ j ] = vertex;
445
-
446
- }
447
-
448
- }
449
-
450
- // update the max coordinates
451
-
452
- for ( let j = 0; j < 3; j ++ ) {
453
-
454
- if ( point.getComponent( j ) > max.getComponent( j ) ) {
455
-
456
- max.setComponent( j, point.getComponent( j ) );
457
- maxVertices[ j ] = vertex;
458
-
459
- }
460
-
461
- }
462
-
463
- }
464
-
465
- // use min/max vectors to compute an optimal epsilon
466
-
467
- this.tolerance = 3 * Number.EPSILON * (
468
- Math.max( Math.abs( min.x ), Math.abs( max.x ) ) +
469
- Math.max( Math.abs( min.y ), Math.abs( max.y ) ) +
470
- Math.max( Math.abs( min.z ), Math.abs( max.z ) )
471
- );
472
-
473
- return { min: minVertices, max: maxVertices };
474
-
475
- }
476
-
477
- // Computes the initial simplex assigning to its faces all the points
478
- // that are candidates to form part of the hull
479
-
480
- computeInitialHull() {
481
-
482
- const vertices = this.vertices;
483
- const extremes = this.computeExtremes();
484
- const min = extremes.min;
485
- const max = extremes.max;
486
-
487
- // 1. Find the two vertices 'v0' and 'v1' with the greatest 1d separation
488
- // (max.x - min.x)
489
- // (max.y - min.y)
490
- // (max.z - min.z)
491
-
492
- let maxDistance = 0;
493
- let index = 0;
494
-
495
- for ( let i = 0; i < 3; i ++ ) {
496
-
497
- const distance = max[ i ].point.getComponent( i ) - min[ i ].point.getComponent( i );
498
-
499
- if ( distance > maxDistance ) {
500
-
501
- maxDistance = distance;
502
- index = i;
503
-
504
- }
505
-
506
- }
507
-
508
- const v0 = min[ index ];
509
- const v1 = max[ index ];
510
- let v2;
511
- let v3;
512
-
513
- // 2. The next vertex 'v2' is the one farthest to the line formed by 'v0' and 'v1'
514
-
515
- maxDistance = 0;
516
- _line3.set( v0.point, v1.point );
517
-
518
- for ( let i = 0, l = this.vertices.length; i < l; i ++ ) {
519
-
520
- const vertex = vertices[ i ];
521
-
522
- if ( vertex !== v0 && vertex !== v1 ) {
523
-
524
- _line3.closestPointToPoint( vertex.point, true, _closestPoint );
525
-
526
- const distance = _closestPoint.distanceToSquared( vertex.point );
527
-
528
- if ( distance > maxDistance ) {
529
-
530
- maxDistance = distance;
531
- v2 = vertex;
532
-
533
- }
534
-
535
- }
536
-
537
- }
538
-
539
- // 3. The next vertex 'v3' is the one farthest to the plane 'v0', 'v1', 'v2'
540
-
541
- maxDistance = - 1;
542
- _plane.setFromCoplanarPoints( v0.point, v1.point, v2.point );
543
-
544
- for ( let i = 0, l = this.vertices.length; i < l; i ++ ) {
545
-
546
- const vertex = vertices[ i ];
547
-
548
- if ( vertex !== v0 && vertex !== v1 && vertex !== v2 ) {
549
-
550
- const distance = Math.abs( _plane.distanceToPoint( vertex.point ) );
551
-
552
- if ( distance > maxDistance ) {
553
-
554
- maxDistance = distance;
555
- v3 = vertex;
556
-
557
- }
558
-
559
- }
560
-
561
- }
562
-
563
- const faces = [];
564
-
565
- if ( _plane.distanceToPoint( v3.point ) < 0 ) {
566
-
567
- // the face is not able to see the point so 'plane.normal' is pointing outside the tetrahedron
568
-
569
- faces.push(
570
- Face.create( v0, v1, v2 ),
571
- Face.create( v3, v1, v0 ),
572
- Face.create( v3, v2, v1 ),
573
- Face.create( v3, v0, v2 )
574
- );
575
-
576
- // set the twin edge
577
-
578
- for ( let i = 0; i < 3; i ++ ) {
579
-
580
- const j = ( i + 1 ) % 3;
581
-
582
- // join face[ i ] i > 0, with the first face
583
-
584
- faces[ i + 1 ].getEdge( 2 ).setTwin( faces[ 0 ].getEdge( j ) );
585
-
586
- // join face[ i ] with face[ i + 1 ], 1 <= i <= 3
587
-
588
- faces[ i + 1 ].getEdge( 1 ).setTwin( faces[ j + 1 ].getEdge( 0 ) );
589
-
590
- }
591
-
592
- } else {
593
-
594
- // the face is able to see the point so 'plane.normal' is pointing inside the tetrahedron
595
-
596
- faces.push(
597
- Face.create( v0, v2, v1 ),
598
- Face.create( v3, v0, v1 ),
599
- Face.create( v3, v1, v2 ),
600
- Face.create( v3, v2, v0 )
601
- );
602
-
603
- // set the twin edge
604
-
605
- for ( let i = 0; i < 3; i ++ ) {
606
-
607
- const j = ( i + 1 ) % 3;
608
-
609
- // join face[ i ] i > 0, with the first face
610
-
611
- faces[ i + 1 ].getEdge( 2 ).setTwin( faces[ 0 ].getEdge( ( 3 - i ) % 3 ) );
612
-
613
- // join face[ i ] with face[ i + 1 ]
614
-
615
- faces[ i + 1 ].getEdge( 0 ).setTwin( faces[ j + 1 ].getEdge( 1 ) );
616
-
617
- }
618
-
619
- }
620
-
621
- // the initial hull is the tetrahedron
622
-
623
- for ( let i = 0; i < 4; i ++ ) {
624
-
625
- this.faces.push( faces[ i ] );
626
-
627
- }
628
-
629
- // initial assignment of vertices to the faces of the tetrahedron
630
-
631
- for ( let i = 0, l = vertices.length; i < l; i ++ ) {
632
-
633
- const vertex = vertices[ i ];
634
-
635
- if ( vertex !== v0 && vertex !== v1 && vertex !== v2 && vertex !== v3 ) {
636
-
637
- maxDistance = this.tolerance;
638
- let maxFace = null;
639
-
640
- for ( let j = 0; j < 4; j ++ ) {
641
-
642
- const distance = this.faces[ j ].distanceToPoint( vertex.point );
643
-
644
- if ( distance > maxDistance ) {
645
-
646
- maxDistance = distance;
647
- maxFace = this.faces[ j ];
648
-
649
- }
650
-
651
- }
652
-
653
- if ( maxFace !== null ) {
654
-
655
- this.addVertexToFace( vertex, maxFace );
656
-
657
- }
658
-
659
- }
660
-
661
- }
662
-
663
- return this;
664
-
665
- }
666
-
667
- // Removes inactive faces
668
-
669
- reindexFaces() {
670
-
671
- const activeFaces = [];
672
-
673
- for ( let i = 0; i < this.faces.length; i ++ ) {
674
-
675
- const face = this.faces[ i ];
676
-
677
- if ( face.mark === Visible ) {
678
-
679
- activeFaces.push( face );
680
-
681
- }
682
-
683
- }
684
-
685
- this.faces = activeFaces;
686
-
687
- return this;
688
-
689
- }
690
-
691
- // Finds the next vertex to create faces with the current hull
692
-
693
- nextVertexToAdd() {
694
-
695
- // if the 'assigned' list of vertices is empty, no vertices are left. return with 'undefined'
696
-
697
- if ( this.assigned.isEmpty() === false ) {
698
-
699
- let eyeVertex, maxDistance = 0;
700
-
701
- // grap the first available face and start with the first visible vertex of that face
702
-
703
- const eyeFace = this.assigned.first().face;
704
- let vertex = eyeFace.outside;
705
-
706
- // now calculate the farthest vertex that face can see
707
-
708
- do {
709
-
710
- const distance = eyeFace.distanceToPoint( vertex.point );
711
-
712
- if ( distance > maxDistance ) {
713
-
714
- maxDistance = distance;
715
- eyeVertex = vertex;
716
-
717
- }
718
-
719
- vertex = vertex.next;
720
-
721
- } while ( vertex !== null && vertex.face === eyeFace );
722
-
723
- return eyeVertex;
724
-
725
- }
726
-
727
- }
728
-
729
- // Computes a chain of half edges in CCW order called the 'horizon'.
730
- // For an edge to be part of the horizon it must join a face that can see
731
- // 'eyePoint' and a face that cannot see 'eyePoint'.
732
-
733
- computeHorizon( eyePoint, crossEdge, face, horizon ) {
734
-
735
- // moves face's vertices to the 'unassigned' vertex list
736
-
737
- this.deleteFaceVertices( face );
738
-
739
- face.mark = Deleted;
740
-
741
- let edge;
742
-
743
- if ( crossEdge === null ) {
744
-
745
- edge = crossEdge = face.getEdge( 0 );
746
-
747
- } else {
748
-
749
- // start from the next edge since 'crossEdge' was already analyzed
750
- // (actually 'crossEdge.twin' was the edge who called this method recursively)
751
-
752
- edge = crossEdge.next;
753
-
754
- }
755
-
756
- do {
757
-
758
- const twinEdge = edge.twin;
759
- const oppositeFace = twinEdge.face;
760
-
761
- if ( oppositeFace.mark === Visible ) {
762
-
763
- if ( oppositeFace.distanceToPoint( eyePoint ) > this.tolerance ) {
764
-
765
- // the opposite face can see the vertex, so proceed with next edge
766
-
767
- this.computeHorizon( eyePoint, twinEdge, oppositeFace, horizon );
768
-
769
- } else {
770
-
771
- // the opposite face can't see the vertex, so this edge is part of the horizon
772
-
773
- horizon.push( edge );
774
-
775
- }
776
-
777
- }
778
-
779
- edge = edge.next;
780
-
781
- } while ( edge !== crossEdge );
782
-
783
- return this;
784
-
785
- }
786
-
787
- // Creates a face with the vertices 'eyeVertex.point', 'horizonEdge.tail' and 'horizonEdge.head' in CCW order
788
-
789
- addAdjoiningFace( eyeVertex, horizonEdge ) {
790
-
791
- // all the half edges are created in ccw order thus the face is always pointing outside the hull
792
-
793
- const face = Face.create( eyeVertex, horizonEdge.tail(), horizonEdge.head() );
794
-
795
- this.faces.push( face );
796
-
797
- // join face.getEdge( - 1 ) with the horizon's opposite edge face.getEdge( - 1 ) = face.getEdge( 2 )
798
-
799
- face.getEdge( - 1 ).setTwin( horizonEdge.twin );
800
-
801
- return face.getEdge( 0 ); // the half edge whose vertex is the eyeVertex
802
-
803
-
804
- }
805
-
806
- // Adds 'horizon.length' faces to the hull, each face will be linked with the
807
- // horizon opposite face and the face on the left/right
808
-
809
- addNewFaces( eyeVertex, horizon ) {
810
-
811
- this.newFaces = [];
812
-
813
- let firstSideEdge = null;
814
- let previousSideEdge = null;
815
-
816
- for ( let i = 0; i < horizon.length; i ++ ) {
817
-
818
- const horizonEdge = horizon[ i ];
819
-
820
- // returns the right side edge
821
-
822
- const sideEdge = this.addAdjoiningFace( eyeVertex, horizonEdge );
823
-
824
- if ( firstSideEdge === null ) {
825
-
826
- firstSideEdge = sideEdge;
827
-
828
- } else {
829
-
830
- // joins face.getEdge( 1 ) with previousFace.getEdge( 0 )
831
-
832
- sideEdge.next.setTwin( previousSideEdge );
833
-
834
- }
835
-
836
- this.newFaces.push( sideEdge.face );
837
- previousSideEdge = sideEdge;
838
-
839
- }
840
-
841
- // perform final join of new faces
842
-
843
- firstSideEdge.next.setTwin( previousSideEdge );
844
-
845
- return this;
846
-
847
- }
848
-
849
- // Adds a vertex to the hull
850
-
851
- addVertexToHull( eyeVertex ) {
852
-
853
- const horizon = [];
854
-
855
- this.unassigned.clear();
856
-
857
- // remove 'eyeVertex' from 'eyeVertex.face' so that it can't be added to the 'unassigned' vertex list
858
-
859
- this.removeVertexFromFace( eyeVertex, eyeVertex.face );
860
-
861
- this.computeHorizon( eyeVertex.point, null, eyeVertex.face, horizon );
862
-
863
- this.addNewFaces( eyeVertex, horizon );
864
-
865
- // reassign 'unassigned' vertices to the new faces
866
-
867
- this.resolveUnassignedPoints( this.newFaces );
868
-
869
- return this;
870
-
871
- }
872
-
873
- cleanup() {
874
-
875
- this.assigned.clear();
876
- this.unassigned.clear();
877
- this.newFaces = [];
878
-
879
- return this;
880
-
881
- }
882
-
883
- compute() {
884
-
885
- let vertex;
886
-
887
- this.computeInitialHull();
888
-
889
- // add all available vertices gradually to the hull
890
-
891
- while ( ( vertex = this.nextVertexToAdd() ) !== undefined ) {
892
-
893
- this.addVertexToHull( vertex );
894
-
895
- }
896
-
897
- this.reindexFaces();
898
-
899
- this.cleanup();
900
-
901
- return this;
902
-
903
- }
904
-
905
- }
906
-
907
- //
908
-
909
- class Face {
910
-
911
- constructor() {
912
-
913
- this.normal = new Vector3();
914
- this.midpoint = new Vector3();
915
- this.area = 0;
916
-
917
- this.constant = 0; // signed distance from face to the origin
918
- this.outside = null; // reference to a vertex in a vertex list this face can see
919
- this.mark = Visible;
920
- this.edge = null;
921
-
922
- }
923
-
924
- static create( a, b, c ) {
925
-
926
- const face = new Face();
927
-
928
- const e0 = new HalfEdge( a, face );
929
- const e1 = new HalfEdge( b, face );
930
- const e2 = new HalfEdge( c, face );
931
-
932
- // join edges
933
-
934
- e0.next = e2.prev = e1;
935
- e1.next = e0.prev = e2;
936
- e2.next = e1.prev = e0;
937
-
938
- // main half edge reference
939
-
940
- face.edge = e0;
941
-
942
- return face.compute();
943
-
944
- }
945
-
946
- getEdge( i ) {
947
-
948
- let edge = this.edge;
949
-
950
- while ( i > 0 ) {
951
-
952
- edge = edge.next;
953
- i --;
954
-
955
- }
956
-
957
- while ( i < 0 ) {
958
-
959
- edge = edge.prev;
960
- i ++;
961
-
962
- }
963
-
964
- return edge;
965
-
966
- }
967
-
968
- compute() {
969
-
970
- const a = this.edge.tail();
971
- const b = this.edge.head();
972
- const c = this.edge.next.head();
973
-
974
- _triangle.set( a.point, b.point, c.point );
975
-
976
- _triangle.getNormal( this.normal );
977
- _triangle.getMidpoint( this.midpoint );
978
- this.area = _triangle.getArea();
979
-
980
- this.constant = this.normal.dot( this.midpoint );
981
-
982
- return this;
983
-
984
- }
985
-
986
- distanceToPoint( point ) {
987
-
988
- return this.normal.dot( point ) - this.constant;
989
-
990
- }
991
-
992
- }
993
-
994
- // Entity for a Doubly-Connected Edge List (DCEL).
995
-
996
- class HalfEdge {
997
-
998
-
999
- constructor( vertex, face ) {
1000
-
1001
- this.vertex = vertex;
1002
- this.prev = null;
1003
- this.next = null;
1004
- this.twin = null;
1005
- this.face = face;
1006
-
1007
- }
1008
-
1009
- head() {
1010
-
1011
- return this.vertex;
1012
-
1013
- }
1014
-
1015
- tail() {
1016
-
1017
- return this.prev ? this.prev.vertex : null;
1018
-
1019
- }
1020
-
1021
- length() {
1022
-
1023
- const head = this.head();
1024
- const tail = this.tail();
1025
-
1026
- if ( tail !== null ) {
1027
-
1028
- return tail.point.distanceTo( head.point );
1029
-
1030
- }
1031
-
1032
- return - 1;
1033
-
1034
- }
1035
-
1036
- lengthSquared() {
1037
-
1038
- const head = this.head();
1039
- const tail = this.tail();
1040
-
1041
- if ( tail !== null ) {
1042
-
1043
- return tail.point.distanceToSquared( head.point );
1044
-
1045
- }
1046
-
1047
- return - 1;
1048
-
1049
- }
1050
-
1051
- setTwin( edge ) {
1052
-
1053
- this.twin = edge;
1054
- edge.twin = this;
1055
-
1056
- return this;
1057
-
1058
- }
1059
-
1060
- }
1061
-
1062
- // A vertex as a double linked list node.
1063
-
1064
- class VertexNode {
1065
-
1066
- constructor( point ) {
1067
-
1068
- this.point = point;
1069
- this.prev = null;
1070
- this.next = null;
1071
- this.face = null; // the face that is able to see this vertex
1072
-
1073
- }
1074
-
1075
- }
1076
-
1077
- // A double linked list that contains vertex nodes.
1078
-
1079
- class VertexList {
1080
-
1081
- constructor() {
1082
-
1083
- this.head = null;
1084
- this.tail = null;
1085
-
1086
- }
1087
-
1088
- first() {
1089
-
1090
- return this.head;
1091
-
1092
- }
1093
-
1094
- last() {
1095
-
1096
- return this.tail;
1097
-
1098
- }
1099
-
1100
- clear() {
1101
-
1102
- this.head = this.tail = null;
1103
-
1104
- return this;
1105
-
1106
- }
1107
-
1108
- // Inserts a vertex before the target vertex
1109
-
1110
- insertBefore( target, vertex ) {
1111
-
1112
- vertex.prev = target.prev;
1113
- vertex.next = target;
1114
-
1115
- if ( vertex.prev === null ) {
1116
-
1117
- this.head = vertex;
1118
-
1119
- } else {
1120
-
1121
- vertex.prev.next = vertex;
1122
-
1123
- }
1124
-
1125
- target.prev = vertex;
1126
-
1127
- return this;
1128
-
1129
- }
1130
-
1131
- // Inserts a vertex after the target vertex
1132
-
1133
- insertAfter( target, vertex ) {
1134
-
1135
- vertex.prev = target;
1136
- vertex.next = target.next;
1137
-
1138
- if ( vertex.next === null ) {
1139
-
1140
- this.tail = vertex;
1141
-
1142
- } else {
1143
-
1144
- vertex.next.prev = vertex;
1145
-
1146
- }
1147
-
1148
- target.next = vertex;
1149
-
1150
- return this;
1151
-
1152
- }
1153
-
1154
- // Appends a vertex to the end of the linked list
1155
-
1156
- append( vertex ) {
1157
-
1158
- if ( this.head === null ) {
1159
-
1160
- this.head = vertex;
1161
-
1162
- } else {
1163
-
1164
- this.tail.next = vertex;
1165
-
1166
- }
1167
-
1168
- vertex.prev = this.tail;
1169
- vertex.next = null; // the tail has no subsequent vertex
1170
-
1171
- this.tail = vertex;
1172
-
1173
- return this;
1174
-
1175
- }
1176
-
1177
- // Appends a chain of vertices where 'vertex' is the head.
1178
-
1179
- appendChain( vertex ) {
1180
-
1181
- if ( this.head === null ) {
1182
-
1183
- this.head = vertex;
1184
-
1185
- } else {
1186
-
1187
- this.tail.next = vertex;
1188
-
1189
- }
1190
-
1191
- vertex.prev = this.tail;
1192
-
1193
- // ensure that the 'tail' reference points to the last vertex of the chain
1194
-
1195
- while ( vertex.next !== null ) {
1196
-
1197
- vertex = vertex.next;
1198
-
1199
- }
1200
-
1201
- this.tail = vertex;
1202
-
1203
- return this;
1204
-
1205
- }
1206
-
1207
- // Removes a vertex from the linked list
1208
-
1209
- remove( vertex ) {
1210
-
1211
- if ( vertex.prev === null ) {
1212
-
1213
- this.head = vertex.next;
1214
-
1215
- } else {
1216
-
1217
- vertex.prev.next = vertex.next;
1218
-
1219
- }
1220
-
1221
- if ( vertex.next === null ) {
1222
-
1223
- this.tail = vertex.prev;
1224
-
1225
- } else {
1226
-
1227
- vertex.next.prev = vertex.prev;
1228
-
1229
- }
1230
-
1231
- return this;
1232
-
1233
- }
1234
-
1235
- // Removes a list of vertices whose 'head' is 'a' and whose 'tail' is b
1236
-
1237
- removeSubList( a, b ) {
1238
-
1239
- if ( a.prev === null ) {
1240
-
1241
- this.head = b.next;
1242
-
1243
- } else {
1244
-
1245
- a.prev.next = b.next;
1246
-
1247
- }
1248
-
1249
- if ( b.next === null ) {
1250
-
1251
- this.tail = a.prev;
1252
-
1253
- } else {
1254
-
1255
- b.next.prev = a.prev;
1256
-
1257
- }
1258
-
1259
- return this;
1260
-
1261
- }
1262
-
1263
- isEmpty() {
1264
-
1265
- return this.head === null;
1266
-
1267
- }
1268
-
1269
- }
1270
-
1271
- export { ConvexHull, Face, HalfEdge, VertexNode, VertexList };
1
+ import {
2
+ Line3,
3
+ Plane,
4
+ Triangle,
5
+ Vector3
6
+ } from 'three';
7
+
8
+ /**
9
+ * Ported from: https://github.com/maurizzzio/quickhull3d/ by Mauricio Poppe (https://github.com/maurizzzio)
10
+ */
11
+
12
+ const Visible = 0;
13
+ const Deleted = 1;
14
+
15
+ const _v1 = new Vector3();
16
+ const _line3 = new Line3();
17
+ const _plane = new Plane();
18
+ const _closestPoint = new Vector3();
19
+ const _triangle = new Triangle();
20
+
21
+ class ConvexHull {
22
+
23
+ constructor() {
24
+
25
+ this.tolerance = - 1;
26
+
27
+ this.faces = []; // the generated faces of the convex hull
28
+ this.newFaces = []; // this array holds the faces that are generated within a single iteration
29
+
30
+ // the vertex lists work as follows:
31
+ //
32
+ // let 'a' and 'b' be 'Face' instances
33
+ // let 'v' be points wrapped as instance of 'Vertex'
34
+ //
35
+ // [v, v, ..., v, v, v, ...]
36
+ // ^ ^
37
+ // | |
38
+ // a.outside b.outside
39
+ //
40
+ this.assigned = new VertexList();
41
+ this.unassigned = new VertexList();
42
+
43
+ this.vertices = []; // vertices of the hull (internal representation of given geometry data)
44
+
45
+ }
46
+
47
+ setFromPoints( points ) {
48
+
49
+ // The algorithm needs at least four points.
50
+
51
+ if ( points.length >= 4 ) {
52
+
53
+ this.makeEmpty();
54
+
55
+ for ( let i = 0, l = points.length; i < l; i ++ ) {
56
+
57
+ this.vertices.push( new VertexNode( points[ i ] ) );
58
+
59
+ }
60
+
61
+ this.compute();
62
+
63
+ }
64
+
65
+ return this;
66
+
67
+ }
68
+
69
+ setFromObject( object ) {
70
+
71
+ const points = [];
72
+
73
+ object.updateMatrixWorld( true );
74
+
75
+ object.traverse( function ( node ) {
76
+
77
+ const geometry = node.geometry;
78
+
79
+ if ( geometry !== undefined ) {
80
+
81
+ const attribute = geometry.attributes.position;
82
+
83
+ if ( attribute !== undefined ) {
84
+
85
+ for ( let i = 0, l = attribute.count; i < l; i ++ ) {
86
+
87
+ const point = new Vector3();
88
+
89
+ point.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
90
+
91
+ points.push( point );
92
+
93
+ }
94
+
95
+ }
96
+
97
+ }
98
+
99
+ } );
100
+
101
+ return this.setFromPoints( points );
102
+
103
+ }
104
+
105
+ containsPoint( point ) {
106
+
107
+ const faces = this.faces;
108
+
109
+ for ( let i = 0, l = faces.length; i < l; i ++ ) {
110
+
111
+ const face = faces[ i ];
112
+
113
+ // compute signed distance and check on what half space the point lies
114
+
115
+ if ( face.distanceToPoint( point ) > this.tolerance ) return false;
116
+
117
+ }
118
+
119
+ return true;
120
+
121
+ }
122
+
123
+ intersectRay( ray, target ) {
124
+
125
+ // based on "Fast Ray-Convex Polyhedron Intersection" by Eric Haines, GRAPHICS GEMS II
126
+
127
+ const faces = this.faces;
128
+
129
+ let tNear = - Infinity;
130
+ let tFar = Infinity;
131
+
132
+ for ( let i = 0, l = faces.length; i < l; i ++ ) {
133
+
134
+ const face = faces[ i ];
135
+
136
+ // interpret faces as planes for the further computation
137
+
138
+ const vN = face.distanceToPoint( ray.origin );
139
+ const vD = face.normal.dot( ray.direction );
140
+
141
+ // if the origin is on the positive side of a plane (so the plane can "see" the origin) and
142
+ // the ray is turned away or parallel to the plane, there is no intersection
143
+
144
+ if ( vN > 0 && vD >= 0 ) return null;
145
+
146
+ // compute the distance from the ray’s origin to the intersection with the plane
147
+
148
+ const t = ( vD !== 0 ) ? ( - vN / vD ) : 0;
149
+
150
+ // only proceed if the distance is positive. a negative distance means the intersection point
151
+ // lies "behind" the origin
152
+
153
+ if ( t <= 0 ) continue;
154
+
155
+ // now categorized plane as front-facing or back-facing
156
+
157
+ if ( vD > 0 ) {
158
+
159
+ // plane faces away from the ray, so this plane is a back-face
160
+
161
+ tFar = Math.min( t, tFar );
162
+
163
+ } else {
164
+
165
+ // front-face
166
+
167
+ tNear = Math.max( t, tNear );
168
+
169
+ }
170
+
171
+ if ( tNear > tFar ) {
172
+
173
+ // if tNear ever is greater than tFar, the ray must miss the convex hull
174
+
175
+ return null;
176
+
177
+ }
178
+
179
+ }
180
+
181
+ // evaluate intersection point
182
+
183
+ // always try tNear first since its the closer intersection point
184
+
185
+ if ( tNear !== - Infinity ) {
186
+
187
+ ray.at( tNear, target );
188
+
189
+ } else {
190
+
191
+ ray.at( tFar, target );
192
+
193
+ }
194
+
195
+ return target;
196
+
197
+ }
198
+
199
+ intersectsRay( ray ) {
200
+
201
+ return this.intersectRay( ray, _v1 ) !== null;
202
+
203
+ }
204
+
205
+ makeEmpty() {
206
+
207
+ this.faces = [];
208
+ this.vertices = [];
209
+
210
+ return this;
211
+
212
+ }
213
+
214
+ // Adds a vertex to the 'assigned' list of vertices and assigns it to the given face
215
+
216
+ addVertexToFace( vertex, face ) {
217
+
218
+ vertex.face = face;
219
+
220
+ if ( face.outside === null ) {
221
+
222
+ this.assigned.append( vertex );
223
+
224
+ } else {
225
+
226
+ this.assigned.insertBefore( face.outside, vertex );
227
+
228
+ }
229
+
230
+ face.outside = vertex;
231
+
232
+ return this;
233
+
234
+ }
235
+
236
+ // Removes a vertex from the 'assigned' list of vertices and from the given face
237
+
238
+ removeVertexFromFace( vertex, face ) {
239
+
240
+ if ( vertex === face.outside ) {
241
+
242
+ // fix face.outside link
243
+
244
+ if ( vertex.next !== null && vertex.next.face === face ) {
245
+
246
+ // face has at least 2 outside vertices, move the 'outside' reference
247
+
248
+ face.outside = vertex.next;
249
+
250
+ } else {
251
+
252
+ // vertex was the only outside vertex that face had
253
+
254
+ face.outside = null;
255
+
256
+ }
257
+
258
+ }
259
+
260
+ this.assigned.remove( vertex );
261
+
262
+ return this;
263
+
264
+ }
265
+
266
+ // Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertex list
267
+
268
+ removeAllVerticesFromFace( face ) {
269
+
270
+ if ( face.outside !== null ) {
271
+
272
+ // reference to the first and last vertex of this face
273
+
274
+ const start = face.outside;
275
+ let end = face.outside;
276
+
277
+ while ( end.next !== null && end.next.face === face ) {
278
+
279
+ end = end.next;
280
+
281
+ }
282
+
283
+ this.assigned.removeSubList( start, end );
284
+
285
+ // fix references
286
+
287
+ start.prev = end.next = null;
288
+ face.outside = null;
289
+
290
+ return start;
291
+
292
+ }
293
+
294
+ }
295
+
296
+ // Removes all the visible vertices that 'face' is able to see
297
+
298
+ deleteFaceVertices( face, absorbingFace ) {
299
+
300
+ const faceVertices = this.removeAllVerticesFromFace( face );
301
+
302
+ if ( faceVertices !== undefined ) {
303
+
304
+ if ( absorbingFace === undefined ) {
305
+
306
+ // mark the vertices to be reassigned to some other face
307
+
308
+ this.unassigned.appendChain( faceVertices );
309
+
310
+
311
+ } else {
312
+
313
+ // if there's an absorbing face try to assign as many vertices as possible to it
314
+
315
+ let vertex = faceVertices;
316
+
317
+ do {
318
+
319
+ // we need to buffer the subsequent vertex at this point because the 'vertex.next' reference
320
+ // will be changed by upcoming method calls
321
+
322
+ const nextVertex = vertex.next;
323
+
324
+ const distance = absorbingFace.distanceToPoint( vertex.point );
325
+
326
+ // check if 'vertex' is able to see 'absorbingFace'
327
+
328
+ if ( distance > this.tolerance ) {
329
+
330
+ this.addVertexToFace( vertex, absorbingFace );
331
+
332
+ } else {
333
+
334
+ this.unassigned.append( vertex );
335
+
336
+ }
337
+
338
+ // now assign next vertex
339
+
340
+ vertex = nextVertex;
341
+
342
+ } while ( vertex !== null );
343
+
344
+ }
345
+
346
+ }
347
+
348
+ return this;
349
+
350
+ }
351
+
352
+ // Reassigns as many vertices as possible from the unassigned list to the new faces
353
+
354
+ resolveUnassignedPoints( newFaces ) {
355
+
356
+ if ( this.unassigned.isEmpty() === false ) {
357
+
358
+ let vertex = this.unassigned.first();
359
+
360
+ do {
361
+
362
+ // buffer 'next' reference, see .deleteFaceVertices()
363
+
364
+ const nextVertex = vertex.next;
365
+
366
+ let maxDistance = this.tolerance;
367
+
368
+ let maxFace = null;
369
+
370
+ for ( let i = 0; i < newFaces.length; i ++ ) {
371
+
372
+ const face = newFaces[ i ];
373
+
374
+ if ( face.mark === Visible ) {
375
+
376
+ const distance = face.distanceToPoint( vertex.point );
377
+
378
+ if ( distance > maxDistance ) {
379
+
380
+ maxDistance = distance;
381
+ maxFace = face;
382
+
383
+ }
384
+
385
+ if ( maxDistance > 1000 * this.tolerance ) break;
386
+
387
+ }
388
+
389
+ }
390
+
391
+ // 'maxFace' can be null e.g. if there are identical vertices
392
+
393
+ if ( maxFace !== null ) {
394
+
395
+ this.addVertexToFace( vertex, maxFace );
396
+
397
+ }
398
+
399
+ vertex = nextVertex;
400
+
401
+ } while ( vertex !== null );
402
+
403
+ }
404
+
405
+ return this;
406
+
407
+ }
408
+
409
+ // Computes the extremes of a simplex which will be the initial hull
410
+
411
+ computeExtremes() {
412
+
413
+ const min = new Vector3();
414
+ const max = new Vector3();
415
+
416
+ const minVertices = [];
417
+ const maxVertices = [];
418
+
419
+ // initially assume that the first vertex is the min/max
420
+
421
+ for ( let i = 0; i < 3; i ++ ) {
422
+
423
+ minVertices[ i ] = maxVertices[ i ] = this.vertices[ 0 ];
424
+
425
+ }
426
+
427
+ min.copy( this.vertices[ 0 ].point );
428
+ max.copy( this.vertices[ 0 ].point );
429
+
430
+ // compute the min/max vertex on all six directions
431
+
432
+ for ( let i = 0, l = this.vertices.length; i < l; i ++ ) {
433
+
434
+ const vertex = this.vertices[ i ];
435
+ const point = vertex.point;
436
+
437
+ // update the min coordinates
438
+
439
+ for ( let j = 0; j < 3; j ++ ) {
440
+
441
+ if ( point.getComponent( j ) < min.getComponent( j ) ) {
442
+
443
+ min.setComponent( j, point.getComponent( j ) );
444
+ minVertices[ j ] = vertex;
445
+
446
+ }
447
+
448
+ }
449
+
450
+ // update the max coordinates
451
+
452
+ for ( let j = 0; j < 3; j ++ ) {
453
+
454
+ if ( point.getComponent( j ) > max.getComponent( j ) ) {
455
+
456
+ max.setComponent( j, point.getComponent( j ) );
457
+ maxVertices[ j ] = vertex;
458
+
459
+ }
460
+
461
+ }
462
+
463
+ }
464
+
465
+ // use min/max vectors to compute an optimal epsilon
466
+
467
+ this.tolerance = 3 * Number.EPSILON * (
468
+ Math.max( Math.abs( min.x ), Math.abs( max.x ) ) +
469
+ Math.max( Math.abs( min.y ), Math.abs( max.y ) ) +
470
+ Math.max( Math.abs( min.z ), Math.abs( max.z ) )
471
+ );
472
+
473
+ return { min: minVertices, max: maxVertices };
474
+
475
+ }
476
+
477
+ // Computes the initial simplex assigning to its faces all the points
478
+ // that are candidates to form part of the hull
479
+
480
+ computeInitialHull() {
481
+
482
+ const vertices = this.vertices;
483
+ const extremes = this.computeExtremes();
484
+ const min = extremes.min;
485
+ const max = extremes.max;
486
+
487
+ // 1. Find the two vertices 'v0' and 'v1' with the greatest 1d separation
488
+ // (max.x - min.x)
489
+ // (max.y - min.y)
490
+ // (max.z - min.z)
491
+
492
+ let maxDistance = 0;
493
+ let index = 0;
494
+
495
+ for ( let i = 0; i < 3; i ++ ) {
496
+
497
+ const distance = max[ i ].point.getComponent( i ) - min[ i ].point.getComponent( i );
498
+
499
+ if ( distance > maxDistance ) {
500
+
501
+ maxDistance = distance;
502
+ index = i;
503
+
504
+ }
505
+
506
+ }
507
+
508
+ const v0 = min[ index ];
509
+ const v1 = max[ index ];
510
+ let v2;
511
+ let v3;
512
+
513
+ // 2. The next vertex 'v2' is the one farthest to the line formed by 'v0' and 'v1'
514
+
515
+ maxDistance = 0;
516
+ _line3.set( v0.point, v1.point );
517
+
518
+ for ( let i = 0, l = this.vertices.length; i < l; i ++ ) {
519
+
520
+ const vertex = vertices[ i ];
521
+
522
+ if ( vertex !== v0 && vertex !== v1 ) {
523
+
524
+ _line3.closestPointToPoint( vertex.point, true, _closestPoint );
525
+
526
+ const distance = _closestPoint.distanceToSquared( vertex.point );
527
+
528
+ if ( distance > maxDistance ) {
529
+
530
+ maxDistance = distance;
531
+ v2 = vertex;
532
+
533
+ }
534
+
535
+ }
536
+
537
+ }
538
+
539
+ // 3. The next vertex 'v3' is the one farthest to the plane 'v0', 'v1', 'v2'
540
+
541
+ maxDistance = - 1;
542
+ _plane.setFromCoplanarPoints( v0.point, v1.point, v2.point );
543
+
544
+ for ( let i = 0, l = this.vertices.length; i < l; i ++ ) {
545
+
546
+ const vertex = vertices[ i ];
547
+
548
+ if ( vertex !== v0 && vertex !== v1 && vertex !== v2 ) {
549
+
550
+ const distance = Math.abs( _plane.distanceToPoint( vertex.point ) );
551
+
552
+ if ( distance > maxDistance ) {
553
+
554
+ maxDistance = distance;
555
+ v3 = vertex;
556
+
557
+ }
558
+
559
+ }
560
+
561
+ }
562
+
563
+ const faces = [];
564
+
565
+ if ( _plane.distanceToPoint( v3.point ) < 0 ) {
566
+
567
+ // the face is not able to see the point so 'plane.normal' is pointing outside the tetrahedron
568
+
569
+ faces.push(
570
+ Face.create( v0, v1, v2 ),
571
+ Face.create( v3, v1, v0 ),
572
+ Face.create( v3, v2, v1 ),
573
+ Face.create( v3, v0, v2 )
574
+ );
575
+
576
+ // set the twin edge
577
+
578
+ for ( let i = 0; i < 3; i ++ ) {
579
+
580
+ const j = ( i + 1 ) % 3;
581
+
582
+ // join face[ i ] i > 0, with the first face
583
+
584
+ faces[ i + 1 ].getEdge( 2 ).setTwin( faces[ 0 ].getEdge( j ) );
585
+
586
+ // join face[ i ] with face[ i + 1 ], 1 <= i <= 3
587
+
588
+ faces[ i + 1 ].getEdge( 1 ).setTwin( faces[ j + 1 ].getEdge( 0 ) );
589
+
590
+ }
591
+
592
+ } else {
593
+
594
+ // the face is able to see the point so 'plane.normal' is pointing inside the tetrahedron
595
+
596
+ faces.push(
597
+ Face.create( v0, v2, v1 ),
598
+ Face.create( v3, v0, v1 ),
599
+ Face.create( v3, v1, v2 ),
600
+ Face.create( v3, v2, v0 )
601
+ );
602
+
603
+ // set the twin edge
604
+
605
+ for ( let i = 0; i < 3; i ++ ) {
606
+
607
+ const j = ( i + 1 ) % 3;
608
+
609
+ // join face[ i ] i > 0, with the first face
610
+
611
+ faces[ i + 1 ].getEdge( 2 ).setTwin( faces[ 0 ].getEdge( ( 3 - i ) % 3 ) );
612
+
613
+ // join face[ i ] with face[ i + 1 ]
614
+
615
+ faces[ i + 1 ].getEdge( 0 ).setTwin( faces[ j + 1 ].getEdge( 1 ) );
616
+
617
+ }
618
+
619
+ }
620
+
621
+ // the initial hull is the tetrahedron
622
+
623
+ for ( let i = 0; i < 4; i ++ ) {
624
+
625
+ this.faces.push( faces[ i ] );
626
+
627
+ }
628
+
629
+ // initial assignment of vertices to the faces of the tetrahedron
630
+
631
+ for ( let i = 0, l = vertices.length; i < l; i ++ ) {
632
+
633
+ const vertex = vertices[ i ];
634
+
635
+ if ( vertex !== v0 && vertex !== v1 && vertex !== v2 && vertex !== v3 ) {
636
+
637
+ maxDistance = this.tolerance;
638
+ let maxFace = null;
639
+
640
+ for ( let j = 0; j < 4; j ++ ) {
641
+
642
+ const distance = this.faces[ j ].distanceToPoint( vertex.point );
643
+
644
+ if ( distance > maxDistance ) {
645
+
646
+ maxDistance = distance;
647
+ maxFace = this.faces[ j ];
648
+
649
+ }
650
+
651
+ }
652
+
653
+ if ( maxFace !== null ) {
654
+
655
+ this.addVertexToFace( vertex, maxFace );
656
+
657
+ }
658
+
659
+ }
660
+
661
+ }
662
+
663
+ return this;
664
+
665
+ }
666
+
667
+ // Removes inactive faces
668
+
669
+ reindexFaces() {
670
+
671
+ const activeFaces = [];
672
+
673
+ for ( let i = 0; i < this.faces.length; i ++ ) {
674
+
675
+ const face = this.faces[ i ];
676
+
677
+ if ( face.mark === Visible ) {
678
+
679
+ activeFaces.push( face );
680
+
681
+ }
682
+
683
+ }
684
+
685
+ this.faces = activeFaces;
686
+
687
+ return this;
688
+
689
+ }
690
+
691
+ // Finds the next vertex to create faces with the current hull
692
+
693
+ nextVertexToAdd() {
694
+
695
+ // if the 'assigned' list of vertices is empty, no vertices are left. return with 'undefined'
696
+
697
+ if ( this.assigned.isEmpty() === false ) {
698
+
699
+ let eyeVertex, maxDistance = 0;
700
+
701
+ // grap the first available face and start with the first visible vertex of that face
702
+
703
+ const eyeFace = this.assigned.first().face;
704
+ let vertex = eyeFace.outside;
705
+
706
+ // now calculate the farthest vertex that face can see
707
+
708
+ do {
709
+
710
+ const distance = eyeFace.distanceToPoint( vertex.point );
711
+
712
+ if ( distance > maxDistance ) {
713
+
714
+ maxDistance = distance;
715
+ eyeVertex = vertex;
716
+
717
+ }
718
+
719
+ vertex = vertex.next;
720
+
721
+ } while ( vertex !== null && vertex.face === eyeFace );
722
+
723
+ return eyeVertex;
724
+
725
+ }
726
+
727
+ }
728
+
729
+ // Computes a chain of half edges in CCW order called the 'horizon'.
730
+ // For an edge to be part of the horizon it must join a face that can see
731
+ // 'eyePoint' and a face that cannot see 'eyePoint'.
732
+
733
+ computeHorizon( eyePoint, crossEdge, face, horizon ) {
734
+
735
+ // moves face's vertices to the 'unassigned' vertex list
736
+
737
+ this.deleteFaceVertices( face );
738
+
739
+ face.mark = Deleted;
740
+
741
+ let edge;
742
+
743
+ if ( crossEdge === null ) {
744
+
745
+ edge = crossEdge = face.getEdge( 0 );
746
+
747
+ } else {
748
+
749
+ // start from the next edge since 'crossEdge' was already analyzed
750
+ // (actually 'crossEdge.twin' was the edge who called this method recursively)
751
+
752
+ edge = crossEdge.next;
753
+
754
+ }
755
+
756
+ do {
757
+
758
+ const twinEdge = edge.twin;
759
+ const oppositeFace = twinEdge.face;
760
+
761
+ if ( oppositeFace.mark === Visible ) {
762
+
763
+ if ( oppositeFace.distanceToPoint( eyePoint ) > this.tolerance ) {
764
+
765
+ // the opposite face can see the vertex, so proceed with next edge
766
+
767
+ this.computeHorizon( eyePoint, twinEdge, oppositeFace, horizon );
768
+
769
+ } else {
770
+
771
+ // the opposite face can't see the vertex, so this edge is part of the horizon
772
+
773
+ horizon.push( edge );
774
+
775
+ }
776
+
777
+ }
778
+
779
+ edge = edge.next;
780
+
781
+ } while ( edge !== crossEdge );
782
+
783
+ return this;
784
+
785
+ }
786
+
787
+ // Creates a face with the vertices 'eyeVertex.point', 'horizonEdge.tail' and 'horizonEdge.head' in CCW order
788
+
789
+ addAdjoiningFace( eyeVertex, horizonEdge ) {
790
+
791
+ // all the half edges are created in ccw order thus the face is always pointing outside the hull
792
+
793
+ const face = Face.create( eyeVertex, horizonEdge.tail(), horizonEdge.head() );
794
+
795
+ this.faces.push( face );
796
+
797
+ // join face.getEdge( - 1 ) with the horizon's opposite edge face.getEdge( - 1 ) = face.getEdge( 2 )
798
+
799
+ face.getEdge( - 1 ).setTwin( horizonEdge.twin );
800
+
801
+ return face.getEdge( 0 ); // the half edge whose vertex is the eyeVertex
802
+
803
+
804
+ }
805
+
806
+ // Adds 'horizon.length' faces to the hull, each face will be linked with the
807
+ // horizon opposite face and the face on the left/right
808
+
809
+ addNewFaces( eyeVertex, horizon ) {
810
+
811
+ this.newFaces = [];
812
+
813
+ let firstSideEdge = null;
814
+ let previousSideEdge = null;
815
+
816
+ for ( let i = 0; i < horizon.length; i ++ ) {
817
+
818
+ const horizonEdge = horizon[ i ];
819
+
820
+ // returns the right side edge
821
+
822
+ const sideEdge = this.addAdjoiningFace( eyeVertex, horizonEdge );
823
+
824
+ if ( firstSideEdge === null ) {
825
+
826
+ firstSideEdge = sideEdge;
827
+
828
+ } else {
829
+
830
+ // joins face.getEdge( 1 ) with previousFace.getEdge( 0 )
831
+
832
+ sideEdge.next.setTwin( previousSideEdge );
833
+
834
+ }
835
+
836
+ this.newFaces.push( sideEdge.face );
837
+ previousSideEdge = sideEdge;
838
+
839
+ }
840
+
841
+ // perform final join of new faces
842
+
843
+ firstSideEdge.next.setTwin( previousSideEdge );
844
+
845
+ return this;
846
+
847
+ }
848
+
849
+ // Adds a vertex to the hull
850
+
851
+ addVertexToHull( eyeVertex ) {
852
+
853
+ const horizon = [];
854
+
855
+ this.unassigned.clear();
856
+
857
+ // remove 'eyeVertex' from 'eyeVertex.face' so that it can't be added to the 'unassigned' vertex list
858
+
859
+ this.removeVertexFromFace( eyeVertex, eyeVertex.face );
860
+
861
+ this.computeHorizon( eyeVertex.point, null, eyeVertex.face, horizon );
862
+
863
+ this.addNewFaces( eyeVertex, horizon );
864
+
865
+ // reassign 'unassigned' vertices to the new faces
866
+
867
+ this.resolveUnassignedPoints( this.newFaces );
868
+
869
+ return this;
870
+
871
+ }
872
+
873
+ cleanup() {
874
+
875
+ this.assigned.clear();
876
+ this.unassigned.clear();
877
+ this.newFaces = [];
878
+
879
+ return this;
880
+
881
+ }
882
+
883
+ compute() {
884
+
885
+ let vertex;
886
+
887
+ this.computeInitialHull();
888
+
889
+ // add all available vertices gradually to the hull
890
+
891
+ while ( ( vertex = this.nextVertexToAdd() ) !== undefined ) {
892
+
893
+ this.addVertexToHull( vertex );
894
+
895
+ }
896
+
897
+ this.reindexFaces();
898
+
899
+ this.cleanup();
900
+
901
+ return this;
902
+
903
+ }
904
+
905
+ }
906
+
907
+ //
908
+
909
+ class Face {
910
+
911
+ constructor() {
912
+
913
+ this.normal = new Vector3();
914
+ this.midpoint = new Vector3();
915
+ this.area = 0;
916
+
917
+ this.constant = 0; // signed distance from face to the origin
918
+ this.outside = null; // reference to a vertex in a vertex list this face can see
919
+ this.mark = Visible;
920
+ this.edge = null;
921
+
922
+ }
923
+
924
+ static create( a, b, c ) {
925
+
926
+ const face = new Face();
927
+
928
+ const e0 = new HalfEdge( a, face );
929
+ const e1 = new HalfEdge( b, face );
930
+ const e2 = new HalfEdge( c, face );
931
+
932
+ // join edges
933
+
934
+ e0.next = e2.prev = e1;
935
+ e1.next = e0.prev = e2;
936
+ e2.next = e1.prev = e0;
937
+
938
+ // main half edge reference
939
+
940
+ face.edge = e0;
941
+
942
+ return face.compute();
943
+
944
+ }
945
+
946
+ getEdge( i ) {
947
+
948
+ let edge = this.edge;
949
+
950
+ while ( i > 0 ) {
951
+
952
+ edge = edge.next;
953
+ i --;
954
+
955
+ }
956
+
957
+ while ( i < 0 ) {
958
+
959
+ edge = edge.prev;
960
+ i ++;
961
+
962
+ }
963
+
964
+ return edge;
965
+
966
+ }
967
+
968
+ compute() {
969
+
970
+ const a = this.edge.tail();
971
+ const b = this.edge.head();
972
+ const c = this.edge.next.head();
973
+
974
+ _triangle.set( a.point, b.point, c.point );
975
+
976
+ _triangle.getNormal( this.normal );
977
+ _triangle.getMidpoint( this.midpoint );
978
+ this.area = _triangle.getArea();
979
+
980
+ this.constant = this.normal.dot( this.midpoint );
981
+
982
+ return this;
983
+
984
+ }
985
+
986
+ distanceToPoint( point ) {
987
+
988
+ return this.normal.dot( point ) - this.constant;
989
+
990
+ }
991
+
992
+ }
993
+
994
+ // Entity for a Doubly-Connected Edge List (DCEL).
995
+
996
+ class HalfEdge {
997
+
998
+
999
+ constructor( vertex, face ) {
1000
+
1001
+ this.vertex = vertex;
1002
+ this.prev = null;
1003
+ this.next = null;
1004
+ this.twin = null;
1005
+ this.face = face;
1006
+
1007
+ }
1008
+
1009
+ head() {
1010
+
1011
+ return this.vertex;
1012
+
1013
+ }
1014
+
1015
+ tail() {
1016
+
1017
+ return this.prev ? this.prev.vertex : null;
1018
+
1019
+ }
1020
+
1021
+ length() {
1022
+
1023
+ const head = this.head();
1024
+ const tail = this.tail();
1025
+
1026
+ if ( tail !== null ) {
1027
+
1028
+ return tail.point.distanceTo( head.point );
1029
+
1030
+ }
1031
+
1032
+ return - 1;
1033
+
1034
+ }
1035
+
1036
+ lengthSquared() {
1037
+
1038
+ const head = this.head();
1039
+ const tail = this.tail();
1040
+
1041
+ if ( tail !== null ) {
1042
+
1043
+ return tail.point.distanceToSquared( head.point );
1044
+
1045
+ }
1046
+
1047
+ return - 1;
1048
+
1049
+ }
1050
+
1051
+ setTwin( edge ) {
1052
+
1053
+ this.twin = edge;
1054
+ edge.twin = this;
1055
+
1056
+ return this;
1057
+
1058
+ }
1059
+
1060
+ }
1061
+
1062
+ // A vertex as a double linked list node.
1063
+
1064
+ class VertexNode {
1065
+
1066
+ constructor( point ) {
1067
+
1068
+ this.point = point;
1069
+ this.prev = null;
1070
+ this.next = null;
1071
+ this.face = null; // the face that is able to see this vertex
1072
+
1073
+ }
1074
+
1075
+ }
1076
+
1077
+ // A double linked list that contains vertex nodes.
1078
+
1079
+ class VertexList {
1080
+
1081
+ constructor() {
1082
+
1083
+ this.head = null;
1084
+ this.tail = null;
1085
+
1086
+ }
1087
+
1088
+ first() {
1089
+
1090
+ return this.head;
1091
+
1092
+ }
1093
+
1094
+ last() {
1095
+
1096
+ return this.tail;
1097
+
1098
+ }
1099
+
1100
+ clear() {
1101
+
1102
+ this.head = this.tail = null;
1103
+
1104
+ return this;
1105
+
1106
+ }
1107
+
1108
+ // Inserts a vertex before the target vertex
1109
+
1110
+ insertBefore( target, vertex ) {
1111
+
1112
+ vertex.prev = target.prev;
1113
+ vertex.next = target;
1114
+
1115
+ if ( vertex.prev === null ) {
1116
+
1117
+ this.head = vertex;
1118
+
1119
+ } else {
1120
+
1121
+ vertex.prev.next = vertex;
1122
+
1123
+ }
1124
+
1125
+ target.prev = vertex;
1126
+
1127
+ return this;
1128
+
1129
+ }
1130
+
1131
+ // Inserts a vertex after the target vertex
1132
+
1133
+ insertAfter( target, vertex ) {
1134
+
1135
+ vertex.prev = target;
1136
+ vertex.next = target.next;
1137
+
1138
+ if ( vertex.next === null ) {
1139
+
1140
+ this.tail = vertex;
1141
+
1142
+ } else {
1143
+
1144
+ vertex.next.prev = vertex;
1145
+
1146
+ }
1147
+
1148
+ target.next = vertex;
1149
+
1150
+ return this;
1151
+
1152
+ }
1153
+
1154
+ // Appends a vertex to the end of the linked list
1155
+
1156
+ append( vertex ) {
1157
+
1158
+ if ( this.head === null ) {
1159
+
1160
+ this.head = vertex;
1161
+
1162
+ } else {
1163
+
1164
+ this.tail.next = vertex;
1165
+
1166
+ }
1167
+
1168
+ vertex.prev = this.tail;
1169
+ vertex.next = null; // the tail has no subsequent vertex
1170
+
1171
+ this.tail = vertex;
1172
+
1173
+ return this;
1174
+
1175
+ }
1176
+
1177
+ // Appends a chain of vertices where 'vertex' is the head.
1178
+
1179
+ appendChain( vertex ) {
1180
+
1181
+ if ( this.head === null ) {
1182
+
1183
+ this.head = vertex;
1184
+
1185
+ } else {
1186
+
1187
+ this.tail.next = vertex;
1188
+
1189
+ }
1190
+
1191
+ vertex.prev = this.tail;
1192
+
1193
+ // ensure that the 'tail' reference points to the last vertex of the chain
1194
+
1195
+ while ( vertex.next !== null ) {
1196
+
1197
+ vertex = vertex.next;
1198
+
1199
+ }
1200
+
1201
+ this.tail = vertex;
1202
+
1203
+ return this;
1204
+
1205
+ }
1206
+
1207
+ // Removes a vertex from the linked list
1208
+
1209
+ remove( vertex ) {
1210
+
1211
+ if ( vertex.prev === null ) {
1212
+
1213
+ this.head = vertex.next;
1214
+
1215
+ } else {
1216
+
1217
+ vertex.prev.next = vertex.next;
1218
+
1219
+ }
1220
+
1221
+ if ( vertex.next === null ) {
1222
+
1223
+ this.tail = vertex.prev;
1224
+
1225
+ } else {
1226
+
1227
+ vertex.next.prev = vertex.prev;
1228
+
1229
+ }
1230
+
1231
+ return this;
1232
+
1233
+ }
1234
+
1235
+ // Removes a list of vertices whose 'head' is 'a' and whose 'tail' is b
1236
+
1237
+ removeSubList( a, b ) {
1238
+
1239
+ if ( a.prev === null ) {
1240
+
1241
+ this.head = b.next;
1242
+
1243
+ } else {
1244
+
1245
+ a.prev.next = b.next;
1246
+
1247
+ }
1248
+
1249
+ if ( b.next === null ) {
1250
+
1251
+ this.tail = a.prev;
1252
+
1253
+ } else {
1254
+
1255
+ b.next.prev = a.prev;
1256
+
1257
+ }
1258
+
1259
+ return this;
1260
+
1261
+ }
1262
+
1263
+ isEmpty() {
1264
+
1265
+ return this.head === null;
1266
+
1267
+ }
1268
+
1269
+ }
1270
+
1271
+ export { ConvexHull, Face, HalfEdge, VertexNode, VertexList };