@needle-tools/three 0.162.2 → 0.162.3

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 (955) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -86
  3. package/build/three.cjs +53266 -53266
  4. package/build/three.module.js +53266 -53266
  5. package/examples/fonts/LICENSE +13 -13
  6. package/examples/fonts/README.md +11 -11
  7. package/examples/fonts/droid/NOTICE +190 -190
  8. package/examples/fonts/droid/README.txt +18 -18
  9. package/examples/fonts/ttf/README.md +9 -9
  10. package/examples/jsm/Addons.js +295 -295
  11. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  12. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  13. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  14. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  15. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  16. package/examples/jsm/capabilities/WebGL.js +108 -108
  17. package/examples/jsm/capabilities/WebGPU.js +57 -57
  18. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  19. package/examples/jsm/controls/DragControls.js +282 -282
  20. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  21. package/examples/jsm/controls/FlyControls.js +326 -326
  22. package/examples/jsm/controls/MapControls.js +28 -28
  23. package/examples/jsm/controls/OrbitControls.js +1548 -1548
  24. package/examples/jsm/controls/PointerLockControls.js +162 -162
  25. package/examples/jsm/controls/TrackballControls.js +828 -828
  26. package/examples/jsm/controls/TransformControls.js +1573 -1573
  27. package/examples/jsm/csm/CSM.js +384 -384
  28. package/examples/jsm/csm/CSMFrustum.js +152 -152
  29. package/examples/jsm/csm/CSMHelper.js +193 -193
  30. package/examples/jsm/csm/CSMShader.js +295 -295
  31. package/examples/jsm/curves/CurveExtras.js +422 -422
  32. package/examples/jsm/curves/NURBSCurve.js +80 -80
  33. package/examples/jsm/curves/NURBSSurface.js +52 -52
  34. package/examples/jsm/curves/NURBSUtils.js +542 -542
  35. package/examples/jsm/curves/NURBSVolume.js +62 -62
  36. package/examples/jsm/effects/AnaglyphEffect.js +154 -154
  37. package/examples/jsm/effects/AsciiEffect.js +263 -263
  38. package/examples/jsm/effects/OutlineEffect.js +539 -539
  39. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -119
  40. package/examples/jsm/effects/PeppersGhostEffect.js +153 -153
  41. package/examples/jsm/effects/StereoEffect.js +55 -55
  42. package/examples/jsm/environments/DebugEnvironment.js +52 -52
  43. package/examples/jsm/environments/RoomEnvironment.js +148 -148
  44. package/examples/jsm/exporters/DRACOExporter.js +267 -267
  45. package/examples/jsm/exporters/EXRExporter.js +579 -579
  46. package/examples/jsm/exporters/GLTFExporter.js +3322 -3321
  47. package/examples/jsm/exporters/KTX2Exporter.js +292 -292
  48. package/examples/jsm/exporters/MMDExporter.js +217 -217
  49. package/examples/jsm/exporters/OBJExporter.js +284 -284
  50. package/examples/jsm/exporters/PLYExporter.js +528 -528
  51. package/examples/jsm/exporters/STLExporter.js +199 -199
  52. package/examples/jsm/exporters/USDZExporter.js +720 -720
  53. package/examples/jsm/geometries/BoxLineGeometry.js +69 -69
  54. package/examples/jsm/geometries/ConvexGeometry.js +53 -53
  55. package/examples/jsm/geometries/DecalGeometry.js +356 -356
  56. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -174
  57. package/examples/jsm/geometries/ParametricGeometries.js +254 -254
  58. package/examples/jsm/geometries/ParametricGeometry.js +139 -139
  59. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -155
  60. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -144
  61. package/examples/jsm/geometries/TeapotGeometry.js +704 -704
  62. package/examples/jsm/geometries/TextGeometry.js +57 -57
  63. package/examples/jsm/helpers/LightProbeHelper.js +130 -130
  64. package/examples/jsm/helpers/OctreeHelper.js +73 -73
  65. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -109
  66. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -85
  67. package/examples/jsm/helpers/TextureHelper.js +237 -237
  68. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -96
  69. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -88
  70. package/examples/jsm/helpers/ViewHelper.js +333 -333
  71. package/examples/jsm/interactive/HTMLMesh.js +572 -572
  72. package/examples/jsm/interactive/InteractiveGroup.js +106 -106
  73. package/examples/jsm/interactive/SelectionBox.js +227 -227
  74. package/examples/jsm/interactive/SelectionHelper.js +104 -104
  75. package/examples/jsm/libs/ammo.wasm.js +822 -822
  76. package/examples/jsm/libs/basis/README.md +46 -46
  77. package/examples/jsm/libs/basis/basis_transcoder.js +21 -21
  78. package/examples/jsm/libs/chevrotain.module.min.js +141 -141
  79. package/examples/jsm/libs/draco/README.md +32 -32
  80. package/examples/jsm/libs/draco/draco_decoder.js +34 -34
  81. package/examples/jsm/libs/draco/draco_encoder.js +33 -33
  82. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -117
  83. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -33
  84. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -33
  85. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -116
  86. package/examples/jsm/libs/ecsy.module.js +1792 -1792
  87. package/examples/jsm/libs/fflate.module.js +2474 -2474
  88. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  89. package/examples/jsm/libs/lil-gui.module.min.js +8 -8
  90. package/examples/jsm/libs/lottie_canvas.module.js +14849 -14849
  91. package/examples/jsm/libs/meshopt_decoder.module.js +178 -178
  92. package/examples/jsm/libs/mikktspace.module.js +128 -128
  93. package/examples/jsm/libs/mmdparser.module.js +11530 -11530
  94. package/examples/jsm/libs/motion-controllers.module.js +397 -397
  95. package/examples/jsm/libs/opentype.module.js +14506 -14506
  96. package/examples/jsm/libs/potpack.module.js +124 -124
  97. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -21
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +15 -15
  99. package/examples/jsm/libs/stats.module.js +167 -167
  100. package/examples/jsm/libs/surfaceNet.js +200 -200
  101. package/examples/jsm/libs/tween.module.js +876 -876
  102. package/examples/jsm/libs/utif.module.js +1664 -1664
  103. package/examples/jsm/libs/zstddec.module.js +1 -1
  104. package/examples/jsm/lights/IESSpotLight.js +25 -25
  105. package/examples/jsm/lights/LightProbeGenerator.js +286 -286
  106. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  107. package/examples/jsm/lines/Line2.js +19 -19
  108. package/examples/jsm/lines/LineGeometry.js +79 -79
  109. package/examples/jsm/lines/LineMaterial.js +619 -619
  110. package/examples/jsm/lines/LineSegments2.js +361 -361
  111. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  112. package/examples/jsm/lines/Wireframe.js +56 -56
  113. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  114. package/examples/jsm/loaders/3DMLoader.js +1764 -1764
  115. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  116. package/examples/jsm/loaders/AMFLoader.js +521 -521
  117. package/examples/jsm/loaders/BVHLoader.js +437 -437
  118. package/examples/jsm/loaders/ColladaLoader.js +4116 -4116
  119. package/examples/jsm/loaders/DDSLoader.js +318 -318
  120. package/examples/jsm/loaders/DRACOLoader.js +613 -613
  121. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  122. package/examples/jsm/loaders/FBXLoader.js +4314 -4314
  123. package/examples/jsm/loaders/FontLoader.js +183 -183
  124. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  125. package/examples/jsm/loaders/GLTFLoader.js +4666 -4666
  126. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +729 -729
  127. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  128. package/examples/jsm/loaders/IESLoader.js +337 -337
  129. package/examples/jsm/loaders/KMZLoader.js +130 -130
  130. package/examples/jsm/loaders/KTX2Loader.js +932 -932
  131. package/examples/jsm/loaders/KTXLoader.js +176 -176
  132. package/examples/jsm/loaders/LDrawLoader.js +2470 -2470
  133. package/examples/jsm/loaders/LUT3dlLoader.js +183 -183
  134. package/examples/jsm/loaders/LUTCubeLoader.js +167 -167
  135. package/examples/jsm/loaders/LUTImageLoader.js +163 -163
  136. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  137. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  138. package/examples/jsm/loaders/LottieLoader.js +77 -77
  139. package/examples/jsm/loaders/MD2Loader.js +399 -399
  140. package/examples/jsm/loaders/MDDLoader.js +102 -102
  141. package/examples/jsm/loaders/MMDLoader.js +2276 -2276
  142. package/examples/jsm/loaders/MTLLoader.js +567 -567
  143. package/examples/jsm/loaders/MaterialXLoader.js +852 -852
  144. package/examples/jsm/loaders/NRRDLoader.js +686 -686
  145. package/examples/jsm/loaders/OBJLoader.js +905 -905
  146. package/examples/jsm/loaders/PCDLoader.js +467 -467
  147. package/examples/jsm/loaders/PDBLoader.js +232 -232
  148. package/examples/jsm/loaders/PLYLoader.js +771 -771
  149. package/examples/jsm/loaders/PVRLoader.js +251 -251
  150. package/examples/jsm/loaders/RGBELoader.js +450 -450
  151. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  152. package/examples/jsm/loaders/STLLoader.js +410 -410
  153. package/examples/jsm/loaders/SVGLoader.js +3173 -3173
  154. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  155. package/examples/jsm/loaders/TGALoader.js +517 -517
  156. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  157. package/examples/jsm/loaders/TTFLoader.js +214 -214
  158. package/examples/jsm/loaders/TiltLoader.js +520 -520
  159. package/examples/jsm/loaders/USDZLoader.js +822 -822
  160. package/examples/jsm/loaders/VOXLoader.js +318 -318
  161. package/examples/jsm/loaders/VRMLLoader.js +3537 -3537
  162. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  163. package/examples/jsm/loaders/XYZLoader.js +106 -106
  164. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1214
  165. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  166. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  167. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -426
  168. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -144
  169. package/examples/jsm/math/Capsule.js +82 -82
  170. package/examples/jsm/math/ColorConverter.js +36 -36
  171. package/examples/jsm/math/ConvexHull.js +1271 -1271
  172. package/examples/jsm/math/ImprovedNoise.js +71 -71
  173. package/examples/jsm/math/Lut.js +204 -204
  174. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  175. package/examples/jsm/math/OBB.js +423 -423
  176. package/examples/jsm/math/Octree.js +540 -540
  177. package/examples/jsm/math/SimplexNoise.js +444 -444
  178. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  179. package/examples/jsm/misc/GPUComputationRenderer.js +446 -446
  180. package/examples/jsm/misc/Gyroscope.js +66 -66
  181. package/examples/jsm/misc/MD2Character.js +276 -276
  182. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  183. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  184. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  185. package/examples/jsm/misc/ProgressiveLightMap.js +324 -324
  186. package/examples/jsm/misc/RollerCoaster.js +566 -566
  187. package/examples/jsm/misc/Timer.js +128 -128
  188. package/examples/jsm/misc/TubePainter.js +202 -202
  189. package/examples/jsm/misc/Volume.js +473 -473
  190. package/examples/jsm/misc/VolumeSlice.js +229 -229
  191. package/examples/jsm/modifiers/CurveModifier.js +344 -344
  192. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  193. package/examples/jsm/modifiers/SimplifyModifier.js +617 -617
  194. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  195. package/examples/jsm/nodes/Nodes.js +195 -195
  196. package/examples/jsm/nodes/accessors/AccessorsUtils.js +10 -10
  197. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  198. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -127
  199. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  200. package/examples/jsm/nodes/accessors/CameraNode.js +119 -119
  201. package/examples/jsm/nodes/accessors/ClippingNode.js +144 -144
  202. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -61
  203. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  204. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -21
  205. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -314
  206. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +41 -41
  207. package/examples/jsm/nodes/accessors/ModelNode.js +33 -33
  208. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -39
  209. package/examples/jsm/nodes/accessors/MorphNode.js +245 -245
  210. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  211. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  212. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  213. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  214. package/examples/jsm/nodes/accessors/ReferenceNode.js +160 -160
  215. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  216. package/examples/jsm/nodes/accessors/SceneNode.js +52 -52
  217. package/examples/jsm/nodes/accessors/SkinningNode.js +124 -124
  218. package/examples/jsm/nodes/accessors/StorageBufferNode.js +72 -72
  219. package/examples/jsm/nodes/accessors/TangentNode.js +109 -109
  220. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  221. package/examples/jsm/nodes/accessors/TextureNode.js +367 -367
  222. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  223. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -82
  224. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  225. package/examples/jsm/nodes/accessors/UniformsNode.js +140 -140
  226. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  227. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -70
  228. package/examples/jsm/nodes/code/CodeNode.js +84 -84
  229. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  230. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  231. package/examples/jsm/nodes/code/FunctionNode.js +138 -138
  232. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  233. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  234. package/examples/jsm/nodes/core/AssignNode.js +128 -128
  235. package/examples/jsm/nodes/core/AttributeNode.js +108 -108
  236. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  237. package/examples/jsm/nodes/core/CacheNode.js +49 -49
  238. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  239. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  240. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  241. package/examples/jsm/nodes/core/InputNode.js +83 -83
  242. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  243. package/examples/jsm/nodes/core/Node.js +493 -493
  244. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  245. package/examples/jsm/nodes/core/NodeBuilder.js +1250 -1250
  246. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  247. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  248. package/examples/jsm/nodes/core/NodeFrame.js +143 -143
  249. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  250. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  251. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  252. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  253. package/examples/jsm/nodes/core/NodeUniform.js +40 -40
  254. package/examples/jsm/nodes/core/NodeUtils.js +210 -210
  255. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  256. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  257. package/examples/jsm/nodes/core/OutputStructNode.js +62 -62
  258. package/examples/jsm/nodes/core/ParameterNode.js +33 -33
  259. package/examples/jsm/nodes/core/PropertyNode.js +72 -72
  260. package/examples/jsm/nodes/core/StackNode.js +89 -89
  261. package/examples/jsm/nodes/core/StructTypeNode.js +24 -24
  262. package/examples/jsm/nodes/core/TempNode.js +58 -58
  263. package/examples/jsm/nodes/core/UniformGroup.js +13 -13
  264. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -36
  265. package/examples/jsm/nodes/core/UniformNode.js +80 -80
  266. package/examples/jsm/nodes/core/VarNode.js +60 -60
  267. package/examples/jsm/nodes/core/VaryingNode.js +65 -65
  268. package/examples/jsm/nodes/core/constants.js +28 -28
  269. package/examples/jsm/nodes/display/AfterImageNode.js +148 -148
  270. package/examples/jsm/nodes/display/AnamorphicNode.js +148 -148
  271. package/examples/jsm/nodes/display/BlendModeNode.js +128 -128
  272. package/examples/jsm/nodes/display/BumpMapNode.js +99 -99
  273. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +99 -99
  274. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  275. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  276. package/examples/jsm/nodes/display/GaussianBlurNode.js +190 -190
  277. package/examples/jsm/nodes/display/NormalMapNode.js +106 -106
  278. package/examples/jsm/nodes/display/PassNode.js +183 -183
  279. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  280. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -184
  281. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -97
  282. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -31
  283. package/examples/jsm/nodes/display/ViewportNode.js +134 -134
  284. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  285. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  286. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  287. package/examples/jsm/nodes/fog/FogNode.js +38 -38
  288. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  289. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -40
  290. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  291. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -57
  292. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -30
  293. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -23
  294. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  295. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  296. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -21
  297. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -28
  298. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -67
  299. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -393
  300. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  301. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  302. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  303. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -85
  304. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  305. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  306. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +241 -241
  307. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -40
  308. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  309. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  310. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  311. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  312. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  313. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -66
  314. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  315. package/examples/jsm/nodes/lighting/LightsNode.js +188 -188
  316. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -68
  317. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -89
  318. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  319. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  320. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
  321. package/examples/jsm/nodes/materials/InstancedPointsNodeMaterial.js +162 -162
  322. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +436 -436
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@@ -1,1271 +1,1271 @@
1
- import {
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- Line3,
3
- Plane,
4
- Triangle,
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- Vector3
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- } from 'three';
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-
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- /**
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- * Ported from: https://github.com/maurizzzio/quickhull3d/ by Mauricio Poppe (https://github.com/maurizzzio)
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- */
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-
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- 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 };