three-hilbert-geometry 1.0.0 → 1.0.1

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@@ -1,4 +1,4 @@
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- // Version 1.0.0 three-hilbert-geometry - https://github.com/vasturiano/three-hilbert-geometry
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+ // Version 1.0.1 three-hilbert-geometry - https://github.com/vasturiano/three-hilbert-geometry
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  (function (global, factory) {
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  typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory(require('three')) :
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  typeof define === 'function' && define.amd ? define(['three'], factory) :
@@ -354,80 +354,6 @@
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  }
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  }
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- /*
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- const geometryCache = (() => {
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- const cache = {};
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- cache[''] = new SquareTubeGeometry([new Vector3()]);
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- for (const nPnts of [2, 4]) {
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- for (let start = 0; start < 8; start++) {
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- const pnts = hilbert3D(undefined, 1, 0, start, nPnts);
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- const key = getCurvePath(pnts);
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- cache[key] = new SquareTubeGeometry(pnts);
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- }
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- }
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- return cache;
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- })();
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-
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- // console.log(geometryCache);
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-
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- function genInstancedGeometry(order, start, length, {
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- padding = 0,
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- simplifyCurves
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- } = {}) {
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- // resolution simplification
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- const n8 = typeof start === 'bigint' ? 8n : 8;
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- while (!(start % n8) && !(length % n8) && order > 0) {
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- start /= n8;
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- length /= n8;
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- order -= 1;
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- }
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-
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- const points = hilbert3D(undefined, 1, order - 1, start, length);
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-
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- let geometry;
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- let position = new Vector3();
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- let scale = 1;
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-
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- if ([1, 2, 4].some(l => l === points.length)) {
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- // Most common simple cases
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- const key = getCurvePath(points);
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- geometry = geometryCache[key];
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- } else {
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- // More complex cases, fallback to regular geometry generation
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- geometry = new ThreeHilbertGeometry(order, start, length, { padding, simplifyCurves });
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- }
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-
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- return {
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- geometry,
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- position,
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- scale,
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- }
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- }
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-
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- function getCurvePath(points) {
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- const path = [];
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- let prevPnt = points[0];
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-
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- for (let i = 1; i < points.length; i++) {
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- const pnt = points[i];
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- for (const c of ['x', 'y', 'z']) {
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- const dist = pnt[c] - prevPnt[c];
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- if (dist) {
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- path.push(
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- c === 'x' ? dist > 0 ? 'R' : 'L'
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- : c === 'y' ? dist > 0 ? 'U' : 'D'
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- : dist > 0 ? 'B' : 'F'
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- );
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- break;
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- }
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- }
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- prevPnt = pnt;
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- }
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- return path.join('');
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- }
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-
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- */
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-
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  return ThreeHilbertGeometry;
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  }));
@@ -1 +1 @@
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- {"version":3,"file":"three-hilbert-geometry.js","sources":["../src/hilbert3d.js","../src/SquareTubeGeometry.js","../src/index.js"],"sourcesContent":["import { Vector3 } from 'three';\n\nconst CHILD_PERMUTATIONS = [\n\t[ 0, 3, 4, 7, 6, 5, 2, 1 ],\n\t[ 0, 7, 6, 1, 2, 5, 4, 3 ],\n\t[ 0, 7, 6, 1, 2, 5, 4, 3 ],\n\t[ 2, 3, 0, 1, 6, 7, 4, 5 ],\n\t[ 2, 3, 0, 1, 6, 7, 4, 5 ],\n\t[ 4, 3, 2, 5, 6, 1, 0, 7 ],\n\t[ 4, 3, 2, 5, 6, 1, 0, 7 ],\n\t[ 6, 5, 2, 1, 0, 3, 4, 7 ]\n];\nconst ORIENTATIONS = [ [ 0, 1, 2, 3, 4, 5, 6, 7 ] ];\nconst ORIENTATION_TRANSITIONS = [];\nconst ORIENTATION_IDS = new Map( [ [ ORIENTATIONS[ 0 ].join( '' ), 0 ] ] );\n\nfor ( let i = 0; i < ORIENTATIONS.length; i ++ ) {\n\tconst orientation = ORIENTATIONS[ i ];\n\tconst transitions = [];\n\n\tfor ( const permutation of CHILD_PERMUTATIONS ) {\n\t\tconst childOrientation = permutation.map( index => orientation[ index ] );\n\t\tconst key = childOrientation.join( '' );\n\t\tlet id = ORIENTATION_IDS.get( key );\n\n\t\tif ( id === undefined ) {\n\t\t\tid = ORIENTATIONS.length;\n\t\t\tORIENTATIONS.push( childOrientation );\n\t\t\tORIENTATION_IDS.set( key, id );\n\t\t}\n\n\t\ttransitions.push( id );\n\t}\n\n\tORIENTATION_TRANSITIONS.push( transitions );\n}\n\nconst BIGINT_CHILD_INDEXES = [ 0n, 1n, 2n, 3n, 4n, 5n, 6n, 7n ];\nconst ZERO_CENTER = new Vector3( 0, 0, 0 );\n\n/**\n * Generates a portion of the 3D Hilbert curve.\n *\n * @param {Vector3} [center] - Center of Hilbert curve.\n * @param {number} [size=10] - Total width of Hilbert curve.\n * @param {number} [order=1] - Number of subdivisions.\n * @param {number|bigint} [start=0] - Index of the first point to generate.\n * @param {number|bigint} [length] - Number of points to generate.\n * @param {number} [v0=0] - Corner index -X, +Y, -Z.\n * @param {number} [v1=1] - Corner index -X, +Y, +Z.\n * @param {number} [v2=2] - Corner index -X, -Y, +Z.\n * @param {number} [v3=3] - Corner index -X, -Y, -Z.\n * @param {number} [v4=4] - Corner index +X, -Y, -Z.\n * @param {number} [v5=5] - Corner index +X, -Y, +Z.\n * @param {number} [v6=6] - Corner index +X, +Y, +Z.\n * @param {number} [v7=7] - Corner index +X, +Y, -Z.\n * @returns {Array<Vector3>} The requested Hilbert curve points.\n */\nexport function hilbert3D(\n\tcenter = ZERO_CENTER,\n\tsize = 10,\n\torder = 1,\n\tstart = 0,\n\tlength,\n\tv0 = 0,\n\tv1 = 1,\n\tv2 = 2,\n\tv3 = 3,\n\tv4 = 4,\n\tv5 = 5,\n\tv6 = 6,\n\tv7 = 7\n) {\n\tif ( order < 0 ) return [ new Vector3( 0, 0, 0 ) ];\n\tif ( ! Number.isInteger( order ) ) throw new TypeError( 'Order must be an integer.' );\n\n\tconst points = [];\n\n\tif ( typeof start === 'bigint' || typeof length === 'bigint' ) {\n\t\tconst first = toBigInt( start );\n\t\tconst count = 8n ** BigInt( order + 1 );\n\t\tconst requestedLength = length === undefined ? count : toBigInt( length );\n\t\tconst rangeStart = first < 0n ? 0n : first;\n\t\tconst requestedEnd = rangeStart + ( requestedLength > 0n ? requestedLength : 0n );\n\t\tconst rangeEnd = requestedEnd > count ? count : requestedEnd;\n\n\t\tif ( rangeStart >= rangeEnd ) return points;\n\n\t\tconst baseCorners = [ v0, v1, v2, v3, v4, v5, v6, v7 ];\n\t\tif ( rangeEnd - rangeStart === 1n ) {\n\t\t\tgenerateSingleBigInt( points, center.x, center.y, center.z, size, order, rangeStart, BigInt( order * 3 ), 0, baseCorners );\n\t\t\treturn points;\n\t\t}\n\n\t\tgenerateBigInt( points, center.x, center.y, center.z, size, order, 0n, count / 8n, 0, rangeStart, rangeEnd, baseCorners );\n\t\treturn points;\n\t}\n\n\tconst pointCount = 8 ** ( order + 1 );\n\tconst rawStart = Math.floor( start );\n\tconst first = Math.max( 0, rawStart );\n\tconst requestedLength = length === undefined ? pointCount : Math.max( 0, Math.floor( length ) );\n\tconst end = Math.min( pointCount, first + requestedLength );\n\n\tif ( first >= end ) return points;\n\n\tconst baseCorners = [ v0, v1, v2, v3, v4, v5, v6, v7 ];\n\tgenerateNumber( points, center.x, center.y, center.z, size, order, 0, pointCount / 8, 0, first, end, baseCorners );\n\treturn points;\n}\n\nexport default hilbert3D;\n\nfunction generateNumber( points, x, y, z, size, order, offset, chunkSize, orientationId, first, end, baseCorners ) {\n\tconst orientation = ORIENTATIONS[ orientationId ];\n\tconst transitions = ORIENTATION_TRANSITIONS[ orientationId ];\n\tconst half = size / 2;\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\t\tconst childOffset = offset + i * chunkSize;\n\t\tconst childEnd = childOffset + chunkSize;\n\t\tif ( childEnd <= first || childOffset >= end ) continue;\n\n\t\tconst actualCorner = baseCorners[ orientation[ i ] ];\n\t\tconst childX = x + ( actualCorner < 4 ? -half : half );\n\t\tconst childY = y + ( actualCorner < 2 || actualCorner > 5 ? half : -half );\n\t\tconst childZ = z + ( actualCorner % 4 === 1 || actualCorner % 4 === 2 ? half : -half );\n\n\t\tif ( order === 0 ) {\n\t\t\tpoints.push( new Vector3( childX, childY, childZ ) );\n\t\t} else {\n\t\t\tgenerateNumber( points, childX, childY, childZ, half, order - 1, childOffset, chunkSize / 8, transitions[ i ], first, end, baseCorners );\n\t\t}\n\t}\n}\n\nfunction generateBigInt( points, x, y, z, size, order, offset, chunkSize, orientationId, first, end, baseCorners ) {\n\tconst orientation = ORIENTATIONS[ orientationId ];\n\tconst transitions = ORIENTATION_TRANSITIONS[ orientationId ];\n\tconst half = size / 2;\n\tconst childChunkSize = chunkSize / 8n;\n\tconst nodeEnd = offset + chunkSize * 8n;\n\tconst firstChild = first <= offset ? 0 : Number( ( first - offset ) / chunkSize );\n\tconst lastChild = end >= nodeEnd ? 7 : Number( ( end - 1n - offset ) / chunkSize );\n\tlet childOffset = offset + BIGINT_CHILD_INDEXES[ firstChild ] * chunkSize;\n\n\tfor ( let i = firstChild; i <= lastChild; i ++, childOffset += chunkSize ) {\n\n\t\tconst actualCorner = baseCorners[ orientation[ i ] ];\n\t\tconst childX = x + ( actualCorner < 4 ? -half : half );\n\t\tconst childY = y + ( actualCorner < 2 || actualCorner > 5 ? half : -half );\n\t\tconst childZ = z + ( actualCorner % 4 === 1 || actualCorner % 4 === 2 ? half : -half );\n\n\t\tif ( order === 0 ) {\n\t\t\tpoints.push( new Vector3( childX, childY, childZ ) );\n\t\t} else {\n\t\t\tgenerateBigInt( points, childX, childY, childZ, half, order - 1, childOffset, childChunkSize, transitions[ i ], first, end, baseCorners );\n\t\t}\n\t}\n}\n\nfunction generateSingleBigInt( points, x, y, z, size, order, index, shift, orientationId, baseCorners ) {\n\tconst orientation = ORIENTATIONS[ orientationId ];\n\tconst child = Number( ( index >> shift ) & 7n );\n\tconst actualCorner = baseCorners[ orientation[ child ] ];\n\tconst half = size / 2;\n\tconst childX = x + ( actualCorner < 4 ? -half : half );\n\tconst childY = y + ( actualCorner < 2 || actualCorner > 5 ? half : -half );\n\tconst childZ = z + ( actualCorner % 4 === 1 || actualCorner % 4 === 2 ? half : -half );\n\n\tif ( order === 0 ) {\n\t\tpoints.push( new Vector3( childX, childY, childZ ) );\n\t} else {\n\t\tgenerateSingleBigInt( points, childX, childY, childZ, half, order - 1, index, shift - 3n, ORIENTATION_TRANSITIONS[ orientationId ][ child ], baseCorners );\n\t}\n}\n\nfunction toBigInt( value ) {\n\tif ( typeof value === 'bigint' ) return value;\n\tif ( ! Number.isSafeInteger( value ) ) throw new TypeError( 'BigInt ranges require integer values.' );\n\treturn BigInt( value );\n}\n","import {\n Box3,\n BufferGeometry,\n Float32BufferAttribute,\n Quaternion,\n Sphere,\n Uint16BufferAttribute,\n Uint32BufferAttribute,\n Vector3\n} from 'three';\n\nconst SINGLE_CUBE_FACES = [\n [0, 1, 5, 4], [1, 2, 6, 5], [2, 3, 7, 6], [3, 0, 4, 7],\n [0, 3, 2, 1], [4, 5, 6, 7]\n];\nconst SINGLE_CUBE_CORNERS = [\n [-1, -1, -1], [1, -1, -1], [1, 1, -1], [-1, 1, -1],\n [-1, -1, 1], [1, -1, 1], [1, 1, 1], [-1, 1, 1]\n];\nconst SINGLE_CUBE_UVS = new Float32Array(24 * 2);\nconst SINGLE_CUBE_NORMALS = new Float32Array(24 * 3);\nconst SINGLE_CUBE_INDICES = new Uint16Array(36);\nconst SINGLE_CUBE_NORMALS_BY_FACE = [\n [0, -1, 0], [1, 0, 0], [0, 1, 0], [-1, 0, 0], [0, 0, -1], [0, 0, 1]\n];\n\nfor (let faceIndex = 0; faceIndex < SINGLE_CUBE_FACES.length; faceIndex++) {\n const face = SINGLE_CUBE_FACES[faceIndex];\n const normal = SINGLE_CUBE_NORMALS_BY_FACE[faceIndex];\n\n for (let i = 0; i < 4; i++) {\n const vertex = faceIndex * 4 + i;\n const corner = face[i];\n SINGLE_CUBE_UVS[vertex * 2] = corner % 2;\n SINGLE_CUBE_UVS[vertex * 2 + 1] = Math.floor(corner / 2) % 2;\n SINGLE_CUBE_NORMALS.set(normal, vertex * 3);\n }\n\n const vertexOffset = faceIndex * 4;\n const indexOffset = faceIndex * 6;\n SINGLE_CUBE_INDICES.set([\n vertexOffset, vertexOffset + 1, vertexOffset + 2,\n vertexOffset, vertexOffset + 2, vertexOffset + 3\n ], indexOffset);\n}\n\nexport default class SquareTubeGeometry extends BufferGeometry {\n constructor(points = [], width = 1) {\n super();\n\n if (!Array.isArray(points)) {\n throw new TypeError('points must be an array of Vector3 instances');\n }\n if (!Number.isFinite(width) || width < 0) {\n throw new RangeError('width must be a non-negative finite number');\n }\n\n this.type = 'SquareTubeGeometry';\n\n if (points.length <= 1) {\n const point = points[0];\n if (points.length === 1 && (!point || !Number.isFinite(point.x) || !Number.isFinite(point.y) || !Number.isFinite(point.z))) {\n throw new TypeError('points[0] must have finite x, y, and z coordinates');\n }\n\n this.parameters = {\n points: point ? [new Vector3(point.x, point.y, point.z)] : [],\n width\n };\n\n if (!point || width === 0) {\n this.setIndex([]);\n this.setAttribute('position', new Float32BufferAttribute([], 3));\n this.setAttribute('uv', new Float32BufferAttribute([], 2));\n return;\n }\n\n const halfWidth = width / 2;\n const x = point.x;\n const y = point.y;\n const z = point.z;\n const positions = new Float32Array(24 * 3);\n let positionOffset = 0;\n\n for (const face of SINGLE_CUBE_FACES) {\n for (const corner of face) {\n const signs = SINGLE_CUBE_CORNERS[corner];\n positions[positionOffset++] = x + signs[0] * halfWidth;\n positions[positionOffset++] = y + signs[1] * halfWidth;\n positions[positionOffset++] = z + signs[2] * halfWidth;\n }\n }\n\n this.setIndex(new Uint16BufferAttribute(SINGLE_CUBE_INDICES.slice(), 1));\n this.setAttribute('position', new Float32BufferAttribute(positions, 3));\n this.setAttribute('uv', new Float32BufferAttribute(SINGLE_CUBE_UVS.slice(), 2));\n this.setAttribute('normal', new Float32BufferAttribute(SINGLE_CUBE_NORMALS.slice(), 3));\n this.boundingBox = new Box3(\n new Vector3(x - halfWidth, y - halfWidth, z - halfWidth),\n new Vector3(x + halfWidth, y + halfWidth, z + halfWidth)\n );\n this.boundingSphere = new Sphere(\n new Vector3(x, y, z),\n Math.sqrt(3) * halfWidth\n );\n return;\n }\n\n const path = points.map((point, index) => {\n if (!point || !Number.isFinite(point.x) || !Number.isFinite(point.y) || !Number.isFinite(point.z)) {\n throw new TypeError(`points[${index}] must have finite x, y, and z coordinates`);\n }\n return new Vector3(point.x, point.y, point.z);\n }).filter((point, index, list) => index === 0 || point.distanceToSquared(list[index - 1]) > 0);\n\n this.parameters = { points: path.map(point => point.clone()), width };\n\n if (path.length === 0 || width === 0) {\n this.setIndex([]);\n this.setAttribute('position', new Float32BufferAttribute([], 3));\n this.setAttribute('uv', new Float32BufferAttribute([], 2));\n return;\n }\n\n const directions = path.slice(1).map((point, index) =>\n point.clone().sub(path[index]).normalize()\n );\n const turnTolerance = 1e-6;\n let turnCount = 0;\n for (let i = 1; i < directions.length; i++) {\n const dot = directions[i - 1].dot(directions[i]);\n const isRightAngle = Math.abs(dot) <= turnTolerance;\n const continuesStraight = dot >= 1 - turnTolerance;\n if (!isRightAngle && !continuesStraight) {\n throw new RangeError('path turns must be 90 degrees; straight segments are also allowed');\n }\n if (isRightAngle) turnCount++;\n }\n\n const halfWidth = width / 2;\n const frames = [];\n const normal = new Vector3();\n const binormal = new Vector3();\n const rotation = new Quaternion();\n\n for (let i = 0; i < directions.length; i++) {\n if (i === 0) {\n const tangent = directions[i];\n const absX = Math.abs(tangent.x);\n const absY = Math.abs(tangent.y);\n const absZ = Math.abs(tangent.z);\n normal.set(\n absX <= absY && absX <= absZ ? 1 : 0,\n absY < absX && absY <= absZ ? 1 : 0,\n absZ < absX && absZ < absY ? 1 : 0\n );\n normal.addScaledVector(tangent, -normal.dot(tangent)).normalize();\n } else {\n rotation.setFromUnitVectors(directions[i - 1], directions[i]);\n normal.applyQuaternion(rotation);\n normal.addScaledVector(directions[i], -normal.dot(directions[i])).normalize();\n }\n binormal.crossVectors(directions[i], normal).normalize();\n frames.push({ normal: normal.clone(), binormal: binormal.clone() });\n }\n\n const faces = [\n [0, 1, 5, 4], [1, 2, 6, 5], [2, 3, 7, 6], [3, 0, 4, 7],\n [0, 3, 2, 1], [4, 5, 6, 7]\n ];\n const solidCount = path.length === 1 ? 1 : directions.length + turnCount;\n const positions = new Float32Array(solidCount * 24 * 3);\n const uvs = new Float32Array(solidCount * 24 * 2);\n const use32BitIndices = solidCount * 24 > 65535;\n const IndexAttribute = use32BitIndices ? Uint32BufferAttribute : Uint16BufferAttribute;\n const indices = use32BitIndices ? new Uint32Array(solidCount * 36) : new Uint16Array(solidCount * 36);\n let positionOffset = 0;\n let uvOffset = 0;\n let vertexOffset = 0;\n let indexOffset = 0;\n\n function addSolid(corners) {\n for (const face of faces) {\n for (const cornerIndex of face) {\n const point = corners[cornerIndex];\n positions[positionOffset++] = point.x;\n positions[positionOffset++] = point.y;\n positions[positionOffset++] = point.z;\n uvs[uvOffset++] = cornerIndex % 2;\n uvs[uvOffset++] = Math.floor(cornerIndex / 2) % 2;\n }\n indices[indexOffset++] = vertexOffset;\n indices[indexOffset++] = vertexOffset + 1;\n indices[indexOffset++] = vertexOffset + 2;\n indices[indexOffset++] = vertexOffset;\n indices[indexOffset++] = vertexOffset + 2;\n indices[indexOffset++] = vertexOffset + 3;\n vertexOffset += 4;\n }\n }\n\n if (path.length === 1) {\n const [x, y, z] = path[0].toArray();\n addSolid([\n new Vector3(x - halfWidth, y - halfWidth, z - halfWidth),\n new Vector3(x + halfWidth, y - halfWidth, z - halfWidth),\n new Vector3(x + halfWidth, y + halfWidth, z - halfWidth),\n new Vector3(x - halfWidth, y + halfWidth, z - halfWidth),\n new Vector3(x - halfWidth, y - halfWidth, z + halfWidth),\n new Vector3(x + halfWidth, y - halfWidth, z + halfWidth),\n new Vector3(x + halfWidth, y + halfWidth, z + halfWidth),\n new Vector3(x - halfWidth, y + halfWidth, z + halfWidth)\n ]);\n\n this.setIndex(new IndexAttribute(indices, 1));\n this.setAttribute('position', new Float32BufferAttribute(positions, 3));\n this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));\n this.computeVertexNormals();\n this.computeBoundingBox();\n this.computeBoundingSphere();\n return;\n }\n\n for (let i = 0; i < directions.length; i++) {\n const direction = directions[i];\n const start = path[i].clone();\n const end = path[i + 1].clone();\n if (i === 0) start.addScaledVector(direction, -halfWidth);\n if (i === directions.length - 1) end.addScaledVector(direction, halfWidth);\n\n const sectionCorners = (center) => [\n center.clone().addScaledVector(frames[i].normal, halfWidth).addScaledVector(frames[i].binormal, halfWidth),\n center.clone().addScaledVector(frames[i].normal, -halfWidth).addScaledVector(frames[i].binormal, halfWidth),\n center.clone().addScaledVector(frames[i].normal, -halfWidth).addScaledVector(frames[i].binormal, -halfWidth),\n center.clone().addScaledVector(frames[i].normal, halfWidth).addScaledVector(frames[i].binormal, -halfWidth)\n ];\n\n addSolid([...sectionCorners(start), ...sectionCorners(end)]);\n }\n\n for (let i = 1; i < path.length - 1; i++) {\n if (Math.abs(directions[i - 1].dot(directions[i])) <= turnTolerance) {\n const [x, y, z] = path[i].toArray();\n addSolid([\n new Vector3(x - halfWidth, y - halfWidth, z - halfWidth),\n new Vector3(x + halfWidth, y - halfWidth, z - halfWidth),\n new Vector3(x + halfWidth, y + halfWidth, z - halfWidth),\n new Vector3(x - halfWidth, y + halfWidth, z - halfWidth),\n new Vector3(x - halfWidth, y - halfWidth, z + halfWidth),\n new Vector3(x + halfWidth, y - halfWidth, z + halfWidth),\n new Vector3(x + halfWidth, y + halfWidth, z + halfWidth),\n new Vector3(x - halfWidth, y + halfWidth, z + halfWidth)\n ]);\n }\n }\n\n this.setIndex(new IndexAttribute(indices, 1));\n this.setAttribute('position', new Float32BufferAttribute(positions, 3));\n this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));\n this.computeVertexNormals();\n this.computeBoundingBox();\n this.computeBoundingSphere();\n }\n\n copy(source) {\n super.copy(source);\n this.parameters = {\n points: source.parameters.points.map(point => point.clone()),\n width: source.parameters.width\n };\n return this;\n }\n}\n","import hilbert3D from './hilbert3d.js';\nimport SquareTubeGeometry from './SquareTubeGeometry.js';\n\nexport default class ThreeHilbertGeometry extends SquareTubeGeometry {\n constructor(order, start, length, {\n padding = 0,\n simplifyCurves = true\n } = {}) {\n super(...getSuperParams());\n\n this.type = 'HilbertGeometry';\n\n function getSuperParams() {\n typeof start !== 'bigint' && (start = Math.round(start));\n typeof length !== 'bigint' && (length = Math.round(length));\n\n if (simplifyCurves) {\n // resolution simplification\n const n8 = typeof start === 'bigint' ? 8n : 8;\n while (!(start % n8) && !(length % n8) && order > 0) {\n start /= n8;\n length /= n8;\n order -= 1;\n }\n }\n\n const points = hilbert3D(undefined, 1, order - 1, start, length);\n const lineWidth = 1 / (2**(order-1)) * (1 - Math.min(1, padding));\n\n return [points, lineWidth];\n }\n }\n}\n\n/*\nconst geometryCache = (() => {\n const cache = {};\n cache[''] = new SquareTubeGeometry([new Vector3()]);\n for (const nPnts of [2, 4]) {\n for (let start = 0; start < 8; start++) {\n const pnts = hilbert3D(undefined, 1, 0, start, nPnts);\n const key = getCurvePath(pnts);\n cache[key] = new SquareTubeGeometry(pnts);\n }\n }\n return cache;\n})();\n\n// console.log(geometryCache);\n\nfunction genInstancedGeometry(order, start, length, {\n padding = 0,\n simplifyCurves\n} = {}) {\n // resolution simplification\n const n8 = typeof start === 'bigint' ? 8n : 8;\n while (!(start % n8) && !(length % n8) && order > 0) {\n start /= n8;\n length /= n8;\n order -= 1;\n }\n\n const points = hilbert3D(undefined, 1, order - 1, start, length);\n\n let geometry;\n let position = new Vector3();\n let scale = 1;\n\n if ([1, 2, 4].some(l => l === points.length)) {\n // Most common simple cases\n const key = getCurvePath(points);\n geometry = geometryCache[key];\n } else {\n // More complex cases, fallback to regular geometry generation\n geometry = new ThreeHilbertGeometry(order, start, length, { padding, simplifyCurves });\n }\n\n return {\n geometry,\n position,\n scale,\n }\n}\n\nfunction getCurvePath(points) {\n const path = [];\n let prevPnt = points[0];\n\n for (let i = 1; i < points.length; i++) {\n const pnt = points[i];\n for (const c of ['x', 'y', 'z']) {\n const dist = pnt[c] - prevPnt[c];\n if (dist) {\n path.push(\n c === 'x' ? dist > 0 ? 'R' : 'L'\n : c === 'y' ? dist > 0 ? 'U' : 'D'\n : dist > 0 ? 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1
+ {"version":3,"file":"three-hilbert-geometry.js","sources":["../src/hilbert3d.js","../src/SquareTubeGeometry.js","../src/index.js"],"sourcesContent":["import { Vector3 } from 'three';\n\nconst CHILD_PERMUTATIONS = [\n\t[ 0, 3, 4, 7, 6, 5, 2, 1 ],\n\t[ 0, 7, 6, 1, 2, 5, 4, 3 ],\n\t[ 0, 7, 6, 1, 2, 5, 4, 3 ],\n\t[ 2, 3, 0, 1, 6, 7, 4, 5 ],\n\t[ 2, 3, 0, 1, 6, 7, 4, 5 ],\n\t[ 4, 3, 2, 5, 6, 1, 0, 7 ],\n\t[ 4, 3, 2, 5, 6, 1, 0, 7 ],\n\t[ 6, 5, 2, 1, 0, 3, 4, 7 ]\n];\nconst ORIENTATIONS = [ [ 0, 1, 2, 3, 4, 5, 6, 7 ] ];\nconst ORIENTATION_TRANSITIONS = [];\nconst ORIENTATION_IDS = new Map( [ [ ORIENTATIONS[ 0 ].join( '' ), 0 ] ] );\n\nfor ( let i = 0; i < ORIENTATIONS.length; i ++ ) {\n\tconst orientation = ORIENTATIONS[ i ];\n\tconst transitions = [];\n\n\tfor ( const permutation of CHILD_PERMUTATIONS ) {\n\t\tconst childOrientation = permutation.map( index => orientation[ index ] );\n\t\tconst key = childOrientation.join( '' );\n\t\tlet id = ORIENTATION_IDS.get( key );\n\n\t\tif ( id === undefined ) {\n\t\t\tid = ORIENTATIONS.length;\n\t\t\tORIENTATIONS.push( childOrientation );\n\t\t\tORIENTATION_IDS.set( key, id );\n\t\t}\n\n\t\ttransitions.push( id );\n\t}\n\n\tORIENTATION_TRANSITIONS.push( transitions );\n}\n\nconst BIGINT_CHILD_INDEXES = [ 0n, 1n, 2n, 3n, 4n, 5n, 6n, 7n ];\nconst ZERO_CENTER = new Vector3( 0, 0, 0 );\n\n/**\n * Generates a portion of the 3D Hilbert curve.\n *\n * @param {Vector3} [center] - Center of Hilbert curve.\n * @param {number} [size=10] - Total width of Hilbert curve.\n * @param {number} [order=1] - Number of subdivisions.\n * @param {number|bigint} [start=0] - Index of the first point to generate.\n * @param {number|bigint} [length] - Number of points to generate.\n * @param {number} [v0=0] - Corner index -X, +Y, -Z.\n * @param {number} [v1=1] - Corner index -X, +Y, +Z.\n * @param {number} [v2=2] - Corner index -X, -Y, +Z.\n * @param {number} [v3=3] - Corner index -X, -Y, -Z.\n * @param {number} [v4=4] - Corner index +X, -Y, -Z.\n * @param {number} [v5=5] - Corner index +X, -Y, +Z.\n * @param {number} [v6=6] - Corner index +X, +Y, +Z.\n * @param {number} [v7=7] - Corner index +X, +Y, -Z.\n * @returns {Array<Vector3>} The requested Hilbert curve points.\n */\nexport function hilbert3D(\n\tcenter = ZERO_CENTER,\n\tsize = 10,\n\torder = 1,\n\tstart = 0,\n\tlength,\n\tv0 = 0,\n\tv1 = 1,\n\tv2 = 2,\n\tv3 = 3,\n\tv4 = 4,\n\tv5 = 5,\n\tv6 = 6,\n\tv7 = 7\n) {\n\tif ( order < 0 ) return [ new Vector3( 0, 0, 0 ) ];\n\tif ( ! Number.isInteger( order ) ) throw new TypeError( 'Order must be an integer.' );\n\n\tconst points = [];\n\n\tif ( typeof start === 'bigint' || typeof length === 'bigint' ) {\n\t\tconst first = toBigInt( start );\n\t\tconst count = 8n ** BigInt( order + 1 );\n\t\tconst requestedLength = length === undefined ? count : toBigInt( length );\n\t\tconst rangeStart = first < 0n ? 0n : first;\n\t\tconst requestedEnd = rangeStart + ( requestedLength > 0n ? requestedLength : 0n );\n\t\tconst rangeEnd = requestedEnd > count ? count : requestedEnd;\n\n\t\tif ( rangeStart >= rangeEnd ) return points;\n\n\t\tconst baseCorners = [ v0, v1, v2, v3, v4, v5, v6, v7 ];\n\t\tif ( rangeEnd - rangeStart === 1n ) {\n\t\t\tgenerateSingleBigInt( points, center.x, center.y, center.z, size, order, rangeStart, BigInt( order * 3 ), 0, baseCorners );\n\t\t\treturn points;\n\t\t}\n\n\t\tgenerateBigInt( points, center.x, center.y, center.z, size, order, 0n, count / 8n, 0, rangeStart, rangeEnd, baseCorners );\n\t\treturn points;\n\t}\n\n\tconst pointCount = 8 ** ( order + 1 );\n\tconst rawStart = Math.floor( start );\n\tconst first = Math.max( 0, rawStart );\n\tconst requestedLength = length === undefined ? pointCount : Math.max( 0, Math.floor( length ) );\n\tconst end = Math.min( pointCount, first + requestedLength );\n\n\tif ( first >= end ) return points;\n\n\tconst baseCorners = [ v0, v1, v2, v3, v4, v5, v6, v7 ];\n\tgenerateNumber( points, center.x, center.y, center.z, size, order, 0, pointCount / 8, 0, first, end, baseCorners );\n\treturn points;\n}\n\nexport default hilbert3D;\n\nfunction generateNumber( points, x, y, z, size, order, offset, chunkSize, orientationId, first, end, baseCorners ) {\n\tconst orientation = ORIENTATIONS[ orientationId ];\n\tconst transitions = ORIENTATION_TRANSITIONS[ orientationId ];\n\tconst half = size / 2;\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\t\tconst childOffset = offset + i * chunkSize;\n\t\tconst childEnd = childOffset + chunkSize;\n\t\tif ( childEnd <= first || childOffset >= end ) continue;\n\n\t\tconst actualCorner = baseCorners[ orientation[ i ] ];\n\t\tconst childX = x + ( actualCorner < 4 ? -half : half );\n\t\tconst childY = y + ( actualCorner < 2 || actualCorner > 5 ? half : -half );\n\t\tconst childZ = z + ( actualCorner % 4 === 1 || actualCorner % 4 === 2 ? half : -half );\n\n\t\tif ( order === 0 ) {\n\t\t\tpoints.push( new Vector3( childX, childY, childZ ) );\n\t\t} else {\n\t\t\tgenerateNumber( points, childX, childY, childZ, half, order - 1, childOffset, chunkSize / 8, transitions[ i ], first, end, baseCorners );\n\t\t}\n\t}\n}\n\nfunction generateBigInt( points, x, y, z, size, order, offset, chunkSize, orientationId, first, end, baseCorners ) {\n\tconst orientation = ORIENTATIONS[ orientationId ];\n\tconst transitions = ORIENTATION_TRANSITIONS[ orientationId ];\n\tconst half = size / 2;\n\tconst childChunkSize = chunkSize / 8n;\n\tconst nodeEnd = offset + chunkSize * 8n;\n\tconst firstChild = first <= offset ? 0 : Number( ( first - offset ) / chunkSize );\n\tconst lastChild = end >= nodeEnd ? 7 : Number( ( end - 1n - offset ) / chunkSize );\n\tlet childOffset = offset + BIGINT_CHILD_INDEXES[ firstChild ] * chunkSize;\n\n\tfor ( let i = firstChild; i <= lastChild; i ++, childOffset += chunkSize ) {\n\n\t\tconst actualCorner = baseCorners[ orientation[ i ] ];\n\t\tconst childX = x + ( actualCorner < 4 ? -half : half );\n\t\tconst childY = y + ( actualCorner < 2 || actualCorner > 5 ? half : -half );\n\t\tconst childZ = z + ( actualCorner % 4 === 1 || actualCorner % 4 === 2 ? half : -half );\n\n\t\tif ( order === 0 ) {\n\t\t\tpoints.push( new Vector3( childX, childY, childZ ) );\n\t\t} else {\n\t\t\tgenerateBigInt( points, childX, childY, childZ, half, order - 1, childOffset, childChunkSize, transitions[ i ], first, end, baseCorners );\n\t\t}\n\t}\n}\n\nfunction generateSingleBigInt( points, x, y, z, size, order, index, shift, orientationId, baseCorners ) {\n\tconst orientation = ORIENTATIONS[ orientationId ];\n\tconst child = Number( ( index >> shift ) & 7n );\n\tconst actualCorner = baseCorners[ orientation[ child ] ];\n\tconst half = size / 2;\n\tconst childX = x + ( actualCorner < 4 ? -half : half );\n\tconst childY = y + ( actualCorner < 2 || actualCorner > 5 ? half : -half );\n\tconst childZ = z + ( actualCorner % 4 === 1 || actualCorner % 4 === 2 ? half : -half );\n\n\tif ( order === 0 ) {\n\t\tpoints.push( new Vector3( childX, childY, childZ ) );\n\t} else {\n\t\tgenerateSingleBigInt( points, childX, childY, childZ, half, order - 1, index, shift - 3n, ORIENTATION_TRANSITIONS[ orientationId ][ child ], baseCorners );\n\t}\n}\n\nfunction toBigInt( value ) {\n\tif ( typeof value === 'bigint' ) return value;\n\tif ( ! Number.isSafeInteger( value ) ) throw new TypeError( 'BigInt ranges require integer values.' );\n\treturn BigInt( value );\n}\n","import {\n Box3,\n BufferGeometry,\n Float32BufferAttribute,\n Quaternion,\n Sphere,\n Uint16BufferAttribute,\n Uint32BufferAttribute,\n Vector3\n} from 'three';\n\nconst SINGLE_CUBE_FACES = [\n [0, 1, 5, 4], [1, 2, 6, 5], [2, 3, 7, 6], [3, 0, 4, 7],\n [0, 3, 2, 1], [4, 5, 6, 7]\n];\nconst SINGLE_CUBE_CORNERS = [\n [-1, -1, -1], [1, -1, -1], [1, 1, -1], [-1, 1, -1],\n [-1, -1, 1], [1, -1, 1], [1, 1, 1], [-1, 1, 1]\n];\nconst SINGLE_CUBE_UVS = new Float32Array(24 * 2);\nconst SINGLE_CUBE_NORMALS = new Float32Array(24 * 3);\nconst SINGLE_CUBE_INDICES = new Uint16Array(36);\nconst SINGLE_CUBE_NORMALS_BY_FACE = [\n [0, -1, 0], [1, 0, 0], [0, 1, 0], [-1, 0, 0], [0, 0, -1], [0, 0, 1]\n];\n\nfor (let faceIndex = 0; faceIndex < SINGLE_CUBE_FACES.length; faceIndex++) {\n const face = SINGLE_CUBE_FACES[faceIndex];\n const normal = SINGLE_CUBE_NORMALS_BY_FACE[faceIndex];\n\n for (let i = 0; i < 4; i++) {\n const vertex = faceIndex * 4 + i;\n const corner = face[i];\n SINGLE_CUBE_UVS[vertex * 2] = corner % 2;\n SINGLE_CUBE_UVS[vertex * 2 + 1] = Math.floor(corner / 2) % 2;\n SINGLE_CUBE_NORMALS.set(normal, vertex * 3);\n }\n\n const vertexOffset = faceIndex * 4;\n const indexOffset = faceIndex * 6;\n SINGLE_CUBE_INDICES.set([\n vertexOffset, vertexOffset + 1, vertexOffset + 2,\n vertexOffset, vertexOffset + 2, vertexOffset + 3\n ], indexOffset);\n}\n\nexport default class SquareTubeGeometry extends BufferGeometry {\n constructor(points = [], width = 1) {\n super();\n\n if (!Array.isArray(points)) {\n throw new TypeError('points must be an array of Vector3 instances');\n }\n if (!Number.isFinite(width) || width < 0) {\n throw new RangeError('width must be a non-negative finite number');\n }\n\n this.type = 'SquareTubeGeometry';\n\n if (points.length <= 1) {\n const point = points[0];\n if (points.length === 1 && (!point || !Number.isFinite(point.x) || !Number.isFinite(point.y) || !Number.isFinite(point.z))) {\n throw new TypeError('points[0] must have finite x, y, and z coordinates');\n }\n\n this.parameters = {\n points: point ? [new Vector3(point.x, point.y, point.z)] : [],\n width\n };\n\n if (!point || width === 0) {\n this.setIndex([]);\n this.setAttribute('position', new Float32BufferAttribute([], 3));\n this.setAttribute('uv', new Float32BufferAttribute([], 2));\n return;\n }\n\n const halfWidth = width / 2;\n const x = point.x;\n const y = point.y;\n const z = point.z;\n const positions = new Float32Array(24 * 3);\n let positionOffset = 0;\n\n for (const face of SINGLE_CUBE_FACES) {\n for (const corner of face) {\n const signs = SINGLE_CUBE_CORNERS[corner];\n positions[positionOffset++] = x + signs[0] * halfWidth;\n positions[positionOffset++] = y + signs[1] * halfWidth;\n positions[positionOffset++] = z + signs[2] * halfWidth;\n }\n }\n\n this.setIndex(new Uint16BufferAttribute(SINGLE_CUBE_INDICES.slice(), 1));\n this.setAttribute('position', new Float32BufferAttribute(positions, 3));\n this.setAttribute('uv', new Float32BufferAttribute(SINGLE_CUBE_UVS.slice(), 2));\n this.setAttribute('normal', new Float32BufferAttribute(SINGLE_CUBE_NORMALS.slice(), 3));\n this.boundingBox = new Box3(\n new Vector3(x - halfWidth, y - halfWidth, z - halfWidth),\n new Vector3(x + halfWidth, y + halfWidth, z + halfWidth)\n );\n this.boundingSphere = new Sphere(\n new Vector3(x, y, z),\n Math.sqrt(3) * halfWidth\n );\n return;\n }\n\n const path = points.map((point, index) => {\n if (!point || !Number.isFinite(point.x) || !Number.isFinite(point.y) || !Number.isFinite(point.z)) {\n throw new TypeError(`points[${index}] must have finite x, y, and z coordinates`);\n }\n return new Vector3(point.x, point.y, point.z);\n }).filter((point, index, list) => index === 0 || point.distanceToSquared(list[index - 1]) > 0);\n\n this.parameters = { points: path.map(point => point.clone()), width };\n\n if (path.length === 0 || width === 0) {\n this.setIndex([]);\n this.setAttribute('position', new Float32BufferAttribute([], 3));\n this.setAttribute('uv', new Float32BufferAttribute([], 2));\n return;\n }\n\n const directions = path.slice(1).map((point, index) =>\n point.clone().sub(path[index]).normalize()\n );\n const turnTolerance = 1e-6;\n let turnCount = 0;\n for (let i = 1; i < directions.length; i++) {\n const dot = directions[i - 1].dot(directions[i]);\n const isRightAngle = Math.abs(dot) <= turnTolerance;\n const continuesStraight = dot >= 1 - turnTolerance;\n if (!isRightAngle && !continuesStraight) {\n throw new RangeError('path turns must be 90 degrees; straight segments are also allowed');\n }\n if (isRightAngle) turnCount++;\n }\n\n const halfWidth = width / 2;\n const frames = [];\n const normal = new Vector3();\n const binormal = new Vector3();\n const rotation = new Quaternion();\n\n for (let i = 0; i < directions.length; i++) {\n if (i === 0) {\n const tangent = directions[i];\n const absX = Math.abs(tangent.x);\n const absY = Math.abs(tangent.y);\n const absZ = Math.abs(tangent.z);\n normal.set(\n absX <= absY && absX <= absZ ? 1 : 0,\n absY < absX && absY <= absZ ? 1 : 0,\n absZ < absX && absZ < absY ? 1 : 0\n );\n normal.addScaledVector(tangent, -normal.dot(tangent)).normalize();\n } else {\n rotation.setFromUnitVectors(directions[i - 1], directions[i]);\n normal.applyQuaternion(rotation);\n normal.addScaledVector(directions[i], -normal.dot(directions[i])).normalize();\n }\n binormal.crossVectors(directions[i], normal).normalize();\n frames.push({ normal: normal.clone(), binormal: binormal.clone() });\n }\n\n const faces = [\n [0, 1, 5, 4], [1, 2, 6, 5], [2, 3, 7, 6], [3, 0, 4, 7],\n [0, 3, 2, 1], [4, 5, 6, 7]\n ];\n const solidCount = path.length === 1 ? 1 : directions.length + turnCount;\n const positions = new Float32Array(solidCount * 24 * 3);\n const uvs = new Float32Array(solidCount * 24 * 2);\n const use32BitIndices = solidCount * 24 > 65535;\n const IndexAttribute = use32BitIndices ? Uint32BufferAttribute : Uint16BufferAttribute;\n const indices = use32BitIndices ? new Uint32Array(solidCount * 36) : new Uint16Array(solidCount * 36);\n let positionOffset = 0;\n let uvOffset = 0;\n let vertexOffset = 0;\n let indexOffset = 0;\n\n function addSolid(corners) {\n for (const face of faces) {\n for (const cornerIndex of face) {\n const point = corners[cornerIndex];\n positions[positionOffset++] = point.x;\n positions[positionOffset++] = point.y;\n positions[positionOffset++] = point.z;\n uvs[uvOffset++] = cornerIndex % 2;\n uvs[uvOffset++] = Math.floor(cornerIndex / 2) % 2;\n }\n indices[indexOffset++] = vertexOffset;\n indices[indexOffset++] = vertexOffset + 1;\n indices[indexOffset++] = vertexOffset + 2;\n indices[indexOffset++] = vertexOffset;\n indices[indexOffset++] = vertexOffset + 2;\n indices[indexOffset++] = vertexOffset + 3;\n vertexOffset += 4;\n }\n }\n\n if (path.length === 1) {\n const [x, y, z] = path[0].toArray();\n addSolid([\n new Vector3(x - halfWidth, y - halfWidth, z - halfWidth),\n new Vector3(x + halfWidth, y - halfWidth, z - halfWidth),\n new Vector3(x + halfWidth, y + halfWidth, z - halfWidth),\n new Vector3(x - halfWidth, y + halfWidth, z - halfWidth),\n new Vector3(x - halfWidth, y - halfWidth, z + halfWidth),\n new Vector3(x + halfWidth, y - halfWidth, z + halfWidth),\n new Vector3(x + halfWidth, y + halfWidth, z + halfWidth),\n new Vector3(x - halfWidth, y + halfWidth, z + halfWidth)\n ]);\n\n this.setIndex(new IndexAttribute(indices, 1));\n this.setAttribute('position', new Float32BufferAttribute(positions, 3));\n this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));\n this.computeVertexNormals();\n this.computeBoundingBox();\n this.computeBoundingSphere();\n return;\n }\n\n for (let i = 0; i < directions.length; i++) {\n const direction = directions[i];\n const start = path[i].clone();\n const end = path[i + 1].clone();\n if (i === 0) start.addScaledVector(direction, -halfWidth);\n if (i === directions.length - 1) end.addScaledVector(direction, halfWidth);\n\n const sectionCorners = (center) => [\n center.clone().addScaledVector(frames[i].normal, halfWidth).addScaledVector(frames[i].binormal, halfWidth),\n center.clone().addScaledVector(frames[i].normal, -halfWidth).addScaledVector(frames[i].binormal, halfWidth),\n center.clone().addScaledVector(frames[i].normal, -halfWidth).addScaledVector(frames[i].binormal, -halfWidth),\n center.clone().addScaledVector(frames[i].normal, halfWidth).addScaledVector(frames[i].binormal, -halfWidth)\n ];\n\n addSolid([...sectionCorners(start), ...sectionCorners(end)]);\n }\n\n for (let i = 1; i < path.length - 1; i++) {\n if (Math.abs(directions[i - 1].dot(directions[i])) <= turnTolerance) {\n const [x, y, z] = path[i].toArray();\n addSolid([\n new Vector3(x - halfWidth, y - halfWidth, z - halfWidth),\n new Vector3(x + halfWidth, y - halfWidth, z - halfWidth),\n new Vector3(x + halfWidth, y + halfWidth, z - halfWidth),\n new Vector3(x - halfWidth, y + halfWidth, z - halfWidth),\n new Vector3(x - halfWidth, y - halfWidth, z + halfWidth),\n new Vector3(x + halfWidth, y - halfWidth, z + halfWidth),\n new Vector3(x + halfWidth, y + halfWidth, z + halfWidth),\n new Vector3(x - halfWidth, y + halfWidth, z + halfWidth)\n ]);\n }\n }\n\n this.setIndex(new IndexAttribute(indices, 1));\n this.setAttribute('position', new Float32BufferAttribute(positions, 3));\n this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));\n this.computeVertexNormals();\n this.computeBoundingBox();\n this.computeBoundingSphere();\n }\n\n copy(source) {\n super.copy(source);\n this.parameters = {\n points: source.parameters.points.map(point => point.clone()),\n width: source.parameters.width\n };\n return this;\n }\n}\n","import hilbert3D from './hilbert3d.js';\nimport SquareTubeGeometry from './SquareTubeGeometry.js';\n\nexport default class ThreeHilbertGeometry extends SquareTubeGeometry {\n constructor(order, start, length, {\n padding = 0,\n simplifyCurves = true\n } = {}) {\n super(...getSuperParams());\n\n this.type = 'HilbertGeometry';\n\n function getSuperParams() {\n typeof start !== 'bigint' && (start = Math.round(start));\n typeof length !== 'bigint' && (length = Math.round(length));\n\n if (simplifyCurves) {\n // resolution simplification\n const n8 = typeof start === 'bigint' ? 8n : 8;\n while (!(start % n8) && !(length % n8) && order > 0) {\n start /= n8;\n length /= n8;\n order -= 1;\n }\n }\n\n const points = hilbert3D(undefined, 1, order - 1, start, length);\n const lineWidth = 1 / (2**(order-1)) * (1 - Math.min(1, padding));\n\n return [points, lineWidth];\n }\n 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@@ -1,2 +1,2 @@
1
- // Version 1.0.0 three-hilbert-geometry - https://github.com/vasturiano/three-hilbert-geometry
1
+ // Version 1.0.1 three-hilbert-geometry - https://github.com/vasturiano/three-hilbert-geometry
2
2
  !function(t,e){"object"==typeof exports&&"undefined"!=typeof module?module.exports=e(require("three")):"function"==typeof define&&define.amd?define(["three"],e):(t="undefined"!=typeof globalThis?globalThis:t||self).HilbertGeometry=e(t.THREE)}(this,function(t){"use strict";const e=[[0,3,4,7,6,5,2,1],[0,7,6,1,2,5,4,3],[0,7,6,1,2,5,4,3],[2,3,0,1,6,7,4,5],[2,3,0,1,6,7,4,5],[4,3,2,5,6,1,0,7],[4,3,2,5,6,1,0,7],[6,5,2,1,0,3,4,7]],n=[[0,1,2,3,4,5,6,7]],r=[],o=new Map([[n[0].join(""),0]]);for(let t=0;t<n.length;t++){const i=n[t],s=[];for(const t of e){const e=t.map(t=>i[t]),r=e.join("");let a=o.get(r);void 0===a&&(a=n.length,n.push(e),o.set(r,a)),s.push(a)}r.push(s)}const i=[0n,1n,2n,3n,4n,5n,6n,7n],s=new t.Vector3(0,0,0);function a(e=s,n=10,r=1,o=0,i,a=0,h=1,d=2,w=3,p=4,b=5,m=6,y=7){if(r<0)return[new t.Vector3(0,0,0)];if(!Number.isInteger(r))throw new TypeError("Order must be an integer.");const g=[];if("bigint"==typeof o||"bigint"==typeof i){const t=f(o),s=8n**BigInt(r+1),c=void 0===i?s:f(i),V=t<0n?0n:t,A=V+(c>0n?c:0n),x=A>s?s:A;if(V>=x)return g;const B=[a,h,d,w,p,b,m,y];return x-V===1n?(l(g,e.x,e.y,e.z,n,r,V,BigInt(3*r),0,B),g):(u(g,e.x,e.y,e.z,n,r,0n,s/8n,0,V,x,B),g)}const V=8**(r+1),A=Math.floor(o),x=Math.max(0,A),B=void 0===i?V:Math.max(0,Math.floor(i)),F=Math.min(V,x+B);if(x>=F)return g;const S=[a,h,d,w,p,b,m,y];return c(g,e.x,e.y,e.z,n,r,0,V/8,0,x,F,S),g}function c(e,o,i,s,a,u,l,f,h,d,w,p){const b=n[h],m=r[h],y=a/2;for(let n=0;n<8;n++){const r=l+n*f;if(r+f<=d||r>=w)continue;const a=p[b[n]],h=o+(a<4?-y:y),g=i+(a<2||a>5?y:-y),V=s+(a%4==1||a%4==2?y:-y);0===u?e.push(new t.Vector3(h,g,V)):c(e,h,g,V,y,u-1,r,f/8,m[n],d,w,p)}}function u(e,o,s,a,c,l,f,h,d,w,p,b){const m=n[d],y=r[d],g=c/2,V=h/8n,A=f+8n*h,x=w<=f?0:Number((w-f)/h),B=p>=A?7:Number((p-1n-f)/h);let F=f+i[x]*h;for(let n=x;n<=B;n++,F+=h){const r=b[m[n]],i=o+(r<4?-g:g),c=s+(r<2||r>5?g:-g),f=a+(r%4==1||r%4==2?g:-g);0===l?e.push(new t.Vector3(i,c,f)):u(e,i,c,f,g,l-1,F,V,y[n],w,p,b)}}function l(e,o,i,s,a,c,u,f,h,d){const w=n[h],p=Number(u>>f&7n),b=d[w[p]],m=a/2,y=o+(b<4?-m:m),g=i+(b<2||b>5?m:-m),V=s+(b%4==1||b%4==2?m:-m);0===c?e.push(new t.Vector3(y,g,V)):l(e,y,g,V,m,c-1,u,f-3n,r[h][p],d)}function f(t){if("bigint"==typeof t)return t;if(!Number.isSafeInteger(t))throw new TypeError("BigInt ranges require integer values.");return BigInt(t)}const h=[[0,1,5,4],[1,2,6,5],[2,3,7,6],[3,0,4,7],[0,3,2,1],[4,5,6,7]],d=[[-1,-1,-1],[1,-1,-1],[1,1,-1],[-1,1,-1],[-1,-1,1],[1,-1,1],[1,1,1],[-1,1,1]],w=new Float32Array(48),p=new Float32Array(72),b=new Uint16Array(36),m=[[0,-1,0],[1,0,0],[0,1,0],[-1,0,0],[0,0,-1],[0,0,1]];for(let t=0;t<h.length;t++){const e=h[t],n=m[t];for(let r=0;r<4;r++){const o=4*t+r,i=e[r];w[2*o]=i%2,w[2*o+1]=Math.floor(i/2)%2,p.set(n,3*o)}const r=4*t,o=6*t;b.set([r,r+1,r+2,r,r+2,r+3],o)}class y extends t.BufferGeometry{constructor(e=[],n=1){if(super(),!Array.isArray(e))throw new TypeError("points must be an array of Vector3 instances");if(!Number.isFinite(n)||n<0)throw new RangeError("width must be a non-negative finite number");if(this.type="SquareTubeGeometry",e.length<=1){const r=e[0];if(!(1!==e.length||r&&Number.isFinite(r.x)&&Number.isFinite(r.y)&&Number.isFinite(r.z)))throw new TypeError("points[0] must have finite x, y, and z coordinates");if(this.parameters={points:r?[new t.Vector3(r.x,r.y,r.z)]:[],width:n},!r||0===n)return this.setIndex([]),this.setAttribute("position",new t.Float32BufferAttribute([],3)),void this.setAttribute("uv",new t.Float32BufferAttribute([],2));const o=n/2,i=r.x,s=r.y,a=r.z,c=new Float32Array(72);let u=0;for(const t of h)for(const e of t){const t=d[e];c[u++]=i+t[0]*o,c[u++]=s+t[1]*o,c[u++]=a+t[2]*o}return this.setIndex(new t.Uint16BufferAttribute(b.slice(),1)),this.setAttribute("position",new t.Float32BufferAttribute(c,3)),this.setAttribute("uv",new t.Float32BufferAttribute(w.slice(),2)),this.setAttribute("normal",new t.Float32BufferAttribute(p.slice(),3)),this.boundingBox=new t.Box3(new t.Vector3(i-o,s-o,a-o),new t.Vector3(i+o,s+o,a+o)),void(this.boundingSphere=new t.Sphere(new t.Vector3(i,s,a),Math.sqrt(3)*o))}const r=e.map((e,n)=>{if(!(e&&Number.isFinite(e.x)&&Number.isFinite(e.y)&&Number.isFinite(e.z)))throw new TypeError(`points[${n}] must have finite x, y, and z coordinates`);return new t.Vector3(e.x,e.y,e.z)}).filter((t,e,n)=>0===e||t.distanceToSquared(n[e-1])>0);if(this.parameters={points:r.map(t=>t.clone()),width:n},0===r.length||0===n)return this.setIndex([]),this.setAttribute("position",new t.Float32BufferAttribute([],3)),void this.setAttribute("uv",new t.Float32BufferAttribute([],2));const o=r.slice(1).map((t,e)=>t.clone().sub(r[e]).normalize()),i=1e-6;let s=0;for(let t=1;t<o.length;t++){const e=o[t-1].dot(o[t]),n=Math.abs(e)<=i;if(!n&&!(e>=.999999))throw new RangeError("path turns must be 90 degrees; straight segments are also allowed");n&&s++}const a=n/2,c=[],u=new t.Vector3,l=new t.Vector3,f=new t.Quaternion;for(let t=0;t<o.length;t++){if(0===t){const e=o[t],n=Math.abs(e.x),r=Math.abs(e.y),i=Math.abs(e.z);u.set(n<=r&&n<=i?1:0,r<n&&r<=i?1:0,i<n&&i<r?1:0),u.addScaledVector(e,-u.dot(e)).normalize()}else f.setFromUnitVectors(o[t-1],o[t]),u.applyQuaternion(f),u.addScaledVector(o[t],-u.dot(o[t])).normalize();l.crossVectors(o[t],u).normalize(),c.push({normal:u.clone(),binormal:l.clone()})}const m=[[0,1,5,4],[1,2,6,5],[2,3,7,6],[3,0,4,7],[0,3,2,1],[4,5,6,7]],y=1===r.length?1:o.length+s,g=new Float32Array(24*y*3),V=new Float32Array(24*y*2),A=24*y>65535,x=A?t.Uint32BufferAttribute:t.Uint16BufferAttribute,B=A?new Uint32Array(36*y):new Uint16Array(36*y);let F=0,S=0,v=0,M=0;function z(t){for(const e of m){for(const n of e){const e=t[n];g[F++]=e.x,g[F++]=e.y,g[F++]=e.z,V[S++]=n%2,V[S++]=Math.floor(n/2)%2}B[M++]=v,B[M++]=v+1,B[M++]=v+2,B[M++]=v,B[M++]=v+2,B[M++]=v+3,v+=4}}if(1===r.length){const[e,n,o]=r[0].toArray();return z([new t.Vector3(e-a,n-a,o-a),new t.Vector3(e+a,n-a,o-a),new t.Vector3(e+a,n+a,o-a),new t.Vector3(e-a,n+a,o-a),new t.Vector3(e-a,n-a,o+a),new t.Vector3(e+a,n-a,o+a),new t.Vector3(e+a,n+a,o+a),new t.Vector3(e-a,n+a,o+a)]),this.setIndex(new x(B,1)),this.setAttribute("position",new t.Float32BufferAttribute(g,3)),this.setAttribute("uv",new t.Float32BufferAttribute(V,2)),this.computeVertexNormals(),this.computeBoundingBox(),void this.computeBoundingSphere()}for(let t=0;t<o.length;t++){const e=o[t],n=r[t].clone(),i=r[t+1].clone();0===t&&n.addScaledVector(e,-a),t===o.length-1&&i.addScaledVector(e,a);const s=e=>[e.clone().addScaledVector(c[t].normal,a).addScaledVector(c[t].binormal,a),e.clone().addScaledVector(c[t].normal,-a).addScaledVector(c[t].binormal,a),e.clone().addScaledVector(c[t].normal,-a).addScaledVector(c[t].binormal,-a),e.clone().addScaledVector(c[t].normal,a).addScaledVector(c[t].binormal,-a)];z([...s(n),...s(i)])}for(let e=1;e<r.length-1;e++)if(Math.abs(o[e-1].dot(o[e]))<=i){const[n,o,i]=r[e].toArray();z([new t.Vector3(n-a,o-a,i-a),new t.Vector3(n+a,o-a,i-a),new t.Vector3(n+a,o+a,i-a),new t.Vector3(n-a,o+a,i-a),new t.Vector3(n-a,o-a,i+a),new t.Vector3(n+a,o-a,i+a),new t.Vector3(n+a,o+a,i+a),new t.Vector3(n-a,o+a,i+a)])}this.setIndex(new x(B,1)),this.setAttribute("position",new t.Float32BufferAttribute(g,3)),this.setAttribute("uv",new t.Float32BufferAttribute(V,2)),this.computeVertexNormals(),this.computeBoundingBox(),this.computeBoundingSphere()}copy(t){return super.copy(t),this.parameters={points:t.parameters.points.map(t=>t.clone()),width:t.parameters.width},this}}return class extends y{constructor(t,e,n,{padding:r=0,simplifyCurves:o=!0}={}){super(...function(){if("bigint"!=typeof e&&(e=Math.round(e)),"bigint"!=typeof n&&(n=Math.round(n)),o){const r="bigint"==typeof e?8n:8;for(;!(e%r)&&!(n%r)&&t>0;)e/=r,n/=r,t-=1}const i=a(void 0,1,t-1,e,n),s=1/2**(t-1)*(1-Math.min(1,r));return[i,s]}()),this.type="HilbertGeometry"}}});
@@ -349,78 +349,4 @@ class ThreeHilbertGeometry extends SquareTubeGeometry {
349
349
  }
350
350
  }
351
351
 
352
- /*
353
- const geometryCache = (() => {
354
- const cache = {};
355
- cache[''] = new SquareTubeGeometry([new Vector3()]);
356
- for (const nPnts of [2, 4]) {
357
- for (let start = 0; start < 8; start++) {
358
- const pnts = hilbert3D(undefined, 1, 0, start, nPnts);
359
- const key = getCurvePath(pnts);
360
- cache[key] = new SquareTubeGeometry(pnts);
361
- }
362
- }
363
- return cache;
364
- })();
365
-
366
- // console.log(geometryCache);
367
-
368
- function genInstancedGeometry(order, start, length, {
369
- padding = 0,
370
- simplifyCurves
371
- } = {}) {
372
- // resolution simplification
373
- const n8 = typeof start === 'bigint' ? 8n : 8;
374
- while (!(start % n8) && !(length % n8) && order > 0) {
375
- start /= n8;
376
- length /= n8;
377
- order -= 1;
378
- }
379
-
380
- const points = hilbert3D(undefined, 1, order - 1, start, length);
381
-
382
- let geometry;
383
- let position = new Vector3();
384
- let scale = 1;
385
-
386
- if ([1, 2, 4].some(l => l === points.length)) {
387
- // Most common simple cases
388
- const key = getCurvePath(points);
389
- geometry = geometryCache[key];
390
- } else {
391
- // More complex cases, fallback to regular geometry generation
392
- geometry = new ThreeHilbertGeometry(order, start, length, { padding, simplifyCurves });
393
- }
394
-
395
- return {
396
- geometry,
397
- position,
398
- scale,
399
- }
400
- }
401
-
402
- function getCurvePath(points) {
403
- const path = [];
404
- let prevPnt = points[0];
405
-
406
- for (let i = 1; i < points.length; i++) {
407
- const pnt = points[i];
408
- for (const c of ['x', 'y', 'z']) {
409
- const dist = pnt[c] - prevPnt[c];
410
- if (dist) {
411
- path.push(
412
- c === 'x' ? dist > 0 ? 'R' : 'L'
413
- : c === 'y' ? dist > 0 ? 'U' : 'D'
414
- : dist > 0 ? 'B' : 'F'
415
- );
416
- break;
417
- }
418
- }
419
- prevPnt = pnt;
420
- }
421
- return path.join('');
422
- }
423
-
424
- */
425
-
426
352
  export { ThreeHilbertGeometry as default };
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "three-hilbert-geometry",
3
- "version": "1.0.0",
3
+ "version": "1.0.1",
4
4
  "description": "ThreeJS geometry for drawing a Hilbert curve segment",
5
5
  "type": "module",
6
6
  "unpkg": "dist/three-hilbert-geometry.min.js",