three-hilbert-geometry 1.0.0 → 1.0.2

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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 1.0.2 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) :
@@ -203,12 +203,15 @@
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  this.boundingSphere = new three.Sphere(new three.Vector3(x, y, z), Math.sqrt(3) * halfWidth);
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  return;
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  }
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- const path = points.map((point, index) => {
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+ const path = [];
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+ for (let index = 0; index < points.length; index++) {
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+ const point = points[index];
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  if (!point || !Number.isFinite(point.x) || !Number.isFinite(point.y) || !Number.isFinite(point.z)) {
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  throw new TypeError(`points[${index}] must have finite x, y, and z coordinates`);
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  }
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- return new three.Vector3(point.x, point.y, point.z);
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- }).filter((point, index, list) => index === 0 || point.distanceToSquared(list[index - 1]) > 0);
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+ const copy = new three.Vector3(point.x, point.y, point.z);
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+ if (index === 0 || copy.distanceToSquared(path[path.length - 1]) > 0) path.push(copy);
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+ }
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  this.parameters = {
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  points: path.map(point => point.clone()),
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  width
@@ -219,9 +222,33 @@
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  this.setAttribute('uv', new three.Float32BufferAttribute([], 2));
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  return;
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  }
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- const directions = path.slice(1).map((point, index) => point.clone().sub(path[index]).normalize());
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+ if (path.length === 1) {
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+ const [x, y, z] = path[0].toArray();
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+ const halfWidth = width / 2;
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+ const positions = new Float32Array(24 * 3);
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+ let positionOffset = 0;
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+ for (const face of SINGLE_CUBE_FACES) {
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+ for (const corner of face) {
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+ const signs = SINGLE_CUBE_CORNERS[corner];
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+ positions[positionOffset++] = x + signs[0] * halfWidth;
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+ positions[positionOffset++] = y + signs[1] * halfWidth;
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+ positions[positionOffset++] = z + signs[2] * halfWidth;
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+ }
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+ }
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+ this.setIndex(new three.Uint16BufferAttribute(SINGLE_CUBE_INDICES.slice(), 1));
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+ this.setAttribute('position', new three.Float32BufferAttribute(positions, 3));
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+ this.setAttribute('uv', new three.Float32BufferAttribute(SINGLE_CUBE_UVS.slice(), 2));
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+ this.setAttribute('normal', new three.Float32BufferAttribute(SINGLE_CUBE_NORMALS.slice(), 3));
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+ this.computeBoundingBox();
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+ this.computeBoundingSphere();
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+ return;
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+ }
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+ const directions = new Array(path.length - 1);
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+ for (let i = 0; i < directions.length; i++) {
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+ directions[i] = path[i + 1].clone().sub(path[i]).normalize();
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+ }
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  const turnTolerance = 1e-6;
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- let turnCount = 0;
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+ const isClosed = path.length > 2 && path[0].distanceToSquared(path[path.length - 1]) === 0;
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  for (let i = 1; i < directions.length; i++) {
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  const dot = directions[i - 1].dot(directions[i]);
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  const isRightAngle = Math.abs(dot) <= turnTolerance;
@@ -229,10 +256,21 @@
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  if (!isRightAngle && !continuesStraight) {
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  throw new RangeError('path turns must be 90 degrees; straight segments are also allowed');
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  }
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- if (isRightAngle) turnCount++;
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  }
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+ if (isClosed) {
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+ const dot = directions[directions.length - 1].dot(directions[0]);
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+ if (Math.abs(dot) > turnTolerance && dot < 1 - turnTolerance) {
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+ throw new RangeError('path turns must be 90 degrees; straight segments are also allowed');
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+ }
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+ }
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+ const pathDistances = new Float64Array(path.length);
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+ for (let i = 1; i < path.length; i++) {
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+ pathDistances[i] = pathDistances[i - 1] + path[i].distanceTo(path[i - 1]);
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+ }
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+ const pathLength = pathDistances[pathDistances.length - 1];
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  const halfWidth = width / 2;
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- const frames = [];
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+ const totalLength = pathLength + (isClosed ? 0 : width);
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+ const frames = new Array(directions.length);
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  const normal = new three.Vector3();
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  const binormal = new three.Vector3();
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  const rotation = new three.Quaternion();
@@ -250,66 +288,136 @@
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  normal.addScaledVector(directions[i], -normal.dot(directions[i])).normalize();
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  }
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  binormal.crossVectors(directions[i], normal).normalize();
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- frames.push({
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+ frames[i] = {
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  normal: normal.clone(),
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  binormal: binormal.clone()
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- });
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+ };
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  }
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- const faces = [[0, 1, 5, 4], [1, 2, 6, 5], [2, 3, 7, 6], [3, 0, 4, 7], [0, 3, 2, 1], [4, 5, 6, 7]];
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- const solidCount = path.length === 1 ? 1 : directions.length + turnCount;
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- const positions = new Float32Array(solidCount * 24 * 3);
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- const uvs = new Float32Array(solidCount * 24 * 2);
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- const use32BitIndices = solidCount * 24 > 65535;
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+ const sideQuadCount = directions.length * 4;
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+ const capQuadCount = isClosed ? 0 : 2;
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+ const quadCount = sideQuadCount + capQuadCount;
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+ const vertexCount = quadCount * 4;
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+ const positions = new Float32Array(vertexCount * 3);
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+ const uvs = new Float32Array(vertexCount * 2);
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+ const use32BitIndices = vertexCount > 65535;
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  const IndexAttribute = use32BitIndices ? three.Uint32BufferAttribute : three.Uint16BufferAttribute;
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- const indices = use32BitIndices ? new Uint32Array(solidCount * 36) : new Uint16Array(solidCount * 36);
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+ const indices = use32BitIndices ? new Uint32Array(quadCount * 6) : new Uint16Array(quadCount * 6);
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+ const faceCorners = [0, 1, 2, 3];
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+ const startRing = Array.from({
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+ length: 4
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+ }, () => new three.Vector3());
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+ const endRing = Array.from({
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+ length: 4
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+ }, () => new three.Vector3());
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+ const firstRing = Array.from({
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+ length: 4
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+ }, () => new three.Vector3());
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+ const edge1 = new three.Vector3();
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+ const edge2 = new three.Vector3();
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+ const faceNormal = new three.Vector3();
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+ const outward = new three.Vector3();
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+ const miterNormal = new three.Vector3();
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+ const offset = new three.Vector3();
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+ const segmentCenter = new three.Vector3();
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+ const quadPoints = [null, null, null, null];
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+ const sideUVs = new Float32Array(8);
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+ const startCapUVs = new Float32Array([0, 0, 0.75, 0, 0.5, 0, 0.25, 0]);
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+ const endCapUVs = new Float32Array([0, 1, 0.25, 1, 0.5, 1, 0.75, 1]);
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  let positionOffset = 0;
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  let uvOffset = 0;
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  let vertexOffset = 0;
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  let indexOffset = 0;
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- function addSolid(corners) {
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- for (const face of faces) {
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- for (const cornerIndex of face) {
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- const point = corners[cornerIndex];
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- positions[positionOffset++] = point.x;
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- positions[positionOffset++] = point.y;
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- positions[positionOffset++] = point.z;
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- uvs[uvOffset++] = cornerIndex % 2;
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- uvs[uvOffset++] = Math.floor(cornerIndex / 2) % 2;
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+ function getRing(center, frame, direction, nextDirection, ring, extension = 0) {
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+ for (let i = 0; i < 4; i++) {
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+ const normalSign = i === 0 || i === 3 ? 1 : -1;
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+ const binormalSign = i < 2 ? 1 : -1;
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+ ring[i].copy(center).addScaledVector(direction, extension * halfWidth).addScaledVector(frame.normal, normalSign * halfWidth).addScaledVector(frame.binormal, binormalSign * halfWidth);
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+ }
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+ if (nextDirection) {
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+ miterNormal.copy(direction).add(nextDirection).normalize();
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+ const denominator = miterNormal.dot(direction);
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+ for (const corner of ring) {
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+ offset.copy(corner).sub(center);
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+ corner.addScaledVector(direction, -miterNormal.dot(offset) / denominator);
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  }
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- indices[indexOffset++] = vertexOffset;
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- indices[indexOffset++] = vertexOffset + 1;
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- indices[indexOffset++] = vertexOffset + 2;
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- indices[indexOffset++] = vertexOffset;
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- indices[indexOffset++] = vertexOffset + 2;
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- indices[indexOffset++] = vertexOffset + 3;
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- vertexOffset += 4;
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  }
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  }
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- if (path.length === 1) {
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- const [x, y, z] = path[0].toArray();
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- addSolid([new three.Vector3(x - halfWidth, y - halfWidth, z - halfWidth), new three.Vector3(x + halfWidth, y - halfWidth, z - halfWidth), new three.Vector3(x + halfWidth, y + halfWidth, z - halfWidth), new three.Vector3(x - halfWidth, y + halfWidth, z - halfWidth), new three.Vector3(x - halfWidth, y - halfWidth, z + halfWidth), new three.Vector3(x + halfWidth, y - halfWidth, z + halfWidth), new three.Vector3(x + halfWidth, y + halfWidth, z + halfWidth), new three.Vector3(x - halfWidth, y + halfWidth, z + halfWidth)]);
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- this.setIndex(new IndexAttribute(indices, 1));
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- this.setAttribute('position', new three.Float32BufferAttribute(positions, 3));
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- this.setAttribute('uv', new three.Float32BufferAttribute(uvs, 2));
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- this.computeVertexNormals();
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- this.computeBoundingBox();
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- this.computeBoundingSphere();
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- return;
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+ function addQuad(corner0, corner1, corner2, corner3, outward, customUVs) {
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+ const hasCustomUVs = customUVs !== undefined;
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+ edge1.copy(corner1).sub(corner0);
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+ edge2.copy(corner2).sub(corner0);
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+ if (faceNormal.crossVectors(edge1, edge2).dot(outward) < 0) {
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+ const temp = corner1;
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+ corner1 = corner3;
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+ corner3 = temp;
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+ if (hasCustomUVs) {
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+ const tempU = customUVs[2];
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+ const tempV = customUVs[3];
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+ customUVs[2] = customUVs[6];
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+ customUVs[3] = customUVs[7];
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+ customUVs[6] = tempU;
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+ customUVs[7] = tempV;
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+ }
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+ }
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+ quadPoints[0] = corner0;
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+ quadPoints[1] = corner1;
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+ quadPoints[2] = corner2;
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+ quadPoints[3] = corner3;
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+ for (let i = 0; i < 4; i++) {
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+ const point = quadPoints[i];
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+ positions[positionOffset++] = point.x;
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+ positions[positionOffset++] = point.y;
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+ positions[positionOffset++] = point.z;
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+ if (hasCustomUVs) {
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+ uvs[uvOffset++] = customUVs[i * 2];
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+ uvs[uvOffset++] = customUVs[i * 2 + 1];
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+ } else {
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+ uvs[uvOffset++] = i === 1 || i === 2 ? 1 : 0;
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+ uvs[uvOffset++] = i >= 2 ? 1 : 0;
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+ }
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+ }
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+ indices[indexOffset++] = vertexOffset;
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+ indices[indexOffset++] = vertexOffset + 1;
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+ indices[indexOffset++] = vertexOffset + 2;
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+ indices[indexOffset++] = vertexOffset;
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+ indices[indexOffset++] = vertexOffset + 2;
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+ indices[indexOffset++] = vertexOffset + 3;
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+ vertexOffset += 4;
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  }
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  for (let i = 0; i < directions.length; i++) {
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  const direction = directions[i];
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- const start = path[i].clone();
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- const end = path[i + 1].clone();
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- if (i === 0) start.addScaledVector(direction, -halfWidth);
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- if (i === directions.length - 1) end.addScaledVector(direction, halfWidth);
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- const sectionCorners = center => [center.clone().addScaledVector(frames[i].normal, halfWidth).addScaledVector(frames[i].binormal, halfWidth), center.clone().addScaledVector(frames[i].normal, -halfWidth).addScaledVector(frames[i].binormal, halfWidth), center.clone().addScaledVector(frames[i].normal, -halfWidth).addScaledVector(frames[i].binormal, -halfWidth), center.clone().addScaledVector(frames[i].normal, halfWidth).addScaledVector(frames[i].binormal, -halfWidth)];
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- addSolid([...sectionCorners(start), ...sectionCorners(end)]);
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- }
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- for (let i = 1; i < path.length - 1; i++) {
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- if (Math.abs(directions[i - 1].dot(directions[i])) <= turnTolerance) {
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- const [x, y, z] = path[i].toArray();
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- addSolid([new three.Vector3(x - halfWidth, y - halfWidth, z - halfWidth), new three.Vector3(x + halfWidth, y - halfWidth, z - halfWidth), new three.Vector3(x + halfWidth, y + halfWidth, z - halfWidth), new three.Vector3(x - halfWidth, y + halfWidth, z - halfWidth), new three.Vector3(x - halfWidth, y - halfWidth, z + halfWidth), new three.Vector3(x + halfWidth, y - halfWidth, z + halfWidth), new three.Vector3(x + halfWidth, y + halfWidth, z + halfWidth), new three.Vector3(x - halfWidth, y + halfWidth, z + halfWidth)]);
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+ const previousDirection = i > 0 ? directions[i - 1] : isClosed ? directions[directions.length - 1] : undefined;
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+ const nextDirection = i < directions.length - 1 ? directions[i + 1] : isClosed ? directions[0] : undefined;
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+ const startTurn = previousDirection && Math.abs(previousDirection.dot(direction)) <= turnTolerance ? previousDirection : undefined;
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+ const endTurn = nextDirection && Math.abs(direction.dot(nextDirection)) <= turnTolerance ? nextDirection : undefined;
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+ getRing(path[i], frames[i], direction, startTurn, startRing, i === 0 && !isClosed ? -1 : 0);
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+ getRing(path[i + 1], frames[i], direction, endTurn, endRing, i === directions.length - 1 && !isClosed ? 1 : 0);
395
+ if (i === 0) {
396
+ for (let corner = 0; corner < 4; corner++) firstRing[corner].copy(startRing[corner]);
312
397
  }
398
+ segmentCenter.copy(path[i]).add(path[i + 1]).multiplyScalar(0.5);
399
+ const startV = i === 0 && !isClosed ? 0 : (pathDistances[i] + (isClosed ? 0 : halfWidth)) / totalLength;
400
+ const endV = i === directions.length - 1 && !isClosed ? 1 : (pathDistances[i + 1] + (isClosed ? 0 : halfWidth)) / totalLength;
401
+ for (const a of faceCorners) {
402
+ const b = (a + 1) % 4;
403
+ const startU = a / 4;
404
+ const endU = (a + 1) / 4;
405
+ sideUVs[0] = startU;
406
+ sideUVs[1] = startV;
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+ sideUVs[2] = endU;
408
+ sideUVs[3] = startV;
409
+ sideUVs[4] = endU;
410
+ sideUVs[5] = endV;
411
+ sideUVs[6] = startU;
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+ sideUVs[7] = endV;
413
+ outward.copy(startRing[a]).add(startRing[b]).add(endRing[a]).add(endRing[b]).multiplyScalar(0.25).sub(segmentCenter);
414
+ addQuad(startRing[a], startRing[b], endRing[b], endRing[a], outward, sideUVs);
415
+ }
416
+ }
417
+ if (!isClosed) {
418
+ offset.copy(directions[0]).negate();
419
+ addQuad(firstRing[0], firstRing[3], firstRing[2], firstRing[1], offset, startCapUVs);
420
+ addQuad(endRing[0], endRing[1], endRing[2], endRing[3], directions[directions.length - 1], endCapUVs);
313
421
  }
314
422
  this.setIndex(new IndexAttribute(indices, 1));
315
423
  this.setAttribute('position', new three.Float32BufferAttribute(positions, 3));
@@ -335,6 +443,15 @@
335
443
  } = {}) {
336
444
  super(...getSuperParams());
337
445
  this.type = 'HilbertGeometry';
446
+ const superParams = this.parameters;
447
+ this.parameters = {
448
+ ...superParams,
449
+ order,
450
+ start,
451
+ length,
452
+ padding,
453
+ simplifyCurves
454
+ };
338
455
  function getSuperParams() {
339
456
  typeof start !== 'bigint' && (start = Math.round(start));
340
457
  typeof length !== 'bigint' && (length = Math.round(length));
@@ -352,82 +469,18 @@
352
469
  return [points, lineWidth];
353
470
  }
354
471
  }
355
- }
356
-
357
- /*
358
- const geometryCache = (() => {
359
- const cache = {};
360
- cache[''] = new SquareTubeGeometry([new Vector3()]);
361
- for (const nPnts of [2, 4]) {
362
- for (let start = 0; start < 8; start++) {
363
- const pnts = hilbert3D(undefined, 1, 0, start, nPnts);
364
- const key = getCurvePath(pnts);
365
- cache[key] = new SquareTubeGeometry(pnts);
366
- }
367
- }
368
- return cache;
369
- })();
370
-
371
- // console.log(geometryCache);
372
-
373
- function genInstancedGeometry(order, start, length, {
374
- padding = 0,
375
- simplifyCurves
376
- } = {}) {
377
- // resolution simplification
378
- const n8 = typeof start === 'bigint' ? 8n : 8;
379
- while (!(start % n8) && !(length % n8) && order > 0) {
380
- start /= n8;
381
- length /= n8;
382
- order -= 1;
383
- }
384
-
385
- const points = hilbert3D(undefined, 1, order - 1, start, length);
386
-
387
- let geometry;
388
- let position = new Vector3();
389
- let scale = 1;
390
-
391
- if ([1, 2, 4].some(l => l === points.length)) {
392
- // Most common simple cases
393
- const key = getCurvePath(points);
394
- geometry = geometryCache[key];
395
- } else {
396
- // More complex cases, fallback to regular geometry generation
397
- geometry = new ThreeHilbertGeometry(order, start, length, { padding, simplifyCurves });
472
+ clone() {
473
+ return new this.constructor(0, 1, 0).copy(this);
398
474
  }
399
-
400
- return {
401
- geometry,
402
- position,
403
- scale,
404
- }
405
- }
406
-
407
- function getCurvePath(points) {
408
- const path = [];
409
- let prevPnt = points[0];
410
-
411
- for (let i = 1; i < points.length; i++) {
412
- const pnt = points[i];
413
- for (const c of ['x', 'y', 'z']) {
414
- const dist = pnt[c] - prevPnt[c];
415
- if (dist) {
416
- path.push(
417
- c === 'x' ? dist > 0 ? 'R' : 'L'
418
- : c === 'y' ? dist > 0 ? 'U' : 'D'
419
- : dist > 0 ? 'B' : 'F'
420
- );
421
- break;
422
- }
423
- }
424
- prevPnt = pnt;
475
+ copy(source) {
476
+ super.copy(source);
477
+ this.parameters = Object.assign({}, source.parameters, {
478
+ points: source.parameters.points.map(point => point.clone())
479
+ });
480
+ return this;
425
481
  }
426
- return path.join('');
427
482
  }
428
483
 
429
- */
430
-
431
484
  return ThreeHilbertGeometry;
432
485
 
433
486
  }));
@@ -1 +1 @@
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 }\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 ? 'B' : 'F'\n );\n break;\n }\n }\n prevPnt = pnt;\n }\n return path.join('');\n}\n\n 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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 = [];\n for (let index = 0; index < points.length; index++) {\n const point = points[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 const copy = new Vector3(point.x, point.y, point.z);\n if (index === 0 || copy.distanceToSquared(path[path.length - 1]) > 0) path.push(copy);\n }\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 if (path.length === 1) {\n const [x, y, z] = path[0].toArray();\n const halfWidth = width / 2;\n const positions = new Float32Array(24 * 3);\n let positionOffset = 0;\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.computeBoundingBox();\n this.computeBoundingSphere();\n return;\n }\n\n const directions = new Array(path.length - 1);\n for (let i = 0; i < directions.length; i++) {\n directions[i] = path[i + 1].clone().sub(path[i]).normalize();\n }\n const turnTolerance = 1e-6;\n const isClosed = path.length > 2 && path[0].distanceToSquared(path[path.length - 1]) === 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 }\n if (isClosed) {\n const dot = directions[directions.length - 1].dot(directions[0]);\n if (Math.abs(dot) > turnTolerance && dot < 1 - turnTolerance) {\n throw new RangeError('path turns must be 90 degrees; straight segments are also allowed');\n }\n }\n\n const pathDistances = new Float64Array(path.length);\n for (let i = 1; i < path.length; i++) {\n pathDistances[i] = pathDistances[i - 1] + path[i].distanceTo(path[i - 1]);\n }\n const pathLength = pathDistances[pathDistances.length - 1];\n\n const halfWidth = width / 2;\n const totalLength = pathLength + (isClosed ? 0 : width);\n const frames = new Array(directions.length);\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[i] = { normal: normal.clone(), binormal: binormal.clone() };\n }\n\n const sideQuadCount = directions.length * 4;\n const capQuadCount = isClosed ? 0 : 2;\n const quadCount = sideQuadCount + capQuadCount;\n const vertexCount = quadCount * 4;\n const positions = new Float32Array(vertexCount * 3);\n const uvs = new Float32Array(vertexCount * 2);\n const use32BitIndices = vertexCount > 65535;\n const IndexAttribute = use32BitIndices ? Uint32BufferAttribute : Uint16BufferAttribute;\n const indices = use32BitIndices ? new Uint32Array(quadCount * 6) : new Uint16Array(quadCount * 6);\n const faceCorners = [0, 1, 2, 3];\n const startRing = Array.from({ length: 4 }, () => new Vector3());\n const endRing = Array.from({ length: 4 }, () => new Vector3());\n const firstRing = Array.from({ length: 4 }, () => new Vector3());\n const edge1 = new Vector3();\n const edge2 = new Vector3();\n const faceNormal = new Vector3();\n const outward = new Vector3();\n const miterNormal = new Vector3();\n const offset = new Vector3();\n const segmentCenter = new Vector3();\n const quadPoints = [null, null, null, null];\n const sideUVs = new Float32Array(8);\n const startCapUVs = new Float32Array([0, 0, 0.75, 0, 0.5, 0, 0.25, 0]);\n const endCapUVs = new Float32Array([0, 1, 0.25, 1, 0.5, 1, 0.75, 1]);\n let positionOffset = 0;\n let uvOffset = 0;\n let vertexOffset = 0;\n let indexOffset = 0;\n\n function getRing(center, frame, direction, nextDirection, ring, extension = 0) {\n for (let i = 0; i < 4; i++) {\n const normalSign = i === 0 || i === 3 ? 1 : -1;\n const binormalSign = i < 2 ? 1 : -1;\n ring[i].copy(center)\n .addScaledVector(direction, extension * halfWidth)\n .addScaledVector(frame.normal, normalSign * halfWidth)\n .addScaledVector(frame.binormal, binormalSign * halfWidth);\n }\n\n if (nextDirection) {\n miterNormal.copy(direction).add(nextDirection).normalize();\n const denominator = miterNormal.dot(direction);\n for (const corner of ring) {\n offset.copy(corner).sub(center);\n corner.addScaledVector(direction, -miterNormal.dot(offset) / denominator);\n }\n }\n }\n\n function addQuad(corner0, corner1, corner2, corner3, outward, customUVs) {\n const hasCustomUVs = customUVs !== undefined;\n edge1.copy(corner1).sub(corner0);\n edge2.copy(corner2).sub(corner0);\n if (faceNormal.crossVectors(edge1, edge2).dot(outward) < 0) {\n const temp = corner1;\n corner1 = corner3;\n corner3 = temp;\n if (hasCustomUVs) {\n const tempU = customUVs[2];\n const tempV = customUVs[3];\n customUVs[2] = customUVs[6];\n customUVs[3] = customUVs[7];\n customUVs[6] = tempU;\n customUVs[7] = tempV;\n }\n }\n\n quadPoints[0] = corner0;\n quadPoints[1] = corner1;\n quadPoints[2] = corner2;\n quadPoints[3] = corner3;\n for (let i = 0; i < 4; i++) {\n const point = quadPoints[i];\n positions[positionOffset++] = point.x;\n positions[positionOffset++] = point.y;\n positions[positionOffset++] = point.z;\n if (hasCustomUVs) {\n uvs[uvOffset++] = customUVs[i * 2];\n uvs[uvOffset++] = customUVs[i * 2 + 1];\n } else {\n uvs[uvOffset++] = i === 1 || i === 2 ? 1 : 0;\n uvs[uvOffset++] = i >= 2 ? 1 : 0;\n }\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 for (let i = 0; i < directions.length; i++) {\n const direction = directions[i];\n const previousDirection = i > 0\n ? directions[i - 1]\n : isClosed ? directions[directions.length - 1] : undefined;\n const nextDirection = i < directions.length - 1\n ? directions[i + 1]\n : isClosed ? directions[0] : undefined;\n const startTurn = previousDirection &&\n Math.abs(previousDirection.dot(direction)) <= turnTolerance\n ? previousDirection\n : undefined;\n const endTurn = nextDirection &&\n Math.abs(direction.dot(nextDirection)) <= turnTolerance\n ? nextDirection\n : undefined;\n getRing(\n path[i],\n frames[i],\n direction,\n startTurn,\n startRing,\n i === 0 && !isClosed ? -1 : 0\n );\n getRing(\n path[i + 1],\n frames[i],\n direction,\n endTurn,\n endRing,\n i === directions.length - 1 && !isClosed ? 1 : 0\n );\n if (i === 0) {\n for (let corner = 0; corner < 4; corner++) firstRing[corner].copy(startRing[corner]);\n }\n\n segmentCenter.copy(path[i]).add(path[i + 1]).multiplyScalar(0.5);\n const startV = i === 0 && !isClosed\n ? 0\n : (pathDistances[i] + (isClosed ? 0 : halfWidth)) / totalLength;\n const endV = i === directions.length - 1 && !isClosed\n ? 1\n : (pathDistances[i + 1] + (isClosed ? 0 : halfWidth)) / totalLength;\n for (const a of faceCorners) {\n const b = (a + 1) % 4;\n const startU = a / 4;\n const endU = (a + 1) / 4;\n sideUVs[0] = startU;\n sideUVs[1] = startV;\n sideUVs[2] = endU;\n sideUVs[3] = startV;\n sideUVs[4] = endU;\n sideUVs[5] = endV;\n sideUVs[6] = startU;\n sideUVs[7] = endV;\n outward.copy(startRing[a]).add(startRing[b])\n .add(endRing[a]).add(endRing[b])\n .multiplyScalar(0.25)\n .sub(segmentCenter);\n addQuad(\n startRing[a], startRing[b], endRing[b], endRing[a], outward,\n sideUVs\n );\n }\n }\n\n if (!isClosed) {\n offset.copy(directions[0]).negate();\n addQuad(firstRing[0], firstRing[3], firstRing[2], firstRing[1], offset, startCapUVs);\n addQuad(\n endRing[0], endRing[1], endRing[2], endRing[3],\n directions[directions.length - 1], endCapUVs\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 const superParams = this.parameters;\n this.parameters = {\n ...superParams,\n order,\n start,\n length,\n padding,\n simplifyCurves\n };\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 clone() {\n return new this.constructor(0, 1, 0).copy(this);\n }\n\n copy(source) {\n super.copy(source);\n this.parameters = Object.assign({}, source.parameters, {\n points: source.parameters.points.map(point => point.clone())\n });\n return this;\n 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@@ -1,2 +1,2 @@
1
- // Version 1.0.0 three-hilbert-geometry - https://github.com/vasturiano/three-hilbert-geometry
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"}}});
1
+ // Version 1.0.2 three-hilbert-geometry - https://github.com/vasturiano/three-hilbert-geometry
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,p=3,w=4,b=5,y=6,m=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),A=t<0n?0n:t,V=A+(c>0n?c:0n),F=V>s?s:V;if(A>=F)return g;const B=[a,h,d,p,w,b,y,m];return F-A===1n?(l(g,e.x,e.y,e.z,n,r,A,BigInt(3*r),0,B),g):(u(g,e.x,e.y,e.z,n,r,0n,s/8n,0,A,F,B),g)}const A=8**(r+1),V=Math.floor(o),F=Math.max(0,V),B=void 0===i?A:Math.max(0,Math.floor(i)),x=Math.min(A,F+B);if(F>=x)return g;const v=[a,h,d,p,w,b,y,m];return c(g,e.x,e.y,e.z,n,r,0,A/8,0,F,x,v),g}function c(e,o,i,s,a,u,l,f,h,d,p,w){const b=n[h],y=r[h],m=a/2;for(let n=0;n<8;n++){const r=l+n*f;if(r+f<=d||r>=p)continue;const a=w[b[n]],h=o+(a<4?-m:m),g=i+(a<2||a>5?m:-m),A=s+(a%4==1||a%4==2?m:-m);0===u?e.push(new t.Vector3(h,g,A)):c(e,h,g,A,m,u-1,r,f/8,y[n],d,p,w)}}function u(e,o,s,a,c,l,f,h,d,p,w,b){const y=n[d],m=r[d],g=c/2,A=h/8n,V=f+8n*h,F=p<=f?0:Number((p-f)/h),B=w>=V?7:Number((w-1n-f)/h);let x=f+i[F]*h;for(let n=F;n<=B;n++,x+=h){const r=b[y[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,x,A,m[n],p,w,b)}}function l(e,o,i,s,a,c,u,f,h,d){const p=n[h],w=Number(u>>f&7n),b=d[p[w]],y=a/2,m=o+(b<4?-y:y),g=i+(b<2||b>5?y:-y),A=s+(b%4==1||b%4==2?y:-y);0===c?e.push(new t.Vector3(m,g,A)):l(e,m,g,A,y,c-1,u,f-3n,r[h][w],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]],p=new Float32Array(48),w=new Float32Array(72),b=new Uint16Array(36),y=[[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=y[t];for(let r=0;r<4;r++){const o=4*t+r,i=e[r];p[2*o]=i%2,p[2*o+1]=Math.floor(i/2)%2,w.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 m 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(p.slice(),2)),this.setAttribute("normal",new t.Float32BufferAttribute(w.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=[];for(let n=0;n<e.length;n++){const o=e[n];if(!(o&&Number.isFinite(o.x)&&Number.isFinite(o.y)&&Number.isFinite(o.z)))throw new TypeError(`points[${n}] must have finite x, y, and z coordinates`);const i=new t.Vector3(o.x,o.y,o.z);(0===n||i.distanceToSquared(r[r.length-1])>0)&&r.push(i)}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));if(1===r.length){const[e,o,i]=r[0].toArray(),s=n/2,a=new Float32Array(72);let c=0;for(const t of h)for(const n of t){const t=d[n];a[c++]=e+t[0]*s,a[c++]=o+t[1]*s,a[c++]=i+t[2]*s}return this.setIndex(new t.Uint16BufferAttribute(b.slice(),1)),this.setAttribute("position",new t.Float32BufferAttribute(a,3)),this.setAttribute("uv",new t.Float32BufferAttribute(p.slice(),2)),this.setAttribute("normal",new t.Float32BufferAttribute(w.slice(),3)),this.computeBoundingBox(),void this.computeBoundingSphere()}const o=new Array(r.length-1);for(let t=0;t<o.length;t++)o[t]=r[t+1].clone().sub(r[t]).normalize();const i=1e-6,s=r.length>2&&0===r[0].distanceToSquared(r[r.length-1]);for(let t=1;t<o.length;t++){const e=o[t-1].dot(o[t]);if(!(Math.abs(e)<=i)&&!(e>=.999999))throw new RangeError("path turns must be 90 degrees; straight segments are also allowed")}if(s){const t=o[o.length-1].dot(o[0]);if(Math.abs(t)>i&&t<.999999)throw new RangeError("path turns must be 90 degrees; straight segments are also allowed")}const a=new Float64Array(r.length);for(let t=1;t<r.length;t++)a[t]=a[t-1]+r[t].distanceTo(r[t-1]);const c=a[a.length-1],u=n/2,l=c+(s?0:n),f=new Array(o.length),y=new t.Vector3,m=new t.Vector3,g=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);y.set(n<=r&&n<=i?1:0,r<n&&r<=i?1:0,i<n&&i<r?1:0),y.addScaledVector(e,-y.dot(e)).normalize()}else g.setFromUnitVectors(o[t-1],o[t]),y.applyQuaternion(g),y.addScaledVector(o[t],-y.dot(o[t])).normalize();m.crossVectors(o[t],y).normalize(),f[t]={normal:y.clone(),binormal:m.clone()}}const A=4*o.length+(s?0:2),V=4*A,F=new Float32Array(3*V),B=new Float32Array(2*V),x=V>65535,v=x?t.Uint32BufferAttribute:t.Uint16BufferAttribute,M=x?new Uint32Array(6*A):new Uint16Array(6*A),z=[0,1,2,3],S=Array.from({length:4},()=>new t.Vector3),N=Array.from({length:4},()=>new t.Vector3),T=Array.from({length:4},()=>new t.Vector3),I=new t.Vector3,E=new t.Vector3,U=new t.Vector3,q=new t.Vector3,j=new t.Vector3,G=new t.Vector3,R=new t.Vector3,H=[null,null,null,null],C=new Float32Array(8),O=new Float32Array([0,0,.75,0,.5,0,.25,0]),Q=new Float32Array([0,1,.25,1,.5,1,.75,1]);let $=0,k=0,D=0,J=0;function K(t,e,n,r,o,i=0){for(let r=0;r<4;r++){const s=0===r||3===r?1:-1,a=r<2?1:-1;o[r].copy(t).addScaledVector(n,i*u).addScaledVector(e.normal,s*u).addScaledVector(e.binormal,a*u)}if(r){j.copy(n).add(r).normalize();const e=j.dot(n);for(const r of o)G.copy(r).sub(t),r.addScaledVector(n,-j.dot(G)/e)}}function L(t,e,n,r,o,i){const s=void 0!==i;if(I.copy(e).sub(t),E.copy(n).sub(t),U.crossVectors(I,E).dot(o)<0){const t=e;if(e=r,r=t,s){const t=i[2],e=i[3];i[2]=i[6],i[3]=i[7],i[6]=t,i[7]=e}}H[0]=t,H[1]=e,H[2]=n,H[3]=r;for(let t=0;t<4;t++){const e=H[t];F[$++]=e.x,F[$++]=e.y,F[$++]=e.z,s?(B[k++]=i[2*t],B[k++]=i[2*t+1]):(B[k++]=1===t||2===t?1:0,B[k++]=t>=2?1:0)}M[J++]=D,M[J++]=D+1,M[J++]=D+2,M[J++]=D,M[J++]=D+2,M[J++]=D+3,D+=4}for(let t=0;t<o.length;t++){const e=o[t],n=t>0?o[t-1]:s?o[o.length-1]:void 0,c=t<o.length-1?o[t+1]:s?o[0]:void 0,h=n&&Math.abs(n.dot(e))<=i?n:void 0,d=c&&Math.abs(e.dot(c))<=i?c:void 0;if(K(r[t],f[t],e,h,S,0!==t||s?0:-1),K(r[t+1],f[t],e,d,N,t!==o.length-1||s?0:1),0===t)for(let t=0;t<4;t++)T[t].copy(S[t]);R.copy(r[t]).add(r[t+1]).multiplyScalar(.5);const p=0!==t||s?(a[t]+(s?0:u))/l:0,w=t!==o.length-1||s?(a[t+1]+(s?0:u))/l:1;for(const t of z){const e=(t+1)%4,n=t/4,r=(t+1)/4;C[0]=n,C[1]=p,C[2]=r,C[3]=p,C[4]=r,C[5]=w,C[6]=n,C[7]=w,q.copy(S[t]).add(S[e]).add(N[t]).add(N[e]).multiplyScalar(.25).sub(R),L(S[t],S[e],N[e],N[t],q,C)}}s||(G.copy(o[0]).negate(),L(T[0],T[3],T[2],T[1],G,O),L(N[0],N[1],N[2],N[3],o[o.length-1],Q)),this.setIndex(new v(M,1)),this.setAttribute("position",new t.Float32BufferAttribute(F,3)),this.setAttribute("uv",new t.Float32BufferAttribute(B,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 m{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";const i=this.parameters;this.parameters={...i,order:t,start:e,length:n,padding:r,simplifyCurves:o}}clone(){return new this.constructor(0,1,0).copy(this)}copy(t){return super.copy(t),this.parameters=Object.assign({},t.parameters,{points:t.parameters.points.map(t=>t.clone())}),this}}});
@@ -198,12 +198,15 @@ class SquareTubeGeometry extends BufferGeometry {
198
198
  this.boundingSphere = new Sphere(new Vector3(x, y, z), Math.sqrt(3) * halfWidth);
199
199
  return;
200
200
  }
201
- const path = points.map((point, index) => {
201
+ const path = [];
202
+ for (let index = 0; index < points.length; index++) {
203
+ const point = points[index];
202
204
  if (!point || !Number.isFinite(point.x) || !Number.isFinite(point.y) || !Number.isFinite(point.z)) {
203
205
  throw new TypeError(`points[${index}] must have finite x, y, and z coordinates`);
204
206
  }
205
- return new Vector3(point.x, point.y, point.z);
206
- }).filter((point, index, list) => index === 0 || point.distanceToSquared(list[index - 1]) > 0);
207
+ const copy = new Vector3(point.x, point.y, point.z);
208
+ if (index === 0 || copy.distanceToSquared(path[path.length - 1]) > 0) path.push(copy);
209
+ }
207
210
  this.parameters = {
208
211
  points: path.map(point => point.clone()),
209
212
  width
@@ -214,9 +217,33 @@ class SquareTubeGeometry extends BufferGeometry {
214
217
  this.setAttribute('uv', new Float32BufferAttribute([], 2));
215
218
  return;
216
219
  }
217
- const directions = path.slice(1).map((point, index) => point.clone().sub(path[index]).normalize());
220
+ if (path.length === 1) {
221
+ const [x, y, z] = path[0].toArray();
222
+ const halfWidth = width / 2;
223
+ const positions = new Float32Array(24 * 3);
224
+ let positionOffset = 0;
225
+ for (const face of SINGLE_CUBE_FACES) {
226
+ for (const corner of face) {
227
+ const signs = SINGLE_CUBE_CORNERS[corner];
228
+ positions[positionOffset++] = x + signs[0] * halfWidth;
229
+ positions[positionOffset++] = y + signs[1] * halfWidth;
230
+ positions[positionOffset++] = z + signs[2] * halfWidth;
231
+ }
232
+ }
233
+ this.setIndex(new Uint16BufferAttribute(SINGLE_CUBE_INDICES.slice(), 1));
234
+ this.setAttribute('position', new Float32BufferAttribute(positions, 3));
235
+ this.setAttribute('uv', new Float32BufferAttribute(SINGLE_CUBE_UVS.slice(), 2));
236
+ this.setAttribute('normal', new Float32BufferAttribute(SINGLE_CUBE_NORMALS.slice(), 3));
237
+ this.computeBoundingBox();
238
+ this.computeBoundingSphere();
239
+ return;
240
+ }
241
+ const directions = new Array(path.length - 1);
242
+ for (let i = 0; i < directions.length; i++) {
243
+ directions[i] = path[i + 1].clone().sub(path[i]).normalize();
244
+ }
218
245
  const turnTolerance = 1e-6;
219
- let turnCount = 0;
246
+ const isClosed = path.length > 2 && path[0].distanceToSquared(path[path.length - 1]) === 0;
220
247
  for (let i = 1; i < directions.length; i++) {
221
248
  const dot = directions[i - 1].dot(directions[i]);
222
249
  const isRightAngle = Math.abs(dot) <= turnTolerance;
@@ -224,10 +251,21 @@ class SquareTubeGeometry extends BufferGeometry {
224
251
  if (!isRightAngle && !continuesStraight) {
225
252
  throw new RangeError('path turns must be 90 degrees; straight segments are also allowed');
226
253
  }
227
- if (isRightAngle) turnCount++;
228
254
  }
255
+ if (isClosed) {
256
+ const dot = directions[directions.length - 1].dot(directions[0]);
257
+ if (Math.abs(dot) > turnTolerance && dot < 1 - turnTolerance) {
258
+ throw new RangeError('path turns must be 90 degrees; straight segments are also allowed');
259
+ }
260
+ }
261
+ const pathDistances = new Float64Array(path.length);
262
+ for (let i = 1; i < path.length; i++) {
263
+ pathDistances[i] = pathDistances[i - 1] + path[i].distanceTo(path[i - 1]);
264
+ }
265
+ const pathLength = pathDistances[pathDistances.length - 1];
229
266
  const halfWidth = width / 2;
230
- const frames = [];
267
+ const totalLength = pathLength + (isClosed ? 0 : width);
268
+ const frames = new Array(directions.length);
231
269
  const normal = new Vector3();
232
270
  const binormal = new Vector3();
233
271
  const rotation = new Quaternion();
@@ -245,66 +283,136 @@ class SquareTubeGeometry extends BufferGeometry {
245
283
  normal.addScaledVector(directions[i], -normal.dot(directions[i])).normalize();
246
284
  }
247
285
  binormal.crossVectors(directions[i], normal).normalize();
248
- frames.push({
286
+ frames[i] = {
249
287
  normal: normal.clone(),
250
288
  binormal: binormal.clone()
251
- });
289
+ };
252
290
  }
253
- const faces = [[0, 1, 5, 4], [1, 2, 6, 5], [2, 3, 7, 6], [3, 0, 4, 7], [0, 3, 2, 1], [4, 5, 6, 7]];
254
- const solidCount = path.length === 1 ? 1 : directions.length + turnCount;
255
- const positions = new Float32Array(solidCount * 24 * 3);
256
- const uvs = new Float32Array(solidCount * 24 * 2);
257
- const use32BitIndices = solidCount * 24 > 65535;
291
+ const sideQuadCount = directions.length * 4;
292
+ const capQuadCount = isClosed ? 0 : 2;
293
+ const quadCount = sideQuadCount + capQuadCount;
294
+ const vertexCount = quadCount * 4;
295
+ const positions = new Float32Array(vertexCount * 3);
296
+ const uvs = new Float32Array(vertexCount * 2);
297
+ const use32BitIndices = vertexCount > 65535;
258
298
  const IndexAttribute = use32BitIndices ? Uint32BufferAttribute : Uint16BufferAttribute;
259
- const indices = use32BitIndices ? new Uint32Array(solidCount * 36) : new Uint16Array(solidCount * 36);
299
+ const indices = use32BitIndices ? new Uint32Array(quadCount * 6) : new Uint16Array(quadCount * 6);
300
+ const faceCorners = [0, 1, 2, 3];
301
+ const startRing = Array.from({
302
+ length: 4
303
+ }, () => new Vector3());
304
+ const endRing = Array.from({
305
+ length: 4
306
+ }, () => new Vector3());
307
+ const firstRing = Array.from({
308
+ length: 4
309
+ }, () => new Vector3());
310
+ const edge1 = new Vector3();
311
+ const edge2 = new Vector3();
312
+ const faceNormal = new Vector3();
313
+ const outward = new Vector3();
314
+ const miterNormal = new Vector3();
315
+ const offset = new Vector3();
316
+ const segmentCenter = new Vector3();
317
+ const quadPoints = [null, null, null, null];
318
+ const sideUVs = new Float32Array(8);
319
+ const startCapUVs = new Float32Array([0, 0, 0.75, 0, 0.5, 0, 0.25, 0]);
320
+ const endCapUVs = new Float32Array([0, 1, 0.25, 1, 0.5, 1, 0.75, 1]);
260
321
  let positionOffset = 0;
261
322
  let uvOffset = 0;
262
323
  let vertexOffset = 0;
263
324
  let indexOffset = 0;
264
- function addSolid(corners) {
265
- for (const face of faces) {
266
- for (const cornerIndex of face) {
267
- const point = corners[cornerIndex];
268
- positions[positionOffset++] = point.x;
269
- positions[positionOffset++] = point.y;
270
- positions[positionOffset++] = point.z;
271
- uvs[uvOffset++] = cornerIndex % 2;
272
- uvs[uvOffset++] = Math.floor(cornerIndex / 2) % 2;
325
+ function getRing(center, frame, direction, nextDirection, ring, extension = 0) {
326
+ for (let i = 0; i < 4; i++) {
327
+ const normalSign = i === 0 || i === 3 ? 1 : -1;
328
+ const binormalSign = i < 2 ? 1 : -1;
329
+ ring[i].copy(center).addScaledVector(direction, extension * halfWidth).addScaledVector(frame.normal, normalSign * halfWidth).addScaledVector(frame.binormal, binormalSign * halfWidth);
330
+ }
331
+ if (nextDirection) {
332
+ miterNormal.copy(direction).add(nextDirection).normalize();
333
+ const denominator = miterNormal.dot(direction);
334
+ for (const corner of ring) {
335
+ offset.copy(corner).sub(center);
336
+ corner.addScaledVector(direction, -miterNormal.dot(offset) / denominator);
273
337
  }
274
- indices[indexOffset++] = vertexOffset;
275
- indices[indexOffset++] = vertexOffset + 1;
276
- indices[indexOffset++] = vertexOffset + 2;
277
- indices[indexOffset++] = vertexOffset;
278
- indices[indexOffset++] = vertexOffset + 2;
279
- indices[indexOffset++] = vertexOffset + 3;
280
- vertexOffset += 4;
281
338
  }
282
339
  }
283
- if (path.length === 1) {
284
- const [x, y, z] = path[0].toArray();
285
- addSolid([new Vector3(x - halfWidth, y - halfWidth, z - halfWidth), new Vector3(x + halfWidth, y - halfWidth, z - halfWidth), new Vector3(x + halfWidth, y + halfWidth, z - halfWidth), new Vector3(x - halfWidth, y + halfWidth, z - halfWidth), new Vector3(x - halfWidth, y - halfWidth, z + halfWidth), new Vector3(x + halfWidth, y - halfWidth, z + halfWidth), new Vector3(x + halfWidth, y + halfWidth, z + halfWidth), new Vector3(x - halfWidth, y + halfWidth, z + halfWidth)]);
286
- this.setIndex(new IndexAttribute(indices, 1));
287
- this.setAttribute('position', new Float32BufferAttribute(positions, 3));
288
- this.setAttribute('uv', new Float32BufferAttribute(uvs, 2));
289
- this.computeVertexNormals();
290
- this.computeBoundingBox();
291
- this.computeBoundingSphere();
292
- return;
340
+ function addQuad(corner0, corner1, corner2, corner3, outward, customUVs) {
341
+ const hasCustomUVs = customUVs !== undefined;
342
+ edge1.copy(corner1).sub(corner0);
343
+ edge2.copy(corner2).sub(corner0);
344
+ if (faceNormal.crossVectors(edge1, edge2).dot(outward) < 0) {
345
+ const temp = corner1;
346
+ corner1 = corner3;
347
+ corner3 = temp;
348
+ if (hasCustomUVs) {
349
+ const tempU = customUVs[2];
350
+ const tempV = customUVs[3];
351
+ customUVs[2] = customUVs[6];
352
+ customUVs[3] = customUVs[7];
353
+ customUVs[6] = tempU;
354
+ customUVs[7] = tempV;
355
+ }
356
+ }
357
+ quadPoints[0] = corner0;
358
+ quadPoints[1] = corner1;
359
+ quadPoints[2] = corner2;
360
+ quadPoints[3] = corner3;
361
+ for (let i = 0; i < 4; i++) {
362
+ const point = quadPoints[i];
363
+ positions[positionOffset++] = point.x;
364
+ positions[positionOffset++] = point.y;
365
+ positions[positionOffset++] = point.z;
366
+ if (hasCustomUVs) {
367
+ uvs[uvOffset++] = customUVs[i * 2];
368
+ uvs[uvOffset++] = customUVs[i * 2 + 1];
369
+ } else {
370
+ uvs[uvOffset++] = i === 1 || i === 2 ? 1 : 0;
371
+ uvs[uvOffset++] = i >= 2 ? 1 : 0;
372
+ }
373
+ }
374
+ indices[indexOffset++] = vertexOffset;
375
+ indices[indexOffset++] = vertexOffset + 1;
376
+ indices[indexOffset++] = vertexOffset + 2;
377
+ indices[indexOffset++] = vertexOffset;
378
+ indices[indexOffset++] = vertexOffset + 2;
379
+ indices[indexOffset++] = vertexOffset + 3;
380
+ vertexOffset += 4;
293
381
  }
294
382
  for (let i = 0; i < directions.length; i++) {
295
383
  const direction = directions[i];
296
- const start = path[i].clone();
297
- const end = path[i + 1].clone();
298
- if (i === 0) start.addScaledVector(direction, -halfWidth);
299
- if (i === directions.length - 1) end.addScaledVector(direction, halfWidth);
300
- const sectionCorners = center => [center.clone().addScaledVector(frames[i].normal, halfWidth).addScaledVector(frames[i].binormal, halfWidth), center.clone().addScaledVector(frames[i].normal, -halfWidth).addScaledVector(frames[i].binormal, halfWidth), center.clone().addScaledVector(frames[i].normal, -halfWidth).addScaledVector(frames[i].binormal, -halfWidth), center.clone().addScaledVector(frames[i].normal, halfWidth).addScaledVector(frames[i].binormal, -halfWidth)];
301
- addSolid([...sectionCorners(start), ...sectionCorners(end)]);
302
- }
303
- for (let i = 1; i < path.length - 1; i++) {
304
- if (Math.abs(directions[i - 1].dot(directions[i])) <= turnTolerance) {
305
- const [x, y, z] = path[i].toArray();
306
- addSolid([new Vector3(x - halfWidth, y - halfWidth, z - halfWidth), new Vector3(x + halfWidth, y - halfWidth, z - halfWidth), new Vector3(x + halfWidth, y + halfWidth, z - halfWidth), new Vector3(x - halfWidth, y + halfWidth, z - halfWidth), new Vector3(x - halfWidth, y - halfWidth, z + halfWidth), new Vector3(x + halfWidth, y - halfWidth, z + halfWidth), new Vector3(x + halfWidth, y + halfWidth, z + halfWidth), new Vector3(x - halfWidth, y + halfWidth, z + halfWidth)]);
384
+ const previousDirection = i > 0 ? directions[i - 1] : isClosed ? directions[directions.length - 1] : undefined;
385
+ const nextDirection = i < directions.length - 1 ? directions[i + 1] : isClosed ? directions[0] : undefined;
386
+ const startTurn = previousDirection && Math.abs(previousDirection.dot(direction)) <= turnTolerance ? previousDirection : undefined;
387
+ const endTurn = nextDirection && Math.abs(direction.dot(nextDirection)) <= turnTolerance ? nextDirection : undefined;
388
+ getRing(path[i], frames[i], direction, startTurn, startRing, i === 0 && !isClosed ? -1 : 0);
389
+ getRing(path[i + 1], frames[i], direction, endTurn, endRing, i === directions.length - 1 && !isClosed ? 1 : 0);
390
+ if (i === 0) {
391
+ for (let corner = 0; corner < 4; corner++) firstRing[corner].copy(startRing[corner]);
307
392
  }
393
+ segmentCenter.copy(path[i]).add(path[i + 1]).multiplyScalar(0.5);
394
+ const startV = i === 0 && !isClosed ? 0 : (pathDistances[i] + (isClosed ? 0 : halfWidth)) / totalLength;
395
+ const endV = i === directions.length - 1 && !isClosed ? 1 : (pathDistances[i + 1] + (isClosed ? 0 : halfWidth)) / totalLength;
396
+ for (const a of faceCorners) {
397
+ const b = (a + 1) % 4;
398
+ const startU = a / 4;
399
+ const endU = (a + 1) / 4;
400
+ sideUVs[0] = startU;
401
+ sideUVs[1] = startV;
402
+ sideUVs[2] = endU;
403
+ sideUVs[3] = startV;
404
+ sideUVs[4] = endU;
405
+ sideUVs[5] = endV;
406
+ sideUVs[6] = startU;
407
+ sideUVs[7] = endV;
408
+ outward.copy(startRing[a]).add(startRing[b]).add(endRing[a]).add(endRing[b]).multiplyScalar(0.25).sub(segmentCenter);
409
+ addQuad(startRing[a], startRing[b], endRing[b], endRing[a], outward, sideUVs);
410
+ }
411
+ }
412
+ if (!isClosed) {
413
+ offset.copy(directions[0]).negate();
414
+ addQuad(firstRing[0], firstRing[3], firstRing[2], firstRing[1], offset, startCapUVs);
415
+ addQuad(endRing[0], endRing[1], endRing[2], endRing[3], directions[directions.length - 1], endCapUVs);
308
416
  }
309
417
  this.setIndex(new IndexAttribute(indices, 1));
310
418
  this.setAttribute('position', new Float32BufferAttribute(positions, 3));
@@ -330,6 +438,15 @@ class ThreeHilbertGeometry extends SquareTubeGeometry {
330
438
  } = {}) {
331
439
  super(...getSuperParams());
332
440
  this.type = 'HilbertGeometry';
441
+ const superParams = this.parameters;
442
+ this.parameters = {
443
+ ...superParams,
444
+ order,
445
+ start,
446
+ length,
447
+ padding,
448
+ simplifyCurves
449
+ };
333
450
  function getSuperParams() {
334
451
  typeof start !== 'bigint' && (start = Math.round(start));
335
452
  typeof length !== 'bigint' && (length = Math.round(length));
@@ -347,80 +464,16 @@ class ThreeHilbertGeometry extends SquareTubeGeometry {
347
464
  return [points, lineWidth];
348
465
  }
349
466
  }
350
- }
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 });
467
+ clone() {
468
+ return new this.constructor(0, 1, 0).copy(this);
393
469
  }
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;
470
+ copy(source) {
471
+ super.copy(source);
472
+ this.parameters = Object.assign({}, source.parameters, {
473
+ points: source.parameters.points.map(point => point.clone())
474
+ });
475
+ return this;
420
476
  }
421
- return path.join('');
422
477
  }
423
478
 
424
- */
425
-
426
479
  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": "1.0.2",
4
4
  "description": "ThreeJS geometry for drawing a Hilbert curve segment",
5
5
  "type": "module",
6
6
  "unpkg": "dist/three-hilbert-geometry.min.js",