three-hilbert-geometry 1.0.0 → 1.0.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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@@ -1,4 +1,4 @@
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// Version 1.0.
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// Version 1.0.2 three-hilbert-geometry - https://github.com/vasturiano/three-hilbert-geometry
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2
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(function (global, factory) {
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3
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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) :
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@@ -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 =
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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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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
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@@ -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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-
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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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230
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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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-
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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;
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@@ -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
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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();
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@@ -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
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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
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const
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const
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const
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const
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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(
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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
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for (
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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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const
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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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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);
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if (i === 0) {
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for (let corner = 0; corner < 4; corner++) firstRing[corner].copy(startRing[corner]);
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}
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segmentCenter.copy(path[i]).add(path[i + 1]).multiplyScalar(0.5);
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const startV = i === 0 && !isClosed ? 0 : (pathDistances[i] + (isClosed ? 0 : halfWidth)) / totalLength;
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const endV = i === directions.length - 1 && !isClosed ? 1 : (pathDistances[i + 1] + (isClosed ? 0 : halfWidth)) / totalLength;
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for (const a of faceCorners) {
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const b = (a + 1) % 4;
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const startU = a / 4;
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const endU = (a + 1) / 4;
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sideUVs[0] = startU;
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sideUVs[1] = startV;
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sideUVs[2] = endU;
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sideUVs[3] = startV;
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sideUVs[4] = endU;
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sideUVs[5] = endV;
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sideUVs[6] = startU;
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sideUVs[7] = endV;
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outward.copy(startRing[a]).add(startRing[b]).add(endRing[a]).add(endRing[b]).multiplyScalar(0.25).sub(segmentCenter);
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addQuad(startRing[a], startRing[b], endRing[b], endRing[a], outward, sideUVs);
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}
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}
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if (!isClosed) {
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offset.copy(directions[0]).negate();
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addQuad(firstRing[0], firstRing[3], firstRing[2], firstRing[1], offset, startCapUVs);
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addQuad(endRing[0], endRing[1], endRing[2], endRing[3], directions[directions.length - 1], endCapUVs);
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}
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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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@@ -335,6 +443,15 @@
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} = {}) {
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super(...getSuperParams());
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this.type = 'HilbertGeometry';
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const superParams = this.parameters;
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this.parameters = {
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...superParams,
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order,
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start,
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length,
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padding,
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simplifyCurves
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};
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function getSuperParams() {
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typeof start !== 'bigint' && (start = Math.round(start));
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typeof length !== 'bigint' && (length = Math.round(length));
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@@ -352,82 +469,18 @@
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return [points, lineWidth];
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}
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}
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/*
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const geometryCache = (() => {
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const cache = {};
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cache[''] = new SquareTubeGeometry([new Vector3()]);
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for (const nPnts of [2, 4]) {
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|
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
|
-
})();
|
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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
|
-
|
|
401
|
-
|
|
402
|
-
|
|
403
|
-
|
|
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' ? 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{"version":3,"file":"three-hilbert-geometry.js","sources":["../src/hilbert3d.js","../src/SquareTubeGeometry.js","../src/index.js"],"sourcesContent":["import { Vector3 } from 'three';\n\nconst CHILD_PERMUTATIONS = [\n\t[ 0, 3, 4, 7, 6, 5, 2, 1 ],\n\t[ 0, 7, 6, 1, 2, 5, 4, 3 ],\n\t[ 0, 7, 6, 1, 2, 5, 4, 3 ],\n\t[ 2, 3, 0, 1, 6, 7, 4, 5 ],\n\t[ 2, 3, 0, 1, 6, 7, 4, 5 ],\n\t[ 4, 3, 2, 5, 6, 1, 0, 7 ],\n\t[ 4, 3, 2, 5, 6, 1, 0, 7 ],\n\t[ 6, 5, 2, 1, 0, 3, 4, 7 ]\n];\nconst ORIENTATIONS = [ [ 0, 1, 2, 3, 4, 5, 6, 7 ] ];\nconst ORIENTATION_TRANSITIONS = [];\nconst ORIENTATION_IDS = new Map( [ [ ORIENTATIONS[ 0 ].join( '' ), 0 ] ] );\n\nfor ( let i = 0; i < ORIENTATIONS.length; i ++ ) {\n\tconst orientation = ORIENTATIONS[ i ];\n\tconst transitions = [];\n\n\tfor ( const permutation of CHILD_PERMUTATIONS ) {\n\t\tconst childOrientation = permutation.map( index => orientation[ index ] );\n\t\tconst key = childOrientation.join( '' );\n\t\tlet id = ORIENTATION_IDS.get( key );\n\n\t\tif ( id === undefined ) {\n\t\t\tid = ORIENTATIONS.length;\n\t\t\tORIENTATIONS.push( childOrientation );\n\t\t\tORIENTATION_IDS.set( key, id );\n\t\t}\n\n\t\ttransitions.push( id );\n\t}\n\n\tORIENTATION_TRANSITIONS.push( transitions );\n}\n\nconst BIGINT_CHILD_INDEXES = [ 0n, 1n, 2n, 3n, 4n, 5n, 6n, 7n ];\nconst ZERO_CENTER = new Vector3( 0, 0, 0 );\n\n/**\n * Generates a portion of the 3D Hilbert curve.\n *\n * @param {Vector3} [center] - Center of Hilbert curve.\n * @param {number} [size=10] - Total width of Hilbert curve.\n * @param {number} [order=1] - Number of subdivisions.\n * @param {number|bigint} [start=0] - Index of the first point to generate.\n * @param {number|bigint} [length] - Number of points to generate.\n * @param {number} [v0=0] - Corner index -X, +Y, -Z.\n * @param {number} [v1=1] - Corner index -X, +Y, +Z.\n * @param {number} [v2=2] - Corner index -X, -Y, +Z.\n * @param {number} [v3=3] - Corner index -X, -Y, -Z.\n * @param {number} [v4=4] - Corner index +X, -Y, -Z.\n * @param {number} [v5=5] - Corner index +X, -Y, +Z.\n * @param {number} [v6=6] - Corner index +X, +Y, +Z.\n * @param {number} [v7=7] - Corner index +X, +Y, -Z.\n * @returns {Array<Vector3>} The requested Hilbert curve points.\n */\nexport function hilbert3D(\n\tcenter = ZERO_CENTER,\n\tsize = 10,\n\torder = 1,\n\tstart = 0,\n\tlength,\n\tv0 = 0,\n\tv1 = 1,\n\tv2 = 2,\n\tv3 = 3,\n\tv4 = 4,\n\tv5 = 5,\n\tv6 = 6,\n\tv7 = 7\n) {\n\tif ( order < 0 ) return [ new Vector3( 0, 0, 0 ) ];\n\tif ( ! Number.isInteger( order ) ) throw new TypeError( 'Order must be an integer.' );\n\n\tconst points = [];\n\n\tif ( typeof start === 'bigint' || typeof length === 'bigint' ) {\n\t\tconst first = toBigInt( start );\n\t\tconst count = 8n ** BigInt( order + 1 );\n\t\tconst requestedLength = length === undefined ? count : toBigInt( length );\n\t\tconst rangeStart = first < 0n ? 0n : first;\n\t\tconst requestedEnd = rangeStart + ( requestedLength > 0n ? requestedLength : 0n );\n\t\tconst rangeEnd = requestedEnd > count ? count : requestedEnd;\n\n\t\tif ( rangeStart >= rangeEnd ) return points;\n\n\t\tconst baseCorners = [ v0, v1, v2, v3, v4, v5, v6, v7 ];\n\t\tif ( rangeEnd - rangeStart === 1n ) {\n\t\t\tgenerateSingleBigInt( points, center.x, center.y, center.z, size, order, rangeStart, BigInt( order * 3 ), 0, baseCorners );\n\t\t\treturn points;\n\t\t}\n\n\t\tgenerateBigInt( points, center.x, center.y, center.z, size, order, 0n, count / 8n, 0, rangeStart, rangeEnd, baseCorners );\n\t\treturn points;\n\t}\n\n\tconst pointCount = 8 ** ( order + 1 );\n\tconst rawStart = Math.floor( start );\n\tconst first = Math.max( 0, rawStart );\n\tconst requestedLength = length === undefined ? pointCount : Math.max( 0, Math.floor( length ) );\n\tconst end = Math.min( pointCount, first + requestedLength );\n\n\tif ( first >= end ) return points;\n\n\tconst baseCorners = [ v0, v1, v2, v3, v4, v5, v6, v7 ];\n\tgenerateNumber( points, center.x, center.y, center.z, size, order, 0, pointCount / 8, 0, first, end, baseCorners );\n\treturn points;\n}\n\nexport default hilbert3D;\n\nfunction generateNumber( points, x, y, z, size, order, offset, chunkSize, orientationId, first, end, baseCorners ) {\n\tconst orientation = ORIENTATIONS[ orientationId ];\n\tconst transitions = ORIENTATION_TRANSITIONS[ orientationId ];\n\tconst half = size / 2;\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\t\tconst childOffset = offset + i * chunkSize;\n\t\tconst childEnd = childOffset + chunkSize;\n\t\tif ( childEnd <= first || childOffset >= end ) continue;\n\n\t\tconst actualCorner = baseCorners[ orientation[ i ] ];\n\t\tconst childX = x + ( actualCorner < 4 ? -half : half );\n\t\tconst childY = y + ( actualCorner < 2 || actualCorner > 5 ? half : -half );\n\t\tconst childZ = z + ( actualCorner % 4 === 1 || actualCorner % 4 === 2 ? half : -half );\n\n\t\tif ( order === 0 ) {\n\t\t\tpoints.push( new Vector3( childX, childY, childZ ) );\n\t\t} else {\n\t\t\tgenerateNumber( points, childX, childY, childZ, half, order - 1, childOffset, chunkSize / 8, transitions[ i ], first, end, baseCorners );\n\t\t}\n\t}\n}\n\nfunction generateBigInt( points, x, y, z, size, order, offset, chunkSize, orientationId, first, end, baseCorners ) {\n\tconst orientation = ORIENTATIONS[ orientationId ];\n\tconst transitions = ORIENTATION_TRANSITIONS[ orientationId ];\n\tconst half = size / 2;\n\tconst childChunkSize = chunkSize / 8n;\n\tconst nodeEnd = offset + chunkSize * 8n;\n\tconst firstChild = first <= offset ? 0 : Number( ( first - offset ) / chunkSize );\n\tconst lastChild = end >= nodeEnd ? 7 : Number( ( end - 1n - offset ) / chunkSize );\n\tlet childOffset = offset + BIGINT_CHILD_INDEXES[ firstChild ] * chunkSize;\n\n\tfor ( let i = firstChild; i <= lastChild; i ++, childOffset += chunkSize ) {\n\n\t\tconst actualCorner = baseCorners[ orientation[ i ] ];\n\t\tconst childX = x + ( actualCorner < 4 ? -half : half );\n\t\tconst childY = y + ( actualCorner < 2 || actualCorner > 5 ? half : -half );\n\t\tconst childZ = z + ( actualCorner % 4 === 1 || actualCorner % 4 === 2 ? half : -half );\n\n\t\tif ( order === 0 ) {\n\t\t\tpoints.push( new Vector3( childX, childY, childZ ) );\n\t\t} else {\n\t\t\tgenerateBigInt( points, childX, childY, childZ, half, order - 1, childOffset, childChunkSize, transitions[ i ], first, end, baseCorners );\n\t\t}\n\t}\n}\n\nfunction generateSingleBigInt( points, x, y, z, size, order, index, shift, orientationId, baseCorners ) {\n\tconst orientation = ORIENTATIONS[ orientationId ];\n\tconst child = Number( ( index >> shift ) & 7n );\n\tconst actualCorner = baseCorners[ orientation[ child ] ];\n\tconst half = size / 2;\n\tconst childX = x + ( actualCorner < 4 ? -half : half );\n\tconst childY = y + ( actualCorner < 2 || actualCorner > 5 ? half : -half );\n\tconst childZ = z + ( actualCorner % 4 === 1 || actualCorner % 4 === 2 ? half : -half );\n\n\tif ( order === 0 ) {\n\t\tpoints.push( new Vector3( childX, childY, childZ ) );\n\t} else {\n\t\tgenerateSingleBigInt( points, childX, childY, childZ, half, order - 1, index, shift - 3n, ORIENTATION_TRANSITIONS[ orientationId ][ child ], baseCorners );\n\t}\n}\n\nfunction toBigInt( value ) {\n\tif ( typeof value === 'bigint' ) return value;\n\tif ( ! Number.isSafeInteger( value ) ) throw new TypeError( 'BigInt ranges require integer values.' );\n\treturn BigInt( value );\n}\n","import {\n Box3,\n BufferGeometry,\n Float32BufferAttribute,\n Quaternion,\n Sphere,\n Uint16BufferAttribute,\n Uint32BufferAttribute,\n Vector3\n} from 'three';\n\nconst SINGLE_CUBE_FACES = [\n [0, 1, 5, 4], [1, 2, 6, 5], [2, 3, 7, 6], [3, 0, 4, 7],\n [0, 3, 2, 1], [4, 5, 6, 7]\n];\nconst SINGLE_CUBE_CORNERS = [\n [-1, -1, -1], [1, -1, -1], [1, 1, -1], [-1, 1, -1],\n [-1, -1, 1], [1, -1, 1], [1, 1, 1], [-1, 1, 1]\n];\nconst SINGLE_CUBE_UVS = new Float32Array(24 * 2);\nconst SINGLE_CUBE_NORMALS = new Float32Array(24 * 3);\nconst SINGLE_CUBE_INDICES = new Uint16Array(36);\nconst SINGLE_CUBE_NORMALS_BY_FACE = [\n [0, -1, 0], [1, 0, 0], [0, 1, 0], [-1, 0, 0], [0, 0, -1], [0, 0, 1]\n];\n\nfor (let faceIndex = 0; faceIndex < SINGLE_CUBE_FACES.length; faceIndex++) {\n const face = SINGLE_CUBE_FACES[faceIndex];\n const normal = SINGLE_CUBE_NORMALS_BY_FACE[faceIndex];\n\n for (let i = 0; i < 4; i++) {\n const vertex = faceIndex * 4 + i;\n const corner = face[i];\n SINGLE_CUBE_UVS[vertex * 2] = corner % 2;\n SINGLE_CUBE_UVS[vertex * 2 + 1] = Math.floor(corner / 2) % 2;\n SINGLE_CUBE_NORMALS.set(normal, vertex * 3);\n }\n\n const vertexOffset = faceIndex * 4;\n const indexOffset = faceIndex * 6;\n SINGLE_CUBE_INDICES.set([\n vertexOffset, vertexOffset + 1, vertexOffset + 2,\n vertexOffset, vertexOffset + 2, vertexOffset + 3\n ], indexOffset);\n}\n\nexport default class SquareTubeGeometry extends BufferGeometry {\n constructor(points = [], width = 1) {\n super();\n\n if (!Array.isArray(points)) {\n throw new TypeError('points must be an array of Vector3 instances');\n }\n if (!Number.isFinite(width) || width < 0) {\n throw new RangeError('width must be a non-negative finite number');\n }\n\n this.type = 'SquareTubeGeometry';\n\n if (points.length <= 1) {\n const point = points[0];\n if (points.length === 1 && (!point || !Number.isFinite(point.x) || !Number.isFinite(point.y) || !Number.isFinite(point.z))) {\n throw new TypeError('points[0] must have finite x, y, and z coordinates');\n }\n\n this.parameters = {\n points: point ? [new Vector3(point.x, point.y, point.z)] : [],\n width\n };\n\n if (!point || width === 0) {\n this.setIndex([]);\n this.setAttribute('position', new Float32BufferAttribute([], 3));\n this.setAttribute('uv', new Float32BufferAttribute([], 2));\n return;\n }\n\n const halfWidth = width / 2;\n const x = point.x;\n const y = point.y;\n const z = point.z;\n const positions = new Float32Array(24 * 3);\n let positionOffset = 0;\n\n for (const face of SINGLE_CUBE_FACES) {\n for (const corner of face) {\n const signs = SINGLE_CUBE_CORNERS[corner];\n positions[positionOffset++] = x + signs[0] * halfWidth;\n positions[positionOffset++] = y + signs[1] * halfWidth;\n positions[positionOffset++] = z + signs[2] * halfWidth;\n }\n }\n\n this.setIndex(new Uint16BufferAttribute(SINGLE_CUBE_INDICES.slice(), 1));\n this.setAttribute('position', new Float32BufferAttribute(positions, 3));\n this.setAttribute('uv', new Float32BufferAttribute(SINGLE_CUBE_UVS.slice(), 2));\n this.setAttribute('normal', new Float32BufferAttribute(SINGLE_CUBE_NORMALS.slice(), 3));\n this.boundingBox = new Box3(\n new Vector3(x - halfWidth, y - halfWidth, z - halfWidth),\n new Vector3(x + halfWidth, y + halfWidth, z + halfWidth)\n );\n this.boundingSphere = new Sphere(\n new Vector3(x, y, z),\n Math.sqrt(3) * halfWidth\n );\n return;\n }\n\n const path = [];\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 @@
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1
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// Version 1.0.
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2
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!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,
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1
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// Version 1.0.2 three-hilbert-geometry - https://github.com/vasturiano/three-hilbert-geometry
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!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 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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}}});
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@@ -198,12 +198,15 @@ class SquareTubeGeometry extends BufferGeometry {
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this.boundingSphere = new Sphere(new Vector3(x, y, z), Math.sqrt(3) * halfWidth);
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throw new TypeError(`points[${index}] must have finite x, y, and z coordinates`);
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if (index === 0 || copy.distanceToSquared(path[path.length - 1]) > 0) path.push(copy);
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this.setAttribute('uv', new Float32BufferAttribute([], 2));
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const halfWidth = width / 2;
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const positions = new Float32Array(24 * 3);
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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 Uint16BufferAttribute(SINGLE_CUBE_INDICES.slice(), 1));
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this.setAttribute('position', new Float32BufferAttribute(positions, 3));
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this.setAttribute('uv', new Float32BufferAttribute(SINGLE_CUBE_UVS.slice(), 2));
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this.setAttribute('normal', new Float32BufferAttribute(SINGLE_CUBE_NORMALS.slice(), 3));
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}
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const isClosed = path.length > 2 && path[0].distanceToSquared(path[path.length - 1]) === 0;
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const isRightAngle = Math.abs(dot) <= turnTolerance;
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if (!isRightAngle && !continuesStraight) {
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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
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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 Vector3();
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const binormal = new Vector3();
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const rotation = new Quaternion();
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@@ -245,66 +283,136 @@ class SquareTubeGeometry extends BufferGeometry {
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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
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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
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const
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const
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const
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const
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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 ? Uint32BufferAttribute : Uint16BufferAttribute;
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|
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const indices = use32BitIndices ? new Uint32Array(
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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 Vector3());
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|
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const endRing = Array.from({
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|
+
length: 4
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|
+
}, () => new Vector3());
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|
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const firstRing = Array.from({
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|
+
length: 4
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+
}, () => new Vector3());
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const edge1 = new Vector3();
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|
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const edge2 = new Vector3();
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const faceNormal = new Vector3();
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|
+
const outward = new Vector3();
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|
+
const miterNormal = new Vector3();
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|
+
const offset = new Vector3();
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|
+
const segmentCenter = new Vector3();
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|
+
const quadPoints = [null, null, null, null];
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318
|
+
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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|
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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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324
|
let indexOffset = 0;
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|
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function
|
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|
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for (
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|
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272
|
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|
|
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
|
-
|
|
284
|
-
const
|
|
285
|
-
|
|
286
|
-
|
|
287
|
-
|
|
288
|
-
|
|
289
|
-
|
|
290
|
-
|
|
291
|
-
|
|
292
|
-
|
|
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
|
|
297
|
-
const
|
|
298
|
-
|
|
299
|
-
|
|
300
|
-
|
|
301
|
-
|
|
302
|
-
|
|
303
|
-
|
|
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
|
-
|
|
396
|
-
|
|
397
|
-
|
|
398
|
-
|
|
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 };
|