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@needle-tools/three

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import { AnimationClip, BufferAttribute, BufferGeometry, ClampToEdgeWrapping, Euler, Group, Matrix4, Mesh, MeshPhysicalMaterial, MirroredRepeatWrapping, NoColorSpace, Object3D, Quaternion, QuaternionKeyframeTrack, RepeatWrapping, ShapeUtils, SkinnedMesh, Skeleton, Bone, SRGBColorSpace, Texture, Vector2, Vector3, VectorKeyframeTrack } from 'three'; // Pre-compiled regex patterns for performance const VARIANT_PATH_REGEX = /^(.+?)\/\{(\w+)=(\w+)\}\/(.+)$/; // Spec types (must match USDCParser) const SpecType = { Unknown: 0, Attribute: 1, Connection: 2, Expression: 3, Mapper: 4, MapperArg: 5, Prim: 6, PseudoRoot: 7, Relationship: 8, RelationshipTarget: 9, Variant: 10, VariantSet: 11 }; /** * USDComposer handles scene composition from parsed USD data. * This includes reference resolution, variant selection, transform handling, * and building the Three.js scene graph. * * Works with specsByPath format from USDCParser. */ class USDComposer { constructor( manager = null ) { this.textureCache = {}; this.skinnedMeshes = []; this.manager = manager; } /** * Compose a Three.js scene from parsed USD data. * @param {Object} parsedData - Data from USDCParser or USDAParser * @param {Object} assets - Dictionary of referenced assets (specsByPath or blob URLs) * @param {Object} variantSelections - External variant selections * @param {string} basePath - Base path for resolving relative references * @returns {Group} Three.js scene graph */ compose( parsedData, assets = {}, variantSelections = {}, basePath = '' ) { this.specsByPath = parsedData.specsByPath; this.assets = assets; this.externalVariantSelections = variantSelections; this.basePath = basePath; this.skinnedMeshes = []; this.skeletons = {}; // Build indexes for O(1) lookups this._buildIndexes(); // Get FPS from root spec const rootSpec = this.specsByPath[ '/' ]; const rootFields = rootSpec ? rootSpec.fields : {}; this.fps = rootFields.framesPerSecond || rootFields.timeCodesPerSecond || 30; const group = new Group(); this._buildHierarchy( group, '/' ); // Bind skeletons to skinned meshes this._bindSkeletons(); // Build animations group.animations = this._buildAnimations(); // Handle Z-up to Y-up conversion if ( rootSpec && rootSpec.fields && rootSpec.fields.upAxis === 'Z' ) { group.rotation.x = - Math.PI / 2; } return group; } /** * Apply USD transforms to a Three.js object. * Handles xformOpOrder with proper matrix composition. * USD uses row-vector convention, Three.js uses column-vector. */ applyTransform( obj, fields, attrs = {} ) { const data = { ...fields, ...attrs }; const xformOpOrder = data[ 'xformOpOrder' ]; // If we have xformOpOrder, apply transforms using matrices if ( xformOpOrder && xformOpOrder.length > 0 ) { const matrix = new Matrix4(); const tempMatrix = new Matrix4(); // Track scale for handling negative scale with rotation let scaleValues = null; // Iterate FORWARD for Three.js column-vector convention for ( let i = 0; i < xformOpOrder.length; i ++ ) { const op = xformOpOrder[ i ]; const isInverse = op.startsWith( '!invert!' ); const opName = isInverse ? op.slice( 8 ) : op; if ( opName === 'xformOp:transform' ) { const m = data[ 'xformOp:transform' ]; if ( m && m.length === 16 ) { tempMatrix.set( m[ 0 ], m[ 4 ], m[ 8 ], m[ 12 ], m[ 1 ], m[ 5 ], m[ 9 ], m[ 13 ], m[ 2 ], m[ 6 ], m[ 10 ], m[ 14 ], m[ 3 ], m[ 7 ], m[ 11 ], m[ 15 ] ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:translate' ) { const t = data[ 'xformOp:translate' ]; if ( t ) { tempMatrix.makeTranslation( t[ 0 ], t[ 1 ], t[ 2 ] ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:translate:pivot' ) { const t = data[ 'xformOp:translate:pivot' ]; if ( t ) { tempMatrix.makeTranslation( t[ 0 ], t[ 1 ], t[ 2 ] ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:scale' ) { const s = data[ 'xformOp:scale' ]; if ( s ) { if ( Array.isArray( s ) ) { tempMatrix.makeScale( s[ 0 ], s[ 1 ], s[ 2 ] ); scaleValues = [ s[ 0 ], s[ 1 ], s[ 2 ] ]; } else { tempMatrix.makeScale( s, s, s ); scaleValues = [ s, s, s ]; } if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:rotateXYZ' ) { const r = data[ 'xformOp:rotateXYZ' ]; if ( r ) { // USD rotateXYZ: matrix = Rx * Ry * Rz // Three.js Euler 'ZYX' order produces same result const euler = new Euler( r[ 0 ] * Math.PI / 180, r[ 1 ] * Math.PI / 180, r[ 2 ] * Math.PI / 180, 'ZYX' ); tempMatrix.makeRotationFromEuler( euler ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:rotateX' ) { const r = data[ 'xformOp:rotateX' ]; if ( r !== undefined ) { tempMatrix.makeRotationX( r * Math.PI / 180 ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:rotateY' ) { const r = data[ 'xformOp:rotateY' ]; if ( r !== undefined ) { tempMatrix.makeRotationY( r * Math.PI / 180 ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:rotateZ' ) { const r = data[ 'xformOp:rotateZ' ]; if ( r !== undefined ) { tempMatrix.makeRotationZ( r * Math.PI / 180 ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:orient' ) { const q = data[ 'xformOp:orient' ]; if ( q && q.length === 4 ) { const quat = new Quaternion( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] ); tempMatrix.makeRotationFromQuaternion( quat ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } } obj.matrix.copy( matrix ); obj.matrix.decompose( obj.position, obj.quaternion, obj.scale ); // Fix for negative scale: decompose() may absorb negative scale into quaternion // Restore original scale signs to keep animation consistent if ( scaleValues ) { const negX = scaleValues[ 0 ] < 0; const negY = scaleValues[ 1 ] < 0; const negZ = scaleValues[ 2 ] < 0; const negCount = ( negX ? 1 : 0 ) + ( negY ? 1 : 0 ) + ( negZ ? 1 : 0 ); // decompose() absorbs pairs of negative scales into rotation // For [-1,-1,-1] → [-1,1,1], Y and Z were absorbed, flip quat.y and quat.w if ( negCount === 3 ) { obj.scale.set( scaleValues[ 0 ], scaleValues[ 1 ], scaleValues[ 2 ] ); obj.quaternion.set( obj.quaternion.x, - obj.quaternion.y, obj.quaternion.z, - obj.quaternion.w ); } } return; } // Fallback: handle individual transform ops without order if ( data[ 'xformOp:translate' ] ) { const t = data[ 'xformOp:translate' ]; obj.position.set( t[ 0 ], t[ 1 ], t[ 2 ] ); } if ( data[ 'xformOp:translate:pivot' ] ) { const p = data[ 'xformOp:translate:pivot' ]; obj.pivot = new Vector3( p[ 0 ], p[ 1 ], p[ 2 ] ); } if ( data[ 'xformOp:scale' ] ) { const s = data[ 'xformOp:scale' ]; if ( Array.isArray( s ) ) { obj.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] ); } else { obj.scale.set( s, s, s ); } } if ( data[ 'xformOp:rotateXYZ' ] ) { const r = data[ 'xformOp:rotateXYZ' ]; obj.rotation.set( r[ 0 ] * Math.PI / 180, r[ 1 ] * Math.PI / 180, r[ 2 ] * Math.PI / 180 ); } if ( data[ 'xformOp:orient' ] ) { const q = data[ 'xformOp:orient' ]; if ( q.length === 4 ) { obj.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] ); } } } /** * Build indexes for efficient lookups. * Called once during compose() to avoid O(n) scans per lookup. */ _buildIndexes() { // childrenByPath: parentPath -> [childName1, childName2, ...] this.childrenByPath = new Map(); // attributesByPrimPath: primPath -> Map(attrName -> attrSpec) this.attributesByPrimPath = new Map(); // materialsByRoot: rootPath -> [materialPath1, materialPath2, ...] this.materialsByRoot = new Map(); // shadersByMaterialPath: materialPath -> [shaderPath1, shaderPath2, ...] this.shadersByMaterialPath = new Map(); // geomSubsetsByMeshPath: meshPath -> [subsetPath1, subsetPath2, ...] this.geomSubsetsByMeshPath = new Map(); for ( const path in this.specsByPath ) { const spec = this.specsByPath[ path ]; if ( spec.specType === SpecType.Prim ) { // Build parent-child index const lastSlash = path.lastIndexOf( '/' ); if ( lastSlash > 0 ) { const parentPath = path.slice( 0, lastSlash ); const childName = path.slice( lastSlash + 1 ); if ( ! this.childrenByPath.has( parentPath ) ) { this.childrenByPath.set( parentPath, [] ); } this.childrenByPath.get( parentPath ).push( { name: childName, path: path } ); } else if ( lastSlash === 0 && path.length > 1 ) { // Direct child of root const childName = path.slice( 1 ); if ( ! this.childrenByPath.has( '/' ) ) { this.childrenByPath.set( '/', [] ); } this.childrenByPath.get( '/' ).push( { name: childName, path: path } ); } const typeName = spec.fields.typeName; // Build material index if ( typeName === 'Material' ) { const parts = path.split( '/' ); const rootPath = parts.length > 1 ? '/' + parts[ 1 ] : '/'; if ( ! this.materialsByRoot.has( rootPath ) ) { this.materialsByRoot.set( rootPath, [] ); } this.materialsByRoot.get( rootPath ).push( path ); } // Build shader index (shaders are children of materials) if ( typeName === 'Shader' && lastSlash > 0 ) { const materialPath = path.slice( 0, lastSlash ); if ( ! this.shadersByMaterialPath.has( materialPath ) ) { this.shadersByMaterialPath.set( materialPath, [] ); } this.shadersByMaterialPath.get( materialPath ).push( path ); } // Build GeomSubset index (subsets are children of meshes) if ( typeName === 'GeomSubset' && lastSlash > 0 ) { const meshPath = path.slice( 0, lastSlash ); if ( ! this.geomSubsetsByMeshPath.has( meshPath ) ) { this.geomSubsetsByMeshPath.set( meshPath, [] ); } this.geomSubsetsByMeshPath.get( meshPath ).push( path ); } } else if ( spec.specType === SpecType.Attribute || spec.specType === SpecType.Relationship ) { // Build attribute index const dotIndex = path.lastIndexOf( '.' ); if ( dotIndex > 0 ) { const primPath = path.slice( 0, dotIndex ); const attrName = path.slice( dotIndex + 1 ); if ( ! this.attributesByPrimPath.has( primPath ) ) { this.attributesByPrimPath.set( primPath, new Map() ); } this.attributesByPrimPath.get( primPath ).set( attrName, spec ); } } } } /** * Check if a path is a direct child of parentPath. */ _isDirectChild( parentPath, path, prefix ) { if ( ! path.startsWith( prefix ) ) return false; const remainder = path.slice( prefix.length ); if ( remainder.length === 0 ) return false; // Check for variant paths or simple names if ( remainder.startsWith( '{' ) ) { return false; // Variant paths are not direct children } return ! remainder.includes( '/' ); } /** * Build the scene hierarchy recursively. * Uses childrenByPath index for O(1) child lookup instead of O(n) iteration. */ _buildHierarchy( parent, parentPath ) { // Collect children from parentPath and any active variant paths const childEntries = []; const seenPaths = new Set(); // Get direct children using the index const directChildren = this.childrenByPath.get( parentPath ); if ( directChildren ) { for ( const child of directChildren ) { if ( ! seenPaths.has( child.path ) ) { seenPaths.add( child.path ); childEntries.push( child ); } } } // Also get children from active variant paths const variantPaths = this._getVariantPaths( parentPath ); for ( const vp of variantPaths ) { const variantChildren = this.childrenByPath.get( vp ); if ( variantChildren ) { for ( const child of variantChildren ) { if ( ! seenPaths.has( child.path ) ) { seenPaths.add( child.path ); childEntries.push( child ); } } } } // Process each child for ( const { name, path } of childEntries ) { const spec = this.specsByPath[ path ]; if ( ! spec || spec.specType !== SpecType.Prim ) continue; const typeName = spec.fields.typeName; // Check for references/payloads const refValue = this._getReference( spec ); if ( refValue ) { // Get local variant selections from this prim const localVariants = this._getLocalVariantSelections( spec.fields ); // Resolve the reference const referencedGroup = this._resolveReference( refValue, localVariants ); if ( referencedGroup ) { const attrs = this._getAttributes( path ); // Check if the referenced content is a single mesh (or container with single mesh) // This handles the USDZExporter pattern: Xform references geometry file const singleMesh = this._findSingleMesh( referencedGroup ); if ( singleMesh && ( typeName === 'Xform' || ! typeName ) ) { // Merge the mesh into this prim singleMesh.name = name; this.applyTransform( singleMesh, spec.fields, attrs ); // Apply material binding from the referencing prim if present this._applyMaterialBinding( singleMesh, path ); parent.add( singleMesh ); // Still build local children (overrides) this._buildHierarchy( singleMesh, path ); } else { // Create a container for the referenced content const obj = new Object3D(); obj.name = name; this.applyTransform( obj, spec.fields, attrs ); // Add all children from the referenced group while ( referencedGroup.children.length > 0 ) { obj.add( referencedGroup.children[ 0 ] ); } parent.add( obj ); // Still build local children (overrides) this._buildHierarchy( obj, path ); } continue; } } // Build appropriate object based on type if ( typeName === 'SkelRoot' ) { // Skeletal root - treat as transform but track for skeleton binding const obj = new Object3D(); obj.name = name; obj.userData.isSkelRoot = true; const attrs = this._getAttributes( path ); this.applyTransform( obj, spec.fields, attrs ); parent.add( obj ); this._buildHierarchy( obj, path ); } else if ( typeName === 'Skeleton' ) { // Build skeleton and store it const skeleton = this._buildSkeleton( path ); if ( skeleton ) { this.skeletons[ path ] = skeleton; } // Recursively build children (may contain SkelAnimation) this._buildHierarchy( parent, path ); } else if ( typeName === 'SkelAnimation' ) { // Skip - animations are processed separately in _buildAnimations } else if ( typeName === 'Mesh' ) { const obj = this._buildMesh( path, spec ); if ( obj ) { parent.add( obj ); } } else if ( typeName === 'Material' || typeName === 'Shader' ) { // Skip materials/shaders, they're referenced by meshes } else { // Transform node, group, or unknown type const obj = new Object3D(); obj.name = name; const attrs = this._getAttributes( path ); this.applyTransform( obj, spec.fields, attrs ); parent.add( obj ); this._buildHierarchy( obj, path ); } } } /** * Get variant paths for a parent path based on variant selections. */ _getVariantPaths( parentPath ) { const parentSpec = this.specsByPath[ parentPath ]; const variantSetChildren = parentSpec?.fields?.variantSetChildren; const variantPaths = []; if ( ! variantSetChildren || variantSetChildren.length === 0 ) { return variantPaths; } for ( const variantSetName of variantSetChildren ) { // External selections take priority let selectedVariant = this.externalVariantSelections[ variantSetName ] || null; // Fall back to file's internal selection if ( ! selectedVariant ) { const variantSelection = parentSpec.fields.variantSelection; selectedVariant = variantSelection ? variantSelection[ variantSetName ] : null; } // Fall back to first variant child if ( ! selectedVariant ) { const variantSetPath = parentPath + '/{' + variantSetName + '=}'; const variantSetSpec = this.specsByPath[ variantSetPath ]; if ( variantSetSpec?.fields?.variantChildren ) { selectedVariant = variantSetSpec.fields.variantChildren[ 0 ]; } } if ( selectedVariant ) { const variantPath = parentPath + '/{' + variantSetName + '=' + selectedVariant + '}'; variantPaths.push( variantPath ); } } return variantPaths; } /** * Resolve a file path relative to basePath. */ _resolveFilePath( refPath ) { let cleanPath = refPath; // Remove ./ prefix if ( cleanPath.startsWith( './' ) ) { cleanPath = cleanPath.slice( 2 ); } // Combine with base path if ( this.basePath ) { return this.basePath + '/' + cleanPath; } return cleanPath; } /** * Resolve a USD reference and return the composed content. * @param {string} refValue - Reference value like "@./path/to/file.usdc@" * @param {Object} localVariants - Variant selections to apply * @returns {Group|null} Composed content or null */ _resolveReference( refValue, localVariants = {} ) { if ( ! refValue ) return null; const match = refValue.match( /@([^@]+)@(?:<([^>]+)>)?/ ); if ( ! match ) return null; const filePath = match[ 1 ]; const primPath = match[ 2 ]; // e.g., "/Geometry" const resolvedPath = this._resolveFilePath( filePath ); // Merge variant selections - external takes priority, then local const mergedVariants = { ...localVariants, ...this.externalVariantSelections }; // Look up pre-parsed data in assets const referencedData = this.assets[ resolvedPath ]; if ( ! referencedData ) return null; // If it's specsByPath data, compose it if ( referencedData.specsByPath ) { const composer = new USDComposer( this.manager ); const newBasePath = this._getBasePath( resolvedPath ); const composedGroup = composer.compose( referencedData, this.assets, mergedVariants, newBasePath ); // If a primPath is specified, find and return just that subtree if ( primPath ) { const primName = primPath.split( '/' ).pop(); // Find the direct child with this name (not a deep search) // This is important because there may be multiple objects with the same name let targetObject = null; for ( const child of composedGroup.children ) { if ( child.name === primName ) { targetObject = child; break; } } if ( targetObject ) { // Detach from parent for re-parenting composedGroup.remove( targetObject ); // Wrap in a group to maintain consistent return type const wrapper = new Group(); wrapper.add( targetObject ); return wrapper; } } return composedGroup; } // If it's already a Three.js Group (legacy support), clone it if ( referencedData.isGroup || referencedData.isObject3D ) { return referencedData.clone(); } return null; } /** * Find a single mesh in the group's shallow hierarchy. * Only returns a mesh if it's at depth 0 or 1, not deeply nested. * This preserves transforms in complex hierarchies like Kitchen Set * while supporting USDZExporter round-trip (Xform > Xform > Mesh pattern). */ _findSingleMesh( group ) { // Check direct children first for ( const child of group.children ) { if ( child.isMesh ) { group.remove( child ); return child; } } // Check grandchildren (USDZExporter pattern: Xform > Geometry > Mesh) // Only if there's exactly one child with exactly one grandchild if ( group.children.length === 1 ) { const child = group.children[ 0 ]; if ( child.children && child.children.length === 1 ) { const grandchild = child.children[ 0 ]; if ( grandchild.isMesh && ! this._hasNonIdentityTransform( child ) ) { // Safe to merge - intermediate has identity transform child.remove( grandchild ); return grandchild; } } } return null; } /** * Check if an object has a non-identity local transform. */ _hasNonIdentityTransform( obj ) { const pos = obj.position; const rot = obj.rotation; const scale = obj.scale; const hasPosition = pos.x !== 0 || pos.y !== 0 || pos.z !== 0; const hasRotation = rot.x !== 0 || rot.y !== 0 || rot.z !== 0; const hasScale = scale.x !== 1 || scale.y !== 1 || scale.z !== 1; return hasPosition || hasRotation || hasScale; } /** * Get the base path (directory) from a file path. */ _getBasePath( filePath ) { const lastSlash = filePath.lastIndexOf( '/' ); return lastSlash >= 0 ? filePath.slice( 0, lastSlash ) : ''; } /** * Extract variant selections from a spec's fields. */ _getLocalVariantSelections( fields ) { const variants = {}; if ( fields.variantSelection ) { for ( const key in fields.variantSelection ) { variants[ key ] = fields.variantSelection[ key ]; } } return variants; } /** * Get reference value from a prim spec. */ _getReference( spec ) { if ( spec.fields.references && spec.fields.references.length > 0 ) { const ref = spec.fields.references[ 0 ]; if ( typeof ref === 'string' ) return ref; if ( ref.assetPath ) return '@' + ref.assetPath + '@'; } if ( spec.fields.payload ) { const payload = spec.fields.payload; if ( typeof payload === 'string' ) return payload; if ( payload.assetPath ) return '@' + payload.assetPath + '@'; } return null; } /** * Get attributes for a path from attribute specs. */ _getAttributes( path ) { const attrs = {}; this._collectAttributesFromPath( path, attrs ); // Collect overrides from sibling variants (when path is inside a variant) const variantMatch = path.match( VARIANT_PATH_REGEX ); if ( variantMatch ) { const basePath = variantMatch[ 1 ]; const relativePath = variantMatch[ 4 ]; const variantPaths = this._getVariantPaths( basePath ); for ( const vp of variantPaths ) { if ( path.startsWith( vp ) ) continue; const overridePath = vp + '/' + relativePath; this._collectAttributesFromPath( overridePath, attrs ); } } else { // Check for variant overrides at ancestor levels const parts = path.split( '/' ); for ( let i = 1; i < parts.length - 1; i ++ ) { const ancestorPath = parts.slice( 0, i + 1 ).join( '/' ); const relativePath = parts.slice( i + 1 ).join( '/' ); const variantPaths = this._getVariantPaths( ancestorPath ); for ( const vp of variantPaths ) { const overridePath = vp + '/' + relativePath; this._collectAttributesFromPath( overridePath, attrs ); } } } return attrs; } _collectAttributesFromPath( path, attrs ) { // Use the attribute index for O(1) lookup instead of O(n) iteration const attrMap = this.attributesByPrimPath.get( path ); if ( ! attrMap ) return; for ( const [ attrName, attrSpec ] of attrMap ) { if ( attrSpec.fields?.default !== undefined ) { attrs[ attrName ] = attrSpec.fields.default; } else if ( attrSpec.fields?.timeSamples ) { // For animated attributes without default, use the first time sample (rest pose) const { times, values } = attrSpec.fields.timeSamples; if ( times && values && times.length > 0 ) { // Find time 0, or use the first available time const idx = times.indexOf( 0 ); attrs[ attrName ] = idx >= 0 ? values[ idx ] : values[ 0 ]; } } if ( attrSpec.fields?.elementSize !== undefined ) { attrs[ attrName + ':elementSize' ] = attrSpec.fields.elementSize; } if ( attrName.startsWith( 'primvars:' ) && attrSpec.fields?.typeName !== undefined ) { attrs[ attrName + ':typeName' ] = attrSpec.fields.typeName; } } } /** * Build a mesh from a Mesh spec. */ _buildMesh( path, spec ) { const attrs = this._getAttributes( path ); // Check for skinning data const jointIndices = attrs[ 'primvars:skel:jointIndices' ]; const jointWeights = attrs[ 'primvars:skel:jointWeights' ]; const hasSkinning = jointIndices && jointWeights && jointIndices.length > 0 && jointWeights.length > 0; // Collect GeomSubsets for multi-material support const geomSubsets = this._getGeomSubsets( path ); let geometry, material; if ( geomSubsets.length > 0 ) { geometry = this._buildGeometryWithSubsets( attrs, geomSubsets, hasSkinning ); const meshMaterialPath = this._getMaterialPath( path, spec.fields ); material = geomSubsets.map( subset => { const matPath = subset.materialPath || meshMaterialPath; return this._buildMaterialForPath( matPath ); } ); } else { geometry = this._buildGeometry( path, attrs, hasSkinning ); material = this._buildMaterial( path, spec.fields ); } const displayColor = attrs[ 'primvars:displayColor' ]; if ( displayColor && displayColor.length >= 3 ) { const applyDisplayColor = ( mat ) => { if ( mat.color && mat.color.r === 1 && mat.color.g === 1 && mat.color.b === 1 && ! mat.map ) { mat.color.setRGB( displayColor[ 0 ], displayColor[ 1 ], displayColor[ 2 ], SRGBColorSpace ); } }; if ( Array.isArray( material ) ) { material.forEach( applyDisplayColor ); } else { applyDisplayColor( material ); } } const displayOpacity = attrs[ 'primvars:displayOpacity' ]; if ( displayOpacity && displayOpacity.length >= 1 ) { const opacity = displayOpacity[ 0 ]; const applyDisplayOpacity = ( mat ) => { if ( opacity < 1 ) { mat.opacity = opacity; mat.transparent = true; } }; if ( Array.isArray( material ) ) { material.forEach( applyDisplayOpacity ); } else { applyDisplayOpacity( material ); } } let mesh; if ( hasSkinning ) { mesh = new SkinnedMesh( geometry, material ); // Find skeleton path from skel:skeleton relationship let skelBindingSpec = this.specsByPath[ path + '.skel:skeleton' ]; if ( ! skelBindingSpec ) { skelBindingSpec = this.specsByPath[ path + '.rel skel:skeleton' ]; } let skeletonPath = null; if ( skelBindingSpec ) { if ( skelBindingSpec.fields.targetPaths && skelBindingSpec.fields.targetPaths.length > 0 ) { skeletonPath = skelBindingSpec.fields.targetPaths[ 0 ]; } else if ( skelBindingSpec.fields.default ) { skeletonPath = skelBindingSpec.fields.default.replace( /<|>/g, '' ); } } // Get per-mesh joint mapping const localJoints = attrs[ 'skel:joints' ]; // Get geomBindTransform if present const geomBindTransform = attrs[ 'primvars:skel:geomBindTransform' ]; this.skinnedMeshes.push( { mesh, skeletonPath, path, localJoints, geomBindTransform } ); } else { mesh = new Mesh( geometry, material ); } mesh.name = path.split( '/' ).pop(); this.applyTransform( mesh, spec.fields, attrs ); return mesh; } _getGeomSubsets( meshPath ) { const subsets = []; const subsetPaths = this.geomSubsetsByMeshPath.get( meshPath ); if ( ! subsetPaths ) return subsets; for ( const p of subsetPaths ) { const attrs = this._getAttributes( p ); const indices = attrs[ 'indices' ]; if ( ! indices || indices.length === 0 ) continue; // Get material binding - check direct path and variant paths let materialPath = this._getMaterialBindingTarget( p ); subsets.push( { name: p.split( '/' ).pop(), indices: indices, materialPath: materialPath } ); } return subsets; } /** * Get material binding target path, checking variant paths if needed. */ _getMaterialBindingTarget( primPath ) { const attrName = 'material:binding'; // First check direct path const directPath = primPath + '.' + attrName; const directSpec = this.specsByPath[ directPath ]; if ( directSpec?.fields?.targetPaths?.length > 0 ) { return directSpec.fields.targetPaths[ 0 ]; } // Check variant paths at ancestor levels const parts = primPath.split( '/' ); for ( let i = 1; i < parts.length; i ++ ) { const ancestorPath = parts.slice( 0, i + 1 ).join( '/' ); const relativePath = parts.slice( i + 1 ).join( '/' ); const variantPaths = this._getVariantPaths( ancestorPath ); for ( const vp of variantPaths ) { const overridePath = relativePath ? vp + '/' + relativePath + '.' + attrName : vp + '.' + attrName; const overrideSpec = this.specsByPath[ overridePath ]; if ( overrideSpec?.fields?.targetPaths?.length > 0 ) { return overrideSpec.fields.targetPaths[ 0 ]; } } } return null; } _buildGeometry( path, fields, hasSkinning = false ) { const geometry = new BufferGeometry(); const points = fields[ 'points' ]; if ( ! points || points.length === 0 ) return geometry; const faceVertexIndices = fields[ 'faceVertexIndices' ]; const faceVertexCounts = fields[ 'faceVertexCounts' ]; // Parse polygon holes (Arnold format: [holeFaceIdx, parentFaceIdx, ...]) const polygonHoles = fields[ 'primvars:arnold:polygon_holes' ]; const holeMap = this._buildHoleMap( polygonHoles ); // Compute triangulation pattern once using actual vertex positions // This pattern will be reused for normals, UVs, etc. let indices = faceVertexIndices; let triPattern = null; if ( faceVertexCounts && faceVertexCounts.length > 0 ) { const result = this._triangulateIndicesWithPattern( faceVertexIndices, faceVertexCounts, points, holeMap ); indices = result.indices; triPattern = result.pattern; } let positions = points; if ( indices && indices.length > 0 ) { positions = this._expandAttribute( points, indices, 3 ); } geometry.setAttribute( 'position', new BufferAttribute( new Float32Array( positions ), 3 ) ); const normals = fields[ 'normals' ] || fields[ 'primvars:normals' ]; const normalIndicesRaw = fields[ 'normals:indices' ] || fields[ 'primvars:normals:indices' ]; if ( normals && normals.length > 0 ) { let normalData = normals; if ( normalIndicesRaw && normalIndicesRaw.length > 0 && triPattern ) { // Indexed normals - apply triangulation pattern to indices const triangulatedNormalIndices = this._applyTriangulationPattern( normalIndicesRaw, triPattern ); normalData = this._expandAttribute( normals, triangulatedNormalIndices, 3 ); } else if ( normals.length === points.length ) { // Per-vertex normals if ( indices && indices.length > 0 ) { normalData = this._expandAttribute( normals, indices, 3 ); } } else if ( triPattern ) { // Per-face-vertex normals (no separate indices) - use same triangulation pattern const normalIndices = this._applyTriangulationPattern( Array.from( { length: normals.length / 3 }, ( _, i ) => i ), triPattern ); normalData = this._expandAttribute( normals, normalIndices, 3 ); } geometry.setAttribute( 'normal', new BufferAttribute( new Float32Array( normalData ), 3 ) ); } else { geometry.computeVertexNormals(); } const { uvs, uvIndices } = this._findUVPrimvar( fields ); const numFaceVertices = faceVertexIndices ? faceVertexIndices.length : 0; if ( uvs && uvs.length > 0 ) { let uvData = uvs; if ( uvIndices && uvIndices.length > 0 && triPattern ) { const triangulatedUvIndices = this._applyTriangulationPattern( uvIndices, triPattern ); uvData = this._expandAttribute( uvs, triangulatedUvIndices, 2 ); } else if ( indices && uvs.length / 2 === points.length / 3 ) { uvData = this._expandAttribute( uvs, indices, 2 ); } else if ( triPattern && uvs.length / 2 === numFaceVertices ) { // Per-face-vertex UVs (faceVarying, no separate indices) const uvIndicesFromPattern = this._applyTriangulationPattern( Array.from( { length: numFaceVertices }, ( _, i ) => i ), triPattern ); uvData = this._expandAttribute( uvs, uvIndicesFromPattern, 2 ); } geometry.setAttribute( 'uv', new BufferAttribute( new Float32Array( uvData ), 2 ) ); } // Second UV set (st1) for lightmaps/AO const { uvs2, uv2Indices } = this._findUV2Primvar( fields ); if ( uvs2 && uvs2.length > 0 ) { let uv2Data = uvs2; if ( uv2Indices && uv2Indices.length > 0 && triPattern ) { const triangulatedUv2Indices = this._applyTriangulationPattern( uv2Indices, triPattern ); uv2Data = this._expandAttribute( uvs2, triangulatedUv2Indices, 2 ); } else if ( indices && uvs2.length / 2 === points.length / 3 ) { uv2Data = this._expandAttribute( uvs2, indices, 2 ); } else if ( triPattern && uvs2.length / 2 === numFaceVertices ) { // Per-face-vertex UV2 (faceVarying, no separate indices) const uv2IndicesFromPattern = this._applyTriangulationPattern( Array.from( { length: numFaceVertices }, ( _, i ) => i ), triPattern ); uv2Data = this._expandAttribute( uvs2, uv2IndicesFromPattern, 2 ); } geometry.setAttribute( 'uv1', new BufferAttribute( new Float32Array( uv2Data ), 2 ) ); } // Add skinning attributes if ( hasSkinning ) { const jointIndices = fields[ 'primvars:skel:jointIndices' ]; const jointWeights = fields[ 'primvars:skel:jointWeights' ]; const elementSize = fields[ 'primvars:skel:jointIndices:elementSize' ] || 4; if ( jointIndices && jointWeights ) { const numVertices = positions.length / 3; let skinIndexData, skinWeightData; if ( indices && indices.length > 0 ) { skinIndexData = this._expandAttribute( jointIndices, indices, elementSize ); skinWeightData = this._expandAttribute( jointWeights, indices, elementSize ); } else { skinIndexData = jointIndices; skinWeightData = jointWeights; } const skinIndices = new Uint16Array( numVertices * 4 ); const skinWeights = new Float32Array( numVertices * 4 ); for ( let i = 0; i < numVertices; i ++ ) { for ( let j = 0; j < 4; j ++ ) { if ( j < elementSize ) { skinIndices[ i * 4 + j ] = skinIndexData[ i * elementSize + j ] || 0; skinWeights[ i * 4 + j ] = skinWeightData[ i * elementSize + j ] || 0; } else { skinIndices[ i * 4 + j ] = 0; skinWeights[ i * 4 + j ] = 0; } } } geometry.setAttribute( 'skinIndex', new BufferAttribute( skinIndices, 4 ) ); geometry.setAttribute( 'skinWeight', new BufferAttribute( skinWeights, 4 ) ); } } return geometry; } _buildGeometryWithSubsets( fields, geomSubsets, hasSkinning = false ) { const geometry = new BufferGeometry(); const points = fields[ 'points' ]; if ( ! points || points.length === 0 ) return geometry; const faceVertexIndices = fields[ 'faceVertexIndices' ]; const faceVertexCounts = fields[ 'faceVertexCounts' ]; if ( ! faceVertexCounts || faceVertexCounts.length === 0 ) return geometry; const polygonHoles = fields[ 'primvars:arnold:polygon_holes' ]; const holeMap = this._buildHoleMap( polygonHoles ); const holeFaces = holeMap.holeFaces; const parentToHoles = holeMap.parentToHoles; const { uvs, uvIndices } = this._findUVPrimvar( fields ); const { uvs2, uv2Indices } = this._findUV2Primvar( fields ); const normals = fields[ 'normals' ] || fields[ 'primvars:normals' ]; const normalIndicesRaw = fields[ 'normals:indices' ] || fields[ 'primvars:normals:indices' ]; const jointIndices = hasSkinning ? fields[ 'primvars:skel:jointIndices' ] : null; const jointWeights = hasSkinning ? fields[ 'primvars:skel:jointWeights' ] : null; const elementSize = fields[ 'primvars:skel:jointIndices:elementSize' ] || 4; // Build face-to-triangle mapping (accounting for holes) const faceTriangleOffset = []; let triangleCount = 0; for ( let i = 0; i < faceVertexCounts.length; i ++ ) { faceTriangleOffset.push( triangleCount ); // Skip hole faces - they're triangulated with their parent if ( holeFaces.has( i ) ) continue; const count = faceVertexCounts[ i ]; const holes = parentToHoles.get( i ); if ( holes && holes.length > 0 ) { // For faces with holes, count triangles based on total vertices // Earcut produces (total_vertices - 2) triangles for any polygon including holes let totalVerts = count; for ( const holeIdx of holes ) { totalVerts += faceVertexCounts[ holeIdx ]; } triangleCount += totalVerts - 2; } else if ( count >= 3 ) { triangleCount += count - 2; } } const triangleToSubset = new Int32Array( triangleCount ).fill( - 1 ); for ( let si = 0; si < geomSubsets.length; si ++ ) { const subset = geomSubsets[ si ]; for ( let i = 0; i < subset.indices.length; i ++ ) { const faceIdx = subset.indices[ i ]; if ( faceIdx >= faceVertexCounts.length ) continue; const triStart = faceTriangleOffset[ faceIdx ]; const triCount = faceVertexCounts[ faceIdx ] - 2; for ( let t = 0; t < triCount; t ++ ) { triangleToSubset[ triStart + t ] = si; } } } // Sort triangles by subset const sortedTriangles = []; for ( let tri = 0; tri < triangleCount; tri ++ ) { sortedTriangles.push( { original: tri, subset: triangleToSubset[ tri ] } ); } sortedTriangles.sort( ( a, b ) => a.subset - b.subset ); const groups = []; let currentSubset = sortedTriangles.length > 0 ? sortedTriangles[ 0 ].subset : - 1; let groupStart = 0; for ( let i = 0; i < sortedTriangles.length; i ++ ) { if ( sortedTriangles[ i ].subset !== currentSubset ) { if ( currentSubset >= 0 ) { groups.push( { start: groupStart * 3, count: ( i - groupStart ) * 3, materialIndex: currentSubset } ); } currentSubset = sortedTriangles[ i ].subset; groupStart = i; } } if ( currentSubset >= 0 && sortedTriangles.length > groupStart ) { groups.push( { start: groupStart * 3, count: ( sortedTriangles.length - groupStart ) * 3, materialIndex: currentSubset } ); } for ( const group of groups ) { geometry.addGroup( group.start, group.count, group.materialIndex ); } // Triangulate original data using consistent pattern const { indices: origIndices, pattern: triPattern } = this._triangulateIndicesWithPattern( faceVertexIndices, faceVertexCounts, points, holeMap ); const origUvIndices = uvIndices ? this._applyTriangulationPattern( uvIndices, triPattern ) : null; const origUv2Indices = uv2Indices ? this._applyTriangulationPattern( uv2Indices, triPattern ) : null; const numFaceVertices = faceVertexCounts.reduce( ( a, b ) => a + b, 0 ); const hasIndexedNormals = normals && normalIndicesRaw && normalIndicesRaw.length > 0; const hasFaceVaryingNormals = normals && normals.length / 3 === numFaceVertices; const origNormalIndices = hasIndexedNormals ? this._applyTriangulationPattern( normalIndicesRaw, triPattern ) : ( hasFaceVaryingNormals ? this._applyTriangulationPattern( Array.from( { length: numFaceVertices }, ( _, i ) => i ), triPattern ) : null ); // Build reordered vertex data const vertexCount = triangleCount * 3; const positions = new Float32Array( vertexCount * 3 ); const uvData = uvs ? new Float32Array( vertexCount * 2 ) : null; const uv1Data = uvs2 ? new Float32Array( vertexCount * 2 ) : null; const normalData = normals ? new Float32Array( vertexCount * 3 ) : null; const skinIndexData = jointIndices ? new Uint16Array( vertexCount * 4 ) : null; const skinWeightData = jointWeights ? new Float32Array( vertexCount * 4 ) : null; for ( let i = 0; i < sortedTriangles.length; i ++ ) { const origTri = sortedTriangles[ i ].original; for ( let v = 0; v < 3; v ++ ) { const origIdx = origTri * 3 + v; const newIdx = i * 3 + v; const pointIdx = origIndices[ origIdx ]; positions[ newIdx * 3 ] = points[ pointIdx * 3 ]; positions[ newIdx * 3 + 1 ] = points[ pointIdx * 3 + 1 ]; positions[ newIdx * 3 + 2 ] = points[ pointIdx * 3 + 2 ]; if ( uvData && uvs ) { if ( origUvIndices ) { const uvIdx = origUvIndices[ origIdx ]; uvData[ newIdx * 2 ] = uvs[ uvIdx * 2 ]; uvData[ newIdx * 2 + 1 ] = uvs[ uvIdx * 2 + 1 ]; } else if ( uvs.length / 2 === points.length / 3 ) { uvData[ newIdx * 2 ] = uvs[ pointIdx * 2 ]; uvData[ newIdx * 2 + 1 ] = uvs[ pointIdx * 2 + 1 ]; } } if ( uv1Data && uvs2 ) { if ( origUv2Indices ) { const uv2Idx = origUv2Indices[ origIdx ]; uv1Data[ newIdx * 2 ] = uvs2[ uv2Idx * 2 ]; uv1Data[ newIdx * 2 + 1 ] = uvs2[ uv2Idx * 2 + 1 ]; } else if ( uvs2.length / 2 === points.length / 3 ) { uv1Data[ newIdx * 2 ] = uvs2[ pointIdx * 2 ]; uv1Data[ newIdx * 2 + 1 ] = uvs2[ pointIdx * 2 + 1 ]; } } if ( normalData && normals ) { if ( origNormalIndices ) { const normalIdx = origNormalIndices[ origIdx ]; normalData[ newIdx * 3 ] = normals[ normalIdx * 3 ]; normalData[ newIdx * 3 + 1 ] = normals[ normalIdx * 3 + 1 ]; normalData[ newIdx * 3 + 2 ] = normals[ normalIdx * 3 + 2 ]; } else if ( normals.length === points.length ) { normalData[ newIdx * 3 ] = normals[ pointIdx * 3 ]; normalData[ newIdx * 3 + 1 ] = normals[ pointIdx * 3 + 1 ]; normalData[ newIdx * 3 + 2 ] = normals[ pointIdx * 3 + 2 ]; } } if ( skinIndexData && skinWeightData && jointIndices && jointWeights ) { for ( let j = 0; j < 4; j ++ ) { if ( j < elementSize ) { skinIndexData[ newIdx * 4 + j ] = jointIndices[ pointIdx * elementSize + j ] || 0; skinWeightData[ newIdx * 4 + j ] = jointWeights[ pointIdx * elementSize + j ] || 0; } else { skinIndexData[ newIdx * 4 + j ] = 0; skinWeightData[ newIdx * 4 + j ] = 0; } } } } } geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) ); if ( uvData ) { geometry.setAttribute( 'uv', new BufferAttribute( uvData, 2 ) ); } if ( uv1Data ) { geometry.setAttribute( 'uv1', new BufferAttribute( uv1Data, 2 ) ); } if ( normalData ) { geometry.setAttribute( 'normal', new BufferAttribute( normalData, 3 ) ); } else { geometry.computeVertexNormals(); } if ( skinIndexData ) { geometry.setAttribute( 'skinIndex', new BufferAttribute( skinIndexData, 4 ) ); } if ( skinWeightData ) { geometry.setAttribute( 'skinWeight', new BufferAttribute( skinWeightData, 4 ) ); } return geometry; } _findUVPrimvar( fields ) { for ( const key in fields ) { if ( ! key.startsWith( 'primvars:' ) ) continue; if ( key.endsWith( ':typeName' ) || key.endsWith( ':elementSize' ) || key.endsWith( ':indices' ) ) continue; if ( key.includes( 'skel:' ) ) continue; const typeName = fields[ key + ':typeName' ]; if ( typeName && typeName.includes( 'texCoord' ) ) { return { uvs: fields[ key ], uvIndices: fields[ key + ':indices' ] }; } } const uvs = fields[ 'primvars:st' ] || fields[ 'primvars:UVMap' ]; const uvIndices = fields[ 'primvars:st:indices' ]; return { uvs, uvIndices }; } _findUV2Primvar( fields ) { const uvs2 = fields[ 'primvars:st1' ]; const uv2Indices = fields[ 'primvars:st1:indices' ]; return { uvs2, uv2Indices }; } _buildHoleMap( polygonHoles ) { // polygonHoles is in Arnold format: [holeFaceIdx, parentFaceIdx, holeFaceIdx, parentFaceIdx, ...] // Returns a map: parentFaceIdx -> [holeFaceIdx1, holeFaceIdx2, ...] // Also returns a set of hole face indices to skip during triangulation if ( ! polygonHoles || polygonHoles.length === 0 ) { return { parentToHoles: new Map(), holeFaces: new Set() }; } const parentToHoles = new Map(); const holeFaces = new Set(); for ( let i = 0; i < polygonHoles.length; i += 2 ) { const holeFaceIdx = polygonHoles[ i ]; const parentFaceIdx = polygonHoles[ i + 1 ]; holeFaces.add( holeFaceIdx ); if ( ! parentToHoles.has( parentFaceIdx ) ) { parentToHoles.set( parentFaceIdx, [] ); } parentToHoles.get( parentFaceIdx ).push( holeFaceIdx ); } return { parentToHoles, holeFaces }; } _triangulateIndicesWithPattern( indices, counts, points = null, holeMap = null ) { const triangulated = []; const pattern = []; // Stores face-local indices for each triangle vertex // Build face offset lookup for accessing hole face data const faceOffsets = []; let offsetAccum = 0; for ( let i = 0; i < counts.length; i ++ ) { faceOffsets.push( offsetAccum ); offsetAccum += counts[ i ]; } const parentToHoles = holeMap?.parentToHoles || new Map(); const holeFaces = holeMap?.holeFaces || new Set(); let offset = 0; for ( let i = 0; i < counts.length; i ++ ) { const count = counts[ i ]; // Skip faces that are holes - they will be triangulated with their parent if ( holeFaces.has( i ) ) { offset += count; continue; } // Check if this face has holes const holes = parentToHoles.get( i ); if ( holes && holes.length > 0 && points && points.length > 0 ) { // Triangulate face with holes using vertex -> face-vertex mapping const vertexToFaceVertex = new Map(); const faceIndices = []; for ( let j = 0; j < count; j ++ ) { const vertIdx = indices[ offset + j ]; faceIndices.push( vertIdx ); vertexToFaceVertex.set( vertIdx, offset + j ); } const holeContours = []; for ( const holeFaceIdx of holes ) { const holeOffset = faceOffsets[ holeFaceIdx ]; const holeCount = counts[ holeFaceIdx ]; const holeIndices = []; for ( let j = 0; j < holeCount; j ++ ) { const vertIdx = indices[ holeOffset + j ]; holeIndices.push( vertIdx ); vertexToFaceVertex.set( vertIdx, holeOffset + j ); } holeContours.push( holeIndices ); } const triangles = this._triangulateNGonWithHoles( faceIndices, holeContours, points ); for ( const tri of triangles ) { triangulated.push( tri[ 0 ], tri[ 1 ], tri[ 2 ] ); pattern.push( vertexToFaceVertex.get( tri[ 0 ] ), vertexToFaceVertex.get( tri[ 1 ] ), vertexToFaceVertex.get( tri[ 2 ] ) ); } } else if ( count === 3 ) { triangulated.push( indices[ offset ], indices[ offset + 1 ], indices[ offset + 2 ] ); pattern.push( offset, offset + 1, offset + 2 ); } else if ( count === 4 ) { triangulated.push( indices[ offset ], indices[ offset + 1 ], indices[ offset + 2 ], indices[ offset ], indices[ offset + 2 ], indices[ offset + 3 ] ); pattern.push( offset, offset + 1, offset + 2, offset, offset + 2, offset + 3 ); } else if ( count > 4 ) { // Use ear-clipping for complex n-gons if we have vertex positions if ( points && points.length > 0 ) { const faceIndices = []; for ( let j = 0; j < count; j ++ ) { faceIndices.push( indices[ offset + j ] ); } const triangles = this._triangulateNGon( faceIndices, points ); for ( const tri of triangles ) { triangulated.push( tri[ 0 ], tri[ 1 ], tri[ 2 ] ); // Find local indices within the face pattern.push( offset + faceIndices.indexOf( tri[ 0 ] ), offset + faceIndices.indexOf( tri[ 1 ] ), offset + faceIndices.indexOf( tri[ 2 ] ) ); } } else { // Fallback to fan triangulation for ( let j = 1; j < count - 1; j ++ ) { triangulated.push( indices[ offset ], indices[ offset + j ], indices[ offset + j + 1 ] ); pattern.push( offset, offset + j, offset + j + 1 ); } } } offset += count; } return { indices: triangulated, pattern }; } _applyTriangulationPattern( indices, pattern ) { const result = []; for ( let i = 0; i < pattern.length; i ++ ) { result.push( indices[ pattern[ i ] ] ); } return result; } _triangulateNGon( faceIndices, points ) { // Project 3D polygon to 2D for triangulation using Newell's method for normal const contour2D = []; const contour3D = []; for ( const idx of faceIndices ) { contour3D.push( new Vector3( points[ idx * 3 ], points[ idx * 3 + 1 ], points[ idx * 3 + 2 ] ) ); } // Calculate polygon normal using Newell's method const normal = new Vector3(); for ( let i = 0; i < contour3D.length; i ++ ) { const curr = contour3D[ i ]; const next = contour3D[ ( i + 1 ) % contour3D.length ]; normal.x += ( curr.y - next.y ) * ( curr.z + next.z ); normal.y += ( curr.z - next.z ) * ( curr.x + next.x ); normal.z += ( curr.x - next.x ) * ( curr.y + next.y ); } normal.normalize(); // Create tangent basis for projection const tangent = new Vector3(); const bitangent = new Vector3(); if ( Math.abs( normal.y ) > 0.9 ) { tangent.set( 1, 0, 0 ); } else { tangent.set( 0, 1, 0 ); } bitangent.crossVectors( normal, tangent ).normalize(); tangent.crossVectors( bitangent, normal ).normalize(); // Project to 2D for ( const p of contour3D ) { contour2D.push( new Vector2( p.dot( tangent ), p.dot( bitangent ) ) ); } // Triangulate using ShapeUtils const triangles = ShapeUtils.triangulateShape( contour2D, [] ); // Map back to original indices const result = []; for ( const tri of triangles