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@polygonjs/polygonjs

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node-based WebGL 3D engine https://polygonjs.com

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"use strict"; import { BufferGeometry, Color, Float32BufferAttribute, Vector3 } from "three"; import { ObjectType } from "../../../Constant"; import { BaseSopOperation } from "../../../../../engine/operations/sop/_Base"; import { tetCenter } from "../utils/tetCenter"; import { tetMaterialLine } from "../TetMaterial"; import { rand } from "../../../../math/_Module"; const _center = new Vector3(); const _p = new Vector3(); const _color = new Color(); export function tetToLines(tetGeometry, tesselationParams) { const { scale } = tesselationParams; const { points, tetrahedrons } = tetGeometry; const lastAddedTetId = tetGeometry.lastAddedTetId(); const newGeometry = new BufferGeometry(); const positions = new Array(tetGeometry.tetsCount() * 4 * 3); const colors = new Array(tetGeometry.tetsCount() * 4 * 3); const indices = new Array(tetGeometry.tetsCount() * 6 * 2); let positionsCount = 0; let indicesCount = 0; let indexCount = 0; tetrahedrons.forEach((tet) => { tetCenter(tetGeometry, tet.id, _center); const h = rand(tet.id); _color.setHSL(h, lastAddedTetId == tet.id ? 0.1 : 1, lastAddedTetId == tet.id ? 1 : 0.5); indices[indicesCount] = indexCount; indices[indicesCount + 1] = indexCount + 1; indices[indicesCount + 2] = indexCount; indices[indicesCount + 3] = indexCount + 2; indices[indicesCount + 4] = indexCount; indices[indicesCount + 5] = indexCount + 3; indices[indicesCount + 6] = indexCount + 1; indices[indicesCount + 7] = indexCount + 2; indices[indicesCount + 8] = indexCount + 1; indices[indicesCount + 9] = indexCount + 3; indices[indicesCount + 10] = indexCount + 2; indices[indicesCount + 11] = indexCount + 3; for (let i = 0; i < 4; i++) { const pointId = tet.pointIds[i]; const point = points.get(pointId); if (point) { _p.copy(point.position).sub(_center).multiplyScalar(scale).add(_center); _p.toArray(positions, positionsCount); _color.toArray(colors, positionsCount); positionsCount += 3; } } indicesCount += 12; indexCount += 4; }); newGeometry.setAttribute("position", new Float32BufferAttribute(positions, 3)); newGeometry.setAttribute("color", new Float32BufferAttribute(colors, 3)); newGeometry.setIndex(indices); return BaseSopOperation.createObject(newGeometry, ObjectType.LINE_SEGMENTS, tetMaterialLine()); }