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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 { Vector3, BufferGeometry, Float32BufferAttribute } from "three"; import { BaseSopOperation } from "../../../../../engine/operations/sop/_Base"; import { ObjectType } from "../../../Constant"; import { TET_FACE_POINT_INDICES } from "../TetCommon"; import { tetCenter } from "../utils/tetCenter"; const _center = new Vector3(); const _p = new Vector3(); export function tetToTetMesh(tetGeometry, tesselationParams) { const { scale } = tesselationParams; const { points, tetrahedrons } = tetGeometry; const newGeometry = new BufferGeometry(); const positions = new Array(tetGeometry.tetsCount() * 4 * 3); const indices = new Array(tetGeometry.tetsCount() * 4 * 3); let positionsCount = 0; let indicesCount = 0; tetrahedrons.forEach((tet) => { tetCenter(tetGeometry, tet.id, _center); for (const face of TET_FACE_POINT_INDICES) { for (const facePointIndex of face) { const pointId = tet.pointIds[facePointIndex]; const point = points.get(pointId); if (point) { _p.copy(point.position).sub(_center).multiplyScalar(scale).add(_center); _p.toArray(positions, positionsCount); positionsCount += 3; } } indices[indicesCount] = indicesCount; indices[indicesCount + 1] = indicesCount + 1; indices[indicesCount + 2] = indicesCount + 2; indicesCount += 3; } }); newGeometry.setAttribute("position", new Float32BufferAttribute(positions, 3)); newGeometry.setIndex(indices); newGeometry.computeVertexNormals(); return BaseSopOperation.createObject(newGeometry, ObjectType.MESH); }