three
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JavaScript 3D library
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JavaScript
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
import { Vector3 } from '../math/Vector3.js';
function WireframeGeometry( geometry ) {
BufferGeometry.call( this );
this.type = 'WireframeGeometry';
// buffer
const vertices = [];
// helper variables
const edge = [ 0, 0 ], edges = {};
const keys = [ 'a', 'b', 'c' ];
// different logic for Geometry and BufferGeometry
if ( geometry && geometry.isGeometry ) {
// create a data structure that contains all edges without duplicates
const faces = geometry.faces;
for ( let i = 0, l = faces.length; i < l; i ++ ) {
const face = faces[ i ];
for ( let j = 0; j < 3; j ++ ) {
const edge1 = face[ keys[ j ] ];
const edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
edge[ 1 ] = Math.max( edge1, edge2 );
const key = edge[ 0 ] + ',' + edge[ 1 ];
if ( edges[ key ] === undefined ) {
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
}
}
}
// generate vertices
for ( const key in edges ) {
const e = edges[ key ];
let vertex = geometry.vertices[ e.index1 ];
vertices.push( vertex.x, vertex.y, vertex.z );
vertex = geometry.vertices[ e.index2 ];
vertices.push( vertex.x, vertex.y, vertex.z );
}
} else if ( geometry && geometry.isBufferGeometry ) {
let vertex = new Vector3();
if ( geometry.index !== null ) {
// indexed BufferGeometry
const position = geometry.attributes.position;
const indices = geometry.index;
let groups = geometry.groups;
if ( groups.length === 0 ) {
groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
}
// create a data structure that contains all eges without duplicates
for ( let o = 0, ol = groups.length; o < ol; ++ o ) {
const group = groups[ o ];
const start = group.start;
const count = group.count;
for ( let i = start, l = ( start + count ); i < l; i += 3 ) {
for ( let j = 0; j < 3; j ++ ) {
const edge1 = indices.getX( i + j );
const edge2 = indices.getX( i + ( j + 1 ) % 3 );
edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
edge[ 1 ] = Math.max( edge1, edge2 );
const key = edge[ 0 ] + ',' + edge[ 1 ];
if ( edges[ key ] === undefined ) {
edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
}
}
}
}
// generate vertices
for ( const key in edges ) {
const e = edges[ key ];
vertex.fromBufferAttribute( position, e.index1 );
vertices.push( vertex.x, vertex.y, vertex.z );
vertex.fromBufferAttribute( position, e.index2 );
vertices.push( vertex.x, vertex.y, vertex.z );
}
} else {
// non-indexed BufferGeometry
const position = geometry.attributes.position;
for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
for ( let j = 0; j < 3; j ++ ) {
// three edges per triangle, an edge is represented as (index1, index2)
// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
const index1 = 3 * i + j;
vertex.fromBufferAttribute( position, index1 );
vertices.push( vertex.x, vertex.y, vertex.z );
const index2 = 3 * i + ( ( j + 1 ) % 3 );
vertex.fromBufferAttribute( position, index2 );
vertices.push( vertex.x, vertex.y, vertex.z );
}
}
}
}
// build geometry
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
}
WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
WireframeGeometry.prototype.constructor = WireframeGeometry;
export { WireframeGeometry };