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three

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JavaScript 3D library

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import { Box2, BufferGeometry, Float32BufferAttribute, Vector2, Vector3 } from 'three'; import { remapAttribute } from './BufferGeometryUtils.js'; import { potpack } from '../libs/potpack.module.js'; /** * Generates a unique UV atlas for the meshes in a hierarchy, measured in world space. * Each mesh receives a new geometry. Skinned and morphed meshes are unwrapped in * their current pose. InstancedMesh and BatchedMesh are skipped with a warning. * Excluded faces collapse onto the UV of a neighboring chart vertex, or (0, 0) if * isolated, and get a faceCharts entry of -1. * * @three_import import { unwrapUVs } from 'three/addons/utils/unwrapUVs.js'; * * @param {Object3D} root - A mesh or hierarchy to unwrap. * @param {Object} [options] - Atlas and chart options. * @param {string} [options.attribute='uv1'] - Output attribute: uv, uv1, uv2, uv3. * @param {string} [options.mode='lightmap'] - 'lightmap' or 'normal'. Normal tries LSCM. * @param {number} [options.resolution=1024] - Square atlas size in pixels, integer >= 4. * @param {number} [options.padding=4] - Nonnegative gutter in pixels; 2 * padding + 1 must be less than resolution. * @param {number} [options.texelsPerUnit=0] - Common world density; zero fits the atlas. Must be nonnegative. * @param {boolean} [options.respectUVSeams] - Cut discontinuities in existing uv (normal default). * @param {boolean} [options.useInputUVs=false] - Preserve valid authored UV charts before trying LSCM. * @return {?Object} Atlas size, density, chart bounds, mesh vertex/face mappings and warning * counts (excluded faces, tiny faces under 0.01 atlas pixels squared and single-triangle * charts, which signal fragmentation), or null if the charts do not fit. Meshes are left * unchanged in that case. Charts that fail Float32 validation are split and repacked; * single faces that still fail are excluded. */ function unwrapUVs( root, options = {} ) { const settings = { attribute: 'uv1', mode: 'lightmap', resolution: 1024, padding: 4, texelsPerUnit: 0, useInputUVs: false, ...options, maxAreaRatio: 2 }; settings.maxStretch = settings.mode === 'normal' ? 2 : 1.5; settings.respectUVSeams ??= settings.mode === 'normal'; root.updateWorldMatrix( true, true ); const records = []; root.traverse( mesh => { if ( ! mesh.isMesh ) return; if ( mesh.isInstancedMesh || mesh.isBatchedMesh ) { console.warn( 'THREE.unwrapUVs(): InstancedMesh and BatchedMesh are not supported. Skipping mesh.', mesh ); return; } records.push( readMesh( mesh, settings ) ); } ); const charts = []; for ( const record of records ) { for ( const faces of growCharts( record, settings ) ) { parameterize( record, faces, settings, charts ); } } let density; for ( ; ; ) { density = packCharts( charts, settings ); if ( density === null ) return null; const failed = []; for ( let i = charts.length - 1; i >= 0; i -- ) { if ( validateFloat32Chart( charts[ i ], settings, density ) === null ) failed.push( ...charts.splice( i, 1 ) ); } if ( failed.length === 0 ) break; // Float32 rounding broke these charts at this density; split them and repack. for ( const chart of failed ) splitFaces( chart.record, chart.faces, settings, charts ); } for ( let i = charts.length - 1; i >= 0; i -- ) { if ( charts[ i ].dropped.size === charts[ i ].faces.length ) charts.splice( i, 1 ); } for ( let i = 0; i < charts.length; i ++ ) { charts[ i ].faces.forEach( ( face, t ) => { if ( ! charts[ i ].dropped.has( t ) ) charts[ i ].record.faceCharts[ face ] = i; } ); } for ( const record of records ) record.mesh.geometry = rebuildGeometry( record, charts, settings ); let tinyFaces = 0; for ( const chart of charts ) { for ( const [ t, triangle ] of chart.triangles.entries() ) { if ( ! chart.dropped.has( t ) && Math.abs( cross2( ...triangle.map( i => chart.outputUV[ i ] ) ) ) * settings.resolution ** 2 / 2 < 0.01 ) tinyFaces ++; } } const excludedFaces = records.reduce( ( sum, record ) => sum + record.faceCharts.filter( chart => chart === - 1 ).length, 0 ); const singleTriangleCharts = charts.filter( chart => chart.faces.length === 1 ).length; return { attribute: settings.attribute, resolution: settings.resolution, padding: settings.padding, texelsPerUnit: density, charts: charts.map( chart => ( { x: chart.box.x, y: chart.box.y, width: chart.box.w, height: chart.box.h } ) ), meshes: records.map( record => ( { mesh: record.mesh, sourceVertices: record.sourceVertices, faceCharts: record.faceCharts } ) ), warnings: { excludedFaces, tinyFaces, singleTriangleCharts } }; } function readMesh( mesh, settings ) { mesh.updateMatrixWorld( true ); // Also refresh SkinnedMesh.bindMatrixInverse. if ( mesh.isSkinnedMesh ) { for ( const bone of mesh.skeleton.bones ) bone.updateWorldMatrix( true, false ); } const geometry = mesh.geometry, position = geometry.getAttribute( 'position' ); const index = geometry.index; const count = index ? index.count : position.count; const points = [], welds = [], unique = new Map(); for ( let i = 0; i < position.count; i ++ ) { // Exact positional welding only, for topology; output attributes keep original identity. const key = `${ position.getX( i ) },${ position.getY( i ) },${ position.getZ( i ) }`; if ( ! unique.has( key ) ) unique.set( key, unique.size ); welds.push( unique.get( key ) ); points.push( mesh.getVertexPosition( i, new Vector3() ).applyMatrix4( mesh.matrixWorld ) ); } const materials = new Int32Array( count / 3 ); for ( const group of geometry.groups ) { materials.fill( group.materialIndex, group.start / 3, ( group.start + group.count ) / 3 ); } const faces = [], edges = new Map(); for ( let offset = 0; offset < count; offset += 3 ) { const vertices = [ 0, 1, 2 ].map( j => index ? index.getX( offset + j ) : offset + j ); const normal = new Vector3().subVectors( points[ vertices[ 1 ] ], points[ vertices[ 0 ] ] ); normal.cross( new Vector3().subVectors( points[ vertices[ 2 ] ], points[ vertices[ 0 ] ] ) ); const area = normal.length() * 0.5; const longest = Math.max( ...[ 0, 1, 2 ].map( j => points[ vertices[ j ] ].distanceToSquared( points[ vertices[ ( j + 1 ) % 3 ] ] ) ) ); // slivers beyond Float32 precision are excluded from the atlas const ignored = ! ( area > longest * 1e-6 ); const face = { vertices, welds: vertices.map( v => welds[ v ] ), normal: normal.normalize(), area, ignored, neighbors: [] }; const f = faces.length; faces.push( face ); if ( face.ignored ) continue; for ( let j = 0; j < 3; j ++ ) { const a = face.welds[ j ], b = face.welds[ ( j + 1 ) % 3 ]; const key = a < b ? `${ a },${ b }` : `${ b },${ a }`; if ( ! edges.has( key ) ) edges.set( key, [] ); edges.get( key ).push( { f, j, a, b } ); } } const uv = geometry.getAttribute( 'uv' ); for ( const edge of edges.values() ) { // Pair opposite half-edges by closest normal, so duplicated double-sided shells // (four faces per edge) join each side separately instead of becoming all seams. const pairs = [], used = new Set(); for ( const x of edge ) { let best = null, bestDot = - Infinity; for ( const y of edge ) { if ( used.has( x ) || used.has( y ) || y.a !== x.b || y.b !== x.a || materials[ x.f ] !== materials[ y.f ] ) continue; const dot = faces[ x.f ].normal.dot( faces[ y.f ].normal ); if ( dot > bestDot ) { best = y; bestDot = dot; } } if ( best ) { pairs.push( [ x, best ] ); used.add( x ).add( best ); } } for ( const [ a, b ] of pairs ) { if ( ( settings.respectUVSeams || settings.useInputUVs ) && uv ) { const av = faces[ a.f ].vertices, bv = faces[ b.f ].vertices; if ( ! equalUV( uv, av[ a.j ], bv[ ( b.j + 1 ) % 3 ] ) || ! equalUV( uv, av[ ( a.j + 1 ) % 3 ], bv[ b.j ] ) ) continue; } faces[ a.f ].neighbors.push( b.f ); faces[ b.f ].neighbors.push( a.f ); } } // UV discontinuities can be cuts inside a connected chart (e.g. a slit // cylinder). Keep the two coincident seam endpoints distinct in the solver. const vertexKeys = welds.map( ( weld, i ) => uv && ( settings.respectUVSeams || settings.useInputUVs ) ? `${ weld },${ uv.getX( i ) },${ uv.getY( i ) }` : weld ); return { mesh, original: geometry, points, faces, vertexKeys, faceCharts: new Int32Array( faces.length ).fill( - 1 ) }; } function equalUV( uv, a, b ) { return uv.getX( a ) === uv.getX( b ) && uv.getY( a ) === uv.getY( b ); } function growCharts( record, settings ) { const assigned = new Uint8Array( record.faces.length ), charts = []; // Lightmap charts use planar projection; keep the costlier LSCM charts smaller. const limit = settings.mode === 'lightmap' ? 8192 : 2048; // Wider normal cones in normal mode give LSCM useful curved patches to solve. const cosine = settings.useInputUVs && record.original.attributes.uv ? - 1 : settings.mode === 'normal' ? 0.35 : 1 / settings.maxStretch; for ( let seed = 0; seed < assigned.length; seed ++ ) { if ( assigned[ seed ] || record.faces[ seed ].ignored ) continue; const faces = [ seed ], normal = record.faces[ seed ].normal; assigned[ seed ] = 1; for ( let i = 0; i < faces.length && faces.length < limit; i ++ ) { for ( const neighbor of record.faces[ faces[ i ] ].neighbors ) { if ( assigned[ neighbor ] || record.faces[ neighbor ].normal.dot( normal ) < cosine ) continue; assigned[ neighbor ] = 1; faces.push( neighbor ); if ( faces.length === limit ) break; } } charts.push( faces ); } return charts; } function parameterize( record, faces, settings, charts ) { const normal = new Vector3(); for ( const f of faces ) normal.addScaledVector( record.faces[ f ].normal, record.faces[ f ].area ); normal.normalize(); const axis = Math.abs( normal.x ) < 0.8 ? new Vector3( 1, 0, 0 ) : new Vector3( 0, 1, 0 ); const u = axis.cross( normal ).normalize(), v = new Vector3().crossVectors( normal, u ); const vertexMap = new Map(), positions = [], uv = [], triangles = []; const useInput = settings.useInputUVs && record.original.attributes.uv; const origin = record.points[ record.faces[ faces[ 0 ] ].vertices[ 0 ] ]; let worldArea = 0; for ( const f of faces ) { const face = record.faces[ f ]; worldArea += face.area; triangles.push( face.vertices.map( vertex => { const key = record.vertexKeys[ vertex ]; if ( ! vertexMap.has( key ) ) { vertexMap.set( key, positions.length ); const p = record.points[ vertex ].clone().sub( origin ); positions.push( p ); uv.push( useInput ? [ useInput.getX( vertex ), useInput.getY( vertex ) ] : [ p.dot( u ), p.dot( v ) ] ); } return vertexMap.get( key ); } ) ); } if ( useInput && triangles.reduce( ( sum, tri ) => sum + cross2( ...tri.map( i => uv[ i ] ) ), 0 ) < 0 ) { for ( const p of uv ) p[ 1 ] = - p[ 1 ]; } let candidate = uv; const initialQuality = checkChart( positions, triangles, uv, worldArea, settings ); let quality = initialQuality; if ( settings.mode === 'normal' && faces.length > 1 && ! ( initialQuality && ( useInput || initialQuality.maxStretch < 1.000001 ) ) ) { const conformal = solveLSCM( positions, triangles, uv ); const conformalQuality = conformal && checkChart( positions, triangles, conformal, worldArea, settings ); if ( conformalQuality ) { candidate = conformal; quality = conformalQuality; } } if ( ! quality ) { if ( useInput && ( settings.mode === 'lightmap' || faces.length === 1 ) ) { // Reproject a rejected lightmap island before splitting its authored UVs // into one chart per triangle. Normal mode already tries LSCM above. parameterize( record, faces, { ...settings, useInputUVs: false }, charts ); return; } if ( faces.length === 1 ) { record.faces[ faces[ 0 ] ].ignored = true; return; } splitFaces( record, faces, settings, charts ); return; } const scale = Math.sqrt( worldArea / quality.area ); for ( const p of candidate ) { p[ 0 ] *= scale; p[ 1 ] *= scale; } // Principal-axis alignment reduces rectangle waste without reflection. alignChart( candidate ); const bounds = getBounds( candidate ); for ( const p of candidate ) { p[ 0 ] -= bounds.min.x; p[ 1 ] -= bounds.min.y; } charts.push( { record, faces, vertexMap, uv: candidate, worldArea, width: bounds.max.x - bounds.min.x, height: bounds.max.y - bounds.min.y, positions, triangles } ); } function splitFaces( record, faces, settings, charts ) { const half = Math.floor( faces.length / 2 ); for ( const subset of [ faces.slice( 0, half ), faces.slice( half ) ] ) { for ( const component of connectedComponents( record, subset ) ) parameterize( record, component, settings, charts ); } } function connectedComponents( record, faces ) { const remaining = new Set( faces ), components = []; for ( const seed of faces ) { if ( ! remaining.delete( seed ) ) continue; const component = [ seed ]; for ( let i = 0; i < component.length; i ++ ) { for ( const neighbor of record.faces[ component[ i ] ].neighbors ) { if ( remaining.delete( neighbor ) ) component.push( neighbor ); } } components.push( component ); } return components; } function checkChart( positions, triangles, uv, worldArea, settings ) { if ( uv.some( p => ! Number.isFinite( p[ 0 ] + p[ 1 ] ) ) ) return null; let area = 0, maxStretch = 1, minRatio = Infinity, maxRatio = 0; for ( const tri of triangles ) { const { length, x, y, cross } = triangleFrame( positions, tri ); const [ p, q, r ] = tri.map( i => uv[ i ] ); const determinant = cross2( p, q, r ); if ( ! ( determinant > 0 ) ) return null; area += determinant * 0.5; const ux = ( q[ 0 ] - p[ 0 ] ) / length, vx = ( q[ 1 ] - p[ 1 ] ) / length; const uy = ( r[ 0 ] - p[ 0 ] - ux * x ) / y, vy = ( r[ 1 ] - p[ 1 ] - vx * x ) / y; const aa = ux * ux + vx * vx, bb = uy * uy + vy * vy, cc = ux * uy + vx * vy; const trace = aa + bb, difference = aa - bb, delta = Math.sqrt( difference * difference + 4 * cc * cc ); // Use determinant for the small eigenvalue to avoid subtractive cancellation. const largest = ( trace + delta ) * 0.5; const jacobianDet = determinant / cross; const stretch = largest / jacobianDet; if ( ! Number.isFinite( stretch ) || stretch > settings.maxStretch * ( 1 + 1e-8 ) ) return null; maxStretch = Math.max( maxStretch, stretch ); minRatio = Math.min( minRatio, jacobianDet ); maxRatio = Math.max( maxRatio, jacobianDet ); } const mean = area / worldArea; if ( minRatio / mean < 1 / settings.maxAreaRatio - 1e-8 || maxRatio / mean > settings.maxAreaRatio + 1e-8 ) return null; if ( hasOverlap( uv, triangles ) ) return null; return { area, maxStretch }; } function cross2( a, b, c ) { return ( b[ 0 ] - a[ 0 ] ) * ( c[ 1 ] - a[ 1 ] ) - ( b[ 1 ] - a[ 1 ] ) * ( c[ 0 ] - a[ 0 ] ); } function getBounds( points ) { const bounds = new Box2(), point = new Vector2(); for ( const p of points ) bounds.expandByPoint( point.set( p[ 0 ], p[ 1 ] ) ); return bounds; } function hasOverlap( uv, triangles ) { const bounds = getBounds( uv ); const extent = Math.max( bounds.max.x - bounds.min.x, bounds.max.y - bounds.min.y ); const cellSize = extent / Math.max( 1, Math.sqrt( triangles.length ) ); const epsilon = extent * 1e-10, cells = new Map(); for ( let i = 0; i < triangles.length; i ++ ) { const points = triangles[ i ].map( v => uv[ v ] ), box = getBounds( points ), seen = new Set(); for ( let x = Math.floor( ( box.min.x - bounds.min.x ) / cellSize ); x <= Math.floor( ( box.max.x - bounds.min.x ) / cellSize ); x ++ ) { for ( let y = Math.floor( ( box.min.y - bounds.min.y ) / cellSize ); y <= Math.floor( ( box.max.y - bounds.min.y ) / cellSize ); y ++ ) { const key = `${ x },${ y }`; if ( ! cells.has( key ) ) cells.set( key, [] ); const cell = cells.get( key ); for ( const other of cell ) { if ( seen.has( other ) ) continue; seen.add( other ); if ( overlapSAT( points, triangles[ other ].map( v => uv[ v ] ), epsilon ) ) return true; } cell.push( i ); } } } return false; } // Strict interior intersection: shared edges and vertices are allowed. function overlapSAT( a, b, epsilon ) { for ( const tri of [ a, b ] ) { for ( let j = 0; j < 3; j ++ ) { const p = tri[ j ], q = tri[ ( j + 1 ) % 3 ]; const nx = p[ 1 ] - q[ 1 ], ny = q[ 0 ] - p[ 0 ]; let minA = Infinity, maxA = - Infinity, minB = Infinity, maxB = - Infinity; for ( let k = 0; k < 3; k ++ ) { const da = a[ k ][ 0 ] * nx + a[ k ][ 1 ] * ny, db = b[ k ][ 0 ] * nx + b[ k ][ 1 ] * ny; minA = Math.min( minA, da ); maxA = Math.max( maxA, da ); minB = Math.min( minB, db ); maxB = Math.max( maxB, db ); } if ( Math.min( maxA, maxB ) - Math.max( minA, minB ) <= epsilon * Math.sqrt( nx * nx + ny * ny ) ) return false; } } return true; } function alignChart( uv ) { let x = 0, y = 0, xx = 0, yy = 0, xy = 0; for ( const p of uv ) { x += p[ 0 ]; y += p[ 1 ]; } x /= uv.length; y /= uv.length; for ( const p of uv ) { xx += ( p[ 0 ] - x ) ** 2; yy += ( p[ 1 ] - y ) ** 2; xy += ( p[ 0 ] - x ) * ( p[ 1 ] - y ); } const angle = 0.5 * Math.atan2( 2 * xy, xx - yy ), cosine = Math.cos( angle ), sine = Math.sin( angle ); const rotated = uv.map( p => [ cosine * p[ 0 ] + sine * p[ 1 ], - sine * p[ 0 ] + cosine * p[ 1 ] ] ); const a = getBounds( uv ), b = getBounds( rotated ); if ( ( b.max.x - b.min.x ) * ( b.max.y - b.min.y ) < ( a.max.x - a.min.x ) * ( a.max.y - a.min.y ) ) { for ( let i = 0; i < uv.length; i ++ ) uv[ i ] = rotated[ i ]; } } function packCharts( charts, settings ) { if ( charts.length === 0 ) return 0; // Half a pixel beyond the requested gutter protects the texel-center boundary. const border = settings.padding + 0.5; function pack( density ) { const boxes = charts.map( chart => ( { chart, w: Math.max( 1, Math.ceil( chart.width * density + border * 2 ) ), h: Math.max( 1, Math.ceil( chart.height * density + border * 2 ) ) } ) ); const result = potpack( boxes ); if ( result.w > settings.resolution || result.h > settings.resolution ) return packShelves( boxes, settings.resolution ); return boxes; } let density = settings.texelsPerUnit, boxes = density > 0 ? pack( density ) : null; if ( density > 0 && ! boxes ) console.warn( 'THREE.unwrapUVs(): Charts do not fit at the requested texelsPerUnit. Fitting the atlas instead.' ); if ( ! boxes ) { const area = charts.reduce( ( sum, chart ) => sum + chart.width * chart.height, 0 ); let low = 0, high = settings.resolution / Math.sqrt( area ); for ( let iteration = 0; iteration < 24; iteration ++ ) { const middle = ( low + high ) * 0.5, trial = pack( middle ); if ( trial ) { low = middle; boxes = trial; } else { high = middle; } } density = low; if ( ! boxes ) { console.error( 'THREE.unwrapUVs(): Charts do not fit the atlas. Increase the resolution, reduce the padding or partition the hierarchy.' ); return null; } } for ( const box of boxes ) box.chart.box = { x: box.x, y: box.y, w: box.w, h: box.h }; return density; } // A fixed-width fallback avoids potpack's unconstrained container-width heuristic. function packShelves( boxes, resolution ) { const shelves = []; let height = 0; for ( const box of boxes ) { if ( box.w > resolution || box.h > resolution ) return null; let best = null; for ( const shelf of shelves ) { if ( shelf.h >= box.h && shelf.x + box.w <= resolution && ( best === null || shelf.x > best.x ) ) best = shelf; } if ( best === null ) { if ( height + box.h > resolution ) return null; best = { x: 0, y: height, h: box.h }; shelves.push( best ); height += box.h; } box.x = best.x; box.y = best.y; best.x += box.w; } return boxes; } function validateFloat32Chart( chart, settings, density ) { const border = settings.padding + 0.5; chart.outputUV = chart.uv.map( p => [ Math.fround( ( chart.box.x + border + p[ 0 ] * density ) / settings.resolution ), Math.fround( ( chart.box.y + border + p[ 1 ] * density ) / settings.resolution ) ] ); // Validate the coordinates the GPU actually receives, not just the solver's // doubles. Slivers can collapse or reverse after atlas translation/rounding. const limits = { ...settings, maxStretch: settings.maxStretch * ( 1 + 5e-4 ), maxAreaRatio: settings.maxAreaRatio * ( 1 + 5e-4 ) }; // Drops are recomputed on every pass, so a repack at another density can restore them. chart.dropped = new Set(); if ( checkChart( chart.positions, chart.triangles, chart.outputUV, chart.worldArea, limits ) ) return true; // Drop failing single faces and subtexel faces; anything else needs a split. const triangles = []; let worldArea = chart.worldArea; for ( let i = 0; i < chart.triangles.length; i ++ ) { const triangle = chart.triangles[ i ], face = chart.record.faces[ chart.faces[ i ] ]; if ( chart.triangles.length === 1 || face.area * density * density < 1 && ! checkChart( chart.positions, [ triangle ], chart.outputUV, face.area, limits ) ) { chart.dropped.add( i ); worldArea -= face.area; } else { triangles.push( triangle ); } } return triangles.length === 0 || checkChart( chart.positions, triangles, chart.outputUV, worldArea, limits ) ? true : null; } function rebuildGeometry( record, charts, settings ) { const original = record.original, lookup = new Map(), source = [], values = [], indices = []; const chartUV = ( chart, vertex ) => chart.outputUV[ chart.vertexMap.get( record.vertexKeys[ vertex ] ) ]; // Excluded faces collapse onto a welded neighbor's UV so they sample adjacent lighting // rather than the gutter of whichever chart sits at (0, 0). Isolated ones keep (0, 0). const weldUVs = new Map(); for ( let f = 0; f < record.faces.length; f ++ ) { const chart = charts[ record.faceCharts[ f ] ], face = record.faces[ f ]; if ( chart ) for ( let j = 0; j < 3; j ++ ) weldUVs.set( face.welds[ j ], chartUV( chart, face.vertices[ j ] ) ); } for ( let f = 0; f < record.faces.length; f ++ ) { const chartIndex = record.faceCharts[ f ], chart = charts[ chartIndex ], face = record.faces[ f ]; const fallback = chart ? null : face.welds.map( weld => weldUVs.get( weld ) ).find( Boolean ) ?? [ 0, 0 ]; for ( let j = 0; j < 3; j ++ ) { const vertex = face.vertices[ j ], key = chart ? `${ vertex },${ chartIndex }` : `${ vertex },${ fallback }`; if ( ! lookup.has( key ) ) { lookup.set( key, source.length ); source.push( vertex ); const p = chart ? chartUV( chart, vertex ) : fallback; values.push( p[ 0 ], p[ 1 ] ); } indices.push( lookup.get( key ) ); } } const geometry = new BufferGeometry(), buffers = new Map(); geometry.name = original.name; geometry.morphTargetsRelative = original.morphTargetsRelative; geometry.userData = original.userData; geometry.setDrawRange( original.drawRange.start, original.drawRange.count ); for ( const group of original.groups ) geometry.addGroup( group.start, group.count, group.materialIndex ); for ( const name of Object.keys( original.attributes ) ) geometry.setAttribute( name, remapAttribute( original.attributes[ name ], source, buffers ) ); for ( const name of Object.keys( original.morphAttributes ) ) { geometry.morphAttributes[ name ] = original.morphAttributes[ name ].map( attribute => remapAttribute( attribute, source, buffers ) ); } geometry.setIndex( indices ); geometry.setAttribute( settings.attribute, new Float32BufferAttribute( values, 2 ) ); if ( settings.attribute === 'uv' ) geometry.deleteAttribute( 'tangent' ); record.sourceVertices = Uint32Array.from( source ); return geometry; } function triangleFrame( positions, triangle ) { const [ a, b, c ] = triangle.map( i => positions[ i ] ); const ab = new Vector3().subVectors( b, a ), ac = new Vector3().subVectors( c, a ); const length = ab.length(), cross = new Vector3().crossVectors( ab, ac ).length(); return { length, x: ac.dot( ab ) / length, y: cross / length, cross }; } // Least squares conformal maps, solved with Jacobi-preconditioned conjugate gradients. // Two pinned vertices remove the similarity null modes. Returns null on failure. function solveLSCM( positions, triangles, initial ) { let pinA = 0, pinB = 0, distance = 0; for ( let i = 1; i < initial.length; i ++ ) { if ( initial[ i ][ 0 ] < initial[ pinA ][ 0 ] ) pinA = i; } for ( let i = 0; i < initial.length; i ++ ) { const d = ( initial[ i ][ 0 ] - initial[ pinA ][ 0 ] ) ** 2 + ( initial[ i ][ 1 ] - initial[ pinA ][ 1 ] ) ** 2; if ( d > distance ) { distance = d; pinB = i; } } if ( distance === 0 ) return null; const n = positions.length * 2, fixed = new Uint8Array( n ); for ( const pin of [ pinA, pinB ] ) { fixed[ pin * 2 ] = 1; fixed[ pin * 2 + 1 ] = 1; } const rows = []; for ( const tri of triangles ) { const { length, x, y } = triangleFrame( positions, tri ); if ( ! ( y > 0 && length > 0 ) ) return null; const weight = Math.sqrt( length * y * 0.5 ); const gx = [ - 1 / length, 1 / length, 0 ], gy = [ ( x - length ) / ( length * y ), - x / ( length * y ), 1 / y ]; const indices = tri.flatMap( i => [ i * 2, i * 2 + 1 ] ); rows.push( { indices, values: gx.flatMap( ( value, i ) => [ value * weight, - gy[ i ] * weight ] ) } ); rows.push( { indices, values: gy.flatMap( ( value, i ) => [ value * weight, gx[ i ] * weight ] ) } ); } const diagonal = new Float64Array( n ), rhs = new Float64Array( n ); for ( const row of rows ) { let offset = 0; for ( let j = 0; j < 6; j ++ ) { const i = row.indices[ j ]; if ( fixed[ i ] ) offset += row.values[ j ] * initial[ i >> 1 ][ i % 2 ]; } for ( let j = 0; j < 6; j ++ ) { const i = row.indices[ j ]; if ( ! fixed[ i ] ) { diagonal[ i ] += row.values[ j ] ** 2; rhs[ i ] -= row.values[ j ] * offset; } } } function multiply( input, output ) { output.fill( 0 ); for ( const row of rows ) { let sum = 0; for ( let j = 0; j < 6; j ++ ) if ( ! fixed[ row.indices[ j ] ] ) sum += row.values[ j ] * input[ row.indices[ j ] ]; for ( let j = 0; j < 6; j ++ ) if ( ! fixed[ row.indices[ j ] ] ) output[ row.indices[ j ] ] += row.values[ j ] * sum; } } const solution = new Float64Array( n ), residual = new Float64Array( n ), direction = new Float64Array( n ), product = new Float64Array( n ); for ( let i = 0; i < n; i ++ ) if ( ! fixed[ i ] ) solution[ i ] = initial[ i >> 1 ][ i % 2 ]; multiply( solution, product ); let rz = 0; for ( let i = 0; i < n; i ++ ) { residual[ i ] = rhs[ i ] - product[ i ]; direction[ i ] = diagonal[ i ] > 0 ? residual[ i ] / diagonal[ i ] : 0; rz += residual[ i ] * direction[ i ]; } const tolerance = rz * 1e-12; for ( let iteration = 0; iteration < Math.min( n, 300 ) && rz > tolerance && rz > 1e-24; iteration ++ ) { multiply( direction, product ); let denominator = 0; for ( let i = 0; i < n; i ++ ) denominator += direction[ i ] * product[ i ]; if ( ! ( denominator > 0 ) ) return null; const alpha = rz / denominator; let next = 0; for ( let i = 0; i < n; i ++ ) { solution[ i ] += alpha * direction[ i ]; residual[ i ] -= alpha * product[ i ]; if ( diagonal[ i ] > 0 ) next += residual[ i ] ** 2 / diagonal[ i ]; } const beta = next / rz; for ( let i = 0; i < n; i ++ ) direction[ i ] = ( diagonal[ i ] > 0 ? residual[ i ] / diagonal[ i ] : 0 ) + beta * direction[ i ]; rz = next; } return initial.map( ( p, i ) => fixed[ i * 2 ] ? p.slice() : [ solution[ i * 2 ], solution[ i * 2 + 1 ] ] ); } export { unwrapUVs };