📄 SceneUtils.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 8 |
📦 Imports | 9 |
📊 Variables & Constants | 35 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/utils/SceneUtils.js
📦 Imports¶
Name | Source |
---|---|
BufferAttribute |
three |
BufferGeometry |
three |
Color |
three |
Group |
three |
Matrix4 |
three |
Mesh |
three |
Vector3 |
three |
mergeGroups |
./BufferGeometryUtils.js |
deepCloneAttribute |
./BufferGeometryUtils.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
_color |
any |
let/var | new Color() |
✗ |
_matrix |
any |
let/var | new Matrix4() |
✗ |
group |
any |
let/var | new Group() |
✗ |
count |
any |
let/var | instancedMesh.count |
✗ |
geometry |
any |
let/var | instancedMesh.geometry |
✗ |
material |
any |
let/var | instancedMesh.material |
✗ |
mesh |
any |
let/var | new Mesh( geometry, material ) |
✗ |
object |
any |
let/var | new Group() |
✗ |
index |
any |
let/var | geometry.index |
✗ |
groups |
any |
let/var | geometry.groups |
✗ |
group |
any |
let/var | groups[ i ] |
✗ |
start |
any |
let/var | group.start |
✗ |
end |
any |
let/var | start + group.count |
✗ |
newGeometry |
any |
let/var | new BufferGeometry() |
✗ |
newMaterial |
any |
let/var | mesh.material[ group.materialIndex ] |
✗ |
name |
string |
let/var | attributeNames[ j ] |
✗ |
attribute |
any |
let/var | geometry.attributes[ name ] |
✗ |
itemSize |
any |
let/var | attribute.itemSize |
✗ |
newLength |
number |
let/var | group.count * itemSize |
✗ |
type |
any |
let/var | attribute.array.constructor |
✗ |
newArray |
any |
let/var | new type( newLength ) |
✗ |
newAttribute |
any |
let/var | new BufferAttribute( newArray, itemSize ) |
✗ |
newMesh |
any |
let/var | new Mesh( newGeometry, newMaterial ) |
✗ |
group |
any |
let/var | new Group() |
✗ |
value |
any |
let/var | initialValue |
✗ |
vertex |
any |
let/var | new Vector3() |
✗ |
instanceColorRef |
any |
let/var | mesh.instanceColor ? deepCloneAttribute( mesh.instanceColor ) : null |
✗ |
attributeRefs |
Map<any, any> |
let/var | new Map() |
✗ |
attribute |
any |
let/var | mesh.geometry.attributes[ name ] |
✗ |
tokens |
any[] |
let/var | [] |
✗ |
refIndex |
number |
let/var | tokens[ i ] |
✗ |
attribute |
any |
let/var | mesh.geometry.attributes[ name ] |
✗ |
children |
any |
let/var | object.children |
✗ |
children |
any |
let/var | object.children |
✗ |
parent |
any |
let/var | object.parent |
✗ |
Functions¶
createMeshesFromInstancedMesh(instancedMesh: InstancedMesh): Group
¶
JSDoc:
/**
* This function creates a mesh for each instance of the given instanced mesh and
* adds it to a group. Each mesh will honor the current 3D transformation of its
* corresponding instance.
*
* @param {InstancedMesh} instancedMesh - The instanced mesh.
* @return {Group} A group of meshes.
*/
Parameters:
instancedMesh
InstancedMesh
Returns: Group
Calls:
instancedMesh.getMatrixAt
mesh.matrix.decompose
group.add
group.copy
group.updateMatrixWorld
Code
function createMeshesFromInstancedMesh( instancedMesh ) {
const group = new Group();
const count = instancedMesh.count;
const geometry = instancedMesh.geometry;
const material = instancedMesh.material;
for ( let i = 0; i < count; i ++ ) {
const mesh = new Mesh( geometry, material );
instancedMesh.getMatrixAt( i, mesh.matrix );
mesh.matrix.decompose( mesh.position, mesh.quaternion, mesh.scale );
group.add( mesh );
}
group.copy( instancedMesh );
group.updateMatrixWorld(); // ensure correct world matrices of meshes
return group;
}
createMeshesFromMultiMaterialMesh(mesh: Mesh): Group
¶
JSDoc:
/**
* This function creates a mesh for each geometry-group of the given multi-material mesh and
* adds it to a group.
*
* @param {Mesh} mesh - The multi-material mesh.
* @return {Group} A group of meshes.
*/
Parameters:
mesh
Mesh
Returns: Group
Calls:
Array.isArray
console.warn
object.copy
mergeGroups (from ./BufferGeometryUtils.js)
Object.keys
index.getX
newAttribute.setX
attribute.getX
newAttribute.setY
attribute.getY
newAttribute.setZ
attribute.getZ
newAttribute.setW
attribute.getW
newGeometry.setAttribute
object.add
Internal Comments:
// merge groups (which automatically sorts them) (x2)
// create a mesh for each group by extracting the buffer data into a new geometry
// process all buffer attributes
Code
function createMeshesFromMultiMaterialMesh( mesh ) {
if ( Array.isArray( mesh.material ) === false ) {
console.warn( 'THREE.SceneUtils.createMeshesFromMultiMaterialMesh(): The given mesh has no multiple materials.' );
return mesh;
}
const object = new Group();
object.copy( mesh );
// merge groups (which automatically sorts them)
const geometry = mergeGroups( mesh.geometry );
const index = geometry.index;
const groups = geometry.groups;
const attributeNames = Object.keys( geometry.attributes );
// create a mesh for each group by extracting the buffer data into a new geometry
for ( let i = 0; i < groups.length; i ++ ) {
const group = groups[ i ];
const start = group.start;
const end = start + group.count;
const newGeometry = new BufferGeometry();
const newMaterial = mesh.material[ group.materialIndex ];
// process all buffer attributes
for ( let j = 0; j < attributeNames.length; j ++ ) {
const name = attributeNames[ j ];
const attribute = geometry.attributes[ name ];
const itemSize = attribute.itemSize;
const newLength = group.count * itemSize;
const type = attribute.array.constructor;
const newArray = new type( newLength );
const newAttribute = new BufferAttribute( newArray, itemSize );
for ( let k = start, n = 0; k < end; k ++, n ++ ) {
const ind = index.getX( k );
if ( itemSize >= 1 ) newAttribute.setX( n, attribute.getX( ind ) );
if ( itemSize >= 2 ) newAttribute.setY( n, attribute.getY( ind ) );
if ( itemSize >= 3 ) newAttribute.setZ( n, attribute.getZ( ind ) );
if ( itemSize >= 4 ) newAttribute.setW( n, attribute.getW( ind ) );
}
newGeometry.setAttribute( name, newAttribute );
}
const newMesh = new Mesh( newGeometry, newMaterial );
object.add( newMesh );
}
return object;
}
createMultiMaterialObject(geometry: BufferGeometry, materials: Material[]): Group
¶
JSDoc:
/**
* This function represents an alternative way to create 3D objects with multiple materials.
* Normally, {@link BufferGeometry#groups} are used which might introduce issues e.g. when
* exporting the object to a 3D format. This function accepts a geometry and an array of
* materials and creates for each material a mesh that is added to a group.
*
* @param {BufferGeometry} geometry - The geometry.
* @param {Array<Material>} materials - An array of materials.
* @return {Group} A group representing a multi-material object.
*/
Parameters:
geometry
BufferGeometry
materials
Material[]
Returns: Group
Calls:
group.add
Code
reduceVertices(object: Object3D, func: (arg0: number, arg1: Vector3) => number, initialValue: any): any
¶
JSDoc:
/**
* Executes a reducer function for each vertex of the given 3D object.
* `reduceVertices()` returns a single value: the function's accumulated result.
*
* @param {Object3D} object - The 3D object that should be processed. It must have a
* geometry with a `position` attribute.
* @param {function(number,Vector3):number} func - The reducer function. First argument
* is the current value, second argument the current vertex.
* @param {any} initialValue - The initial value.
* @return {any} The result.
*/
Parameters:
object
Object3D
func
(arg0: number, arg1: Vector3) => number
initialValue
any
Returns: any
Calls:
object.updateWorldMatrix
object.traverseVisible
child.getVertexPosition
vertex.fromBufferAttribute
vertex.applyMatrix4
func
Code
function reduceVertices( object, func, initialValue ) {
let value = initialValue;
const vertex = new Vector3();
object.updateWorldMatrix( true, true );
object.traverseVisible( ( child ) => {
const { geometry } = child;
if ( geometry !== undefined ) {
const { position } = geometry.attributes;
if ( position !== undefined ) {
for ( let i = 0, l = position.count; i < l; i ++ ) {
if ( child.isMesh ) {
child.getVertexPosition( i, vertex );
} else {
vertex.fromBufferAttribute( position, i );
}
if ( ! child.isSkinnedMesh ) {
vertex.applyMatrix4( child.matrixWorld );
}
value = func( value, vertex );
}
}
}
} );
return value;
}
sortInstancedMesh(mesh: InstancedMesh, compareFn: (arg0: number, arg1: number) => number): void
¶
JSDoc:
/**
* Sorts the instances of the given instanced mesh.
*
* @param {InstancedMesh} mesh - The instanced mesh to sort.
* @param {function(number, number):number} compareFn - A custom compare function for the sort.
*/
Parameters:
mesh
InstancedMesh
compareFn
(arg0: number, arg1: number) => number
Returns: void
Calls:
deepCloneAttribute (from ./BufferGeometryUtils.js)
attributeRefs.set
tokens.push
tokens.sort
_matrix.fromArray
_matrix.toArray
_color.fromArray
_color.toArray
attributeRefs.get
attribute.setX
attributeRef.getX
attribute.setY
attributeRef.getY
attribute.setZ
attributeRef.getZ
attribute.setW
attributeRef.getW
Internal Comments:
// store copy of instanced attributes for lookups (x2)
// compute sort order (x2)
// apply sort order
Code
function sortInstancedMesh( mesh, compareFn ) {
// store copy of instanced attributes for lookups
const instanceMatrixRef = deepCloneAttribute( mesh.instanceMatrix );
const instanceColorRef = mesh.instanceColor ? deepCloneAttribute( mesh.instanceColor ) : null;
const attributeRefs = new Map();
for ( const name in mesh.geometry.attributes ) {
const attribute = mesh.geometry.attributes[ name ];
if ( attribute.isInstancedBufferAttribute ) {
attributeRefs.set( attribute, deepCloneAttribute( attribute ) );
}
}
// compute sort order
const tokens = [];
for ( let i = 0; i < mesh.count; i ++ ) tokens.push( i );
tokens.sort( compareFn );
// apply sort order
for ( let i = 0; i < tokens.length; i ++ ) {
const refIndex = tokens[ i ];
_matrix.fromArray( instanceMatrixRef.array, refIndex * mesh.instanceMatrix.itemSize );
_matrix.toArray( mesh.instanceMatrix.array, i * mesh.instanceMatrix.itemSize );
if ( mesh.instanceColor ) {
_color.fromArray( instanceColorRef.array, refIndex * mesh.instanceColor.itemSize );
_color.toArray( mesh.instanceColor.array, i * mesh.instanceColor.itemSize );
}
for ( const name in mesh.geometry.attributes ) {
const attribute = mesh.geometry.attributes[ name ];
if ( attribute.isInstancedBufferAttribute ) {
const attributeRef = attributeRefs.get( attribute );
attribute.setX( i, attributeRef.getX( refIndex ) );
if ( attribute.itemSize > 1 ) attribute.setY( i, attributeRef.getY( refIndex ) );
if ( attribute.itemSize > 2 ) attribute.setZ( i, attributeRef.getZ( refIndex ) );
if ( attribute.itemSize > 3 ) attribute.setW( i, attributeRef.getW( refIndex ) );
}
}
}
}
traverseGenerator(object: Object3D): any
¶
JSDoc:
/**
* Generator based alternative to {@link Object3D#traverse}.
*
* @param {Object3D} object - Object to traverse.
* @yields {Object3D} Objects that passed the filter condition.
*/
Parameters:
object
Object3D
Returns: any
Calls:
traverseGenerator
Code
traverseVisibleGenerator(object: Object3D): any
¶
JSDoc:
/**
* Generator based alternative to {@link Object3D#traverseVisible}.
*
* @param {Object3D} object Object to traverse.
* @yields {Object3D} Objects that passed the filter condition.
*/
Parameters:
object
Object3D
Returns: any
Calls:
traverseVisibleGenerator
Code
traverseAncestorsGenerator(object: Object3D): any
¶
JSDoc:
/**
* Generator based alternative to {@link Object3D#traverseAncestors}.
*
* @param {Object3D} object Object to traverse.
* @yields {Object3D} Objects that passed the filter condition.
*/
Parameters:
object
Object3D
Returns: any
Calls:
traverseAncestorsGenerator