📄 EdgesGeometry.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 1 |
🧱 Classes | 1 |
📦 Imports | 5 |
📊 Variables & Constants | 18 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 src/geometries/EdgesGeometry.js
📦 Imports¶
Name | Source |
---|---|
BufferGeometry |
../core/BufferGeometry.js |
Float32BufferAttribute |
../core/BufferAttribute.js |
DEG2RAD |
../math/MathUtils.js |
Triangle |
../math/Triangle.js |
Vector3 |
../math/Vector3.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
_v0 |
Vector3 |
let/var | new Vector3() |
✗ |
_v1 |
Vector3 |
let/var | new Vector3() |
✗ |
_normal |
Vector3 |
let/var | new Vector3() |
✗ |
_triangle |
Triangle |
let/var | new Triangle() |
✗ |
precisionPoints |
4 |
let/var | 4 |
✗ |
indexCount |
any |
let/var | indexAttr ? indexAttr.count : positionAttr.count |
✗ |
indexArr |
number[] |
let/var | [ 0, 0, 0 ] |
✗ |
vertKeys |
string[] |
let/var | [ 'a', 'b', 'c' ] |
✗ |
hashes |
any[] |
let/var | new Array( 3 ) |
✗ |
edgeData |
{} |
let/var | {} |
✗ |
vertices |
any[] |
let/var | [] |
✗ |
jNext |
number |
let/var | ( j + 1 ) % 3 |
✗ |
vecHash0 |
any |
let/var | hashes[ j ] |
✗ |
vecHash1 |
any |
let/var | hashes[ jNext ] |
✗ |
v0 |
any |
let/var | _triangle[ vertKeys[ j ] ] |
✗ |
v1 |
any |
let/var | _triangle[ vertKeys[ jNext ] ] |
✗ |
hash |
string |
let/var | ${ vecHash0 }_${ vecHash1 } |
✗ |
reverseHash |
string |
let/var | ${ vecHash1 }_${ vecHash0 } |
✗ |
Functions¶
EdgesGeometry.copy(source: any): this
¶
Parameters:
source
any
Returns: this
Calls:
super.copy
Object.assign
Code
Classes¶
EdgesGeometry
¶
Class Code
class EdgesGeometry extends BufferGeometry {
/**
* Constructs a new edges geometry.
*
* @param {?BufferGeometry} [geometry=null] - The geometry.
* @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
* between the face normals of the adjoining faces exceeds this value.
*/
constructor( geometry = null, thresholdAngle = 1 ) {
super();
this.type = 'EdgesGeometry';
/**
* Holds the constructor parameters that have been
* used to generate the geometry. Any modification
* after instantiation does not change the geometry.
*
* @type {Object}
*/
this.parameters = {
geometry: geometry,
thresholdAngle: thresholdAngle
};
if ( geometry !== null ) {
const precisionPoints = 4;
const precision = Math.pow( 10, precisionPoints );
const thresholdDot = Math.cos( DEG2RAD * thresholdAngle );
const indexAttr = geometry.getIndex();
const positionAttr = geometry.getAttribute( 'position' );
const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
const indexArr = [ 0, 0, 0 ];
const vertKeys = [ 'a', 'b', 'c' ];
const hashes = new Array( 3 );
const edgeData = {};
const vertices = [];
for ( let i = 0; i < indexCount; i += 3 ) {
if ( indexAttr ) {
indexArr[ 0 ] = indexAttr.getX( i );
indexArr[ 1 ] = indexAttr.getX( i + 1 );
indexArr[ 2 ] = indexAttr.getX( i + 2 );
} else {
indexArr[ 0 ] = i;
indexArr[ 1 ] = i + 1;
indexArr[ 2 ] = i + 2;
}
const { a, b, c } = _triangle;
a.fromBufferAttribute( positionAttr, indexArr[ 0 ] );
b.fromBufferAttribute( positionAttr, indexArr[ 1 ] );
c.fromBufferAttribute( positionAttr, indexArr[ 2 ] );
_triangle.getNormal( _normal );
// create hashes for the edge from the vertices
hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;
hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;
hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;
// skip degenerate triangles
if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {
continue;
}
// iterate over every edge
for ( let j = 0; j < 3; j ++ ) {
// get the first and next vertex making up the edge
const jNext = ( j + 1 ) % 3;
const vecHash0 = hashes[ j ];
const vecHash1 = hashes[ jNext ];
const v0 = _triangle[ vertKeys[ j ] ];
const v1 = _triangle[ vertKeys[ jNext ] ];
const hash = `${ vecHash0 }_${ vecHash1 }`;
const reverseHash = `${ vecHash1 }_${ vecHash0 }`;
if ( reverseHash in edgeData && edgeData[ reverseHash ] ) {
// if we found a sibling edge add it into the vertex array if
// it meets the angle threshold and delete the edge from the map.
if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {
vertices.push( v0.x, v0.y, v0.z );
vertices.push( v1.x, v1.y, v1.z );
}
edgeData[ reverseHash ] = null;
} else if ( ! ( hash in edgeData ) ) {
// if we've already got an edge here then skip adding a new one
edgeData[ hash ] = {
index0: indexArr[ j ],
index1: indexArr[ jNext ],
normal: _normal.clone(),
};
}
}
}
// iterate over all remaining, unmatched edges and add them to the vertex array
for ( const key in edgeData ) {
if ( edgeData[ key ] ) {
const { index0, index1 } = edgeData[ key ];
_v0.fromBufferAttribute( positionAttr, index0 );
_v1.fromBufferAttribute( positionAttr, index1 );
vertices.push( _v0.x, _v0.y, _v0.z );
vertices.push( _v1.x, _v1.y, _v1.z );
}
}
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
}