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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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193 lines
4.4 KiB
193 lines
4.4 KiB
( function () { |
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/** |
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* Utility class for sampling weighted random points on the surface of a mesh. |
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* |
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* Building the sampler is a one-time O(n) operation. Once built, any number of |
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* random samples may be selected in O(logn) time. Memory usage is O(n). |
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* |
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* References: |
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* - http://www.joesfer.com/?p=84 |
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* - https://stackoverflow.com/a/4322940/1314762 |
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*/ |
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const _face = new THREE.Triangle(); |
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const _color = new THREE.Vector3(); |
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class MeshSurfaceSampler { |
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constructor( mesh ) { |
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let geometry = mesh.geometry; |
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if ( ! geometry.isBufferGeometry || geometry.attributes.position.itemSize !== 3 ) { |
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throw new Error( 'THREE.MeshSurfaceSampler: Requires BufferGeometry triangle mesh.' ); |
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} |
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if ( geometry.index ) { |
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console.warn( 'THREE.MeshSurfaceSampler: Converting geometry to non-indexed BufferGeometry.' ); |
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geometry = geometry.toNonIndexed(); |
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} |
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this.geometry = geometry; |
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this.randomFunction = Math.random; |
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this.positionAttribute = this.geometry.getAttribute( 'position' ); |
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this.colorAttribute = this.geometry.getAttribute( 'color' ); |
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this.weightAttribute = null; |
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this.distribution = null; |
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} |
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setWeightAttribute( name ) { |
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this.weightAttribute = name ? this.geometry.getAttribute( name ) : null; |
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return this; |
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} |
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build() { |
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const positionAttribute = this.positionAttribute; |
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const weightAttribute = this.weightAttribute; |
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const faceWeights = new Float32Array( positionAttribute.count / 3 ); // Accumulate weights for each mesh face. |
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for ( let i = 0; i < positionAttribute.count; i += 3 ) { |
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let faceWeight = 1; |
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if ( weightAttribute ) { |
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faceWeight = weightAttribute.getX( i ) + weightAttribute.getX( i + 1 ) + weightAttribute.getX( i + 2 ); |
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} |
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_face.a.fromBufferAttribute( positionAttribute, i ); |
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_face.b.fromBufferAttribute( positionAttribute, i + 1 ); |
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_face.c.fromBufferAttribute( positionAttribute, i + 2 ); |
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faceWeight *= _face.getArea(); |
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faceWeights[ i / 3 ] = faceWeight; |
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} // Store cumulative total face weights in an array, where weight index |
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// corresponds to face index. |
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this.distribution = new Float32Array( positionAttribute.count / 3 ); |
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let cumulativeTotal = 0; |
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for ( let i = 0; i < faceWeights.length; i ++ ) { |
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cumulativeTotal += faceWeights[ i ]; |
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this.distribution[ i ] = cumulativeTotal; |
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} |
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return this; |
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} |
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setRandomGenerator( randomFunction ) { |
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this.randomFunction = randomFunction; |
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return this; |
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} |
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sample( targetPosition, targetNormal, targetColor ) { |
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const cumulativeTotal = this.distribution[ this.distribution.length - 1 ]; |
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const faceIndex = this.binarySearch( this.randomFunction() * cumulativeTotal ); |
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return this.sampleFace( faceIndex, targetPosition, targetNormal, targetColor ); |
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} |
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binarySearch( x ) { |
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const dist = this.distribution; |
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let start = 0; |
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let end = dist.length - 1; |
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let index = - 1; |
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while ( start <= end ) { |
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const mid = Math.ceil( ( start + end ) / 2 ); |
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if ( mid === 0 || dist[ mid - 1 ] <= x && dist[ mid ] > x ) { |
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index = mid; |
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break; |
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} else if ( x < dist[ mid ] ) { |
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end = mid - 1; |
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} else { |
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start = mid + 1; |
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} |
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} |
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return index; |
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} |
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sampleFace( faceIndex, targetPosition, targetNormal, targetColor ) { |
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let u = this.randomFunction(); |
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let v = this.randomFunction(); |
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if ( u + v > 1 ) { |
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u = 1 - u; |
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v = 1 - v; |
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} |
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_face.a.fromBufferAttribute( this.positionAttribute, faceIndex * 3 ); |
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_face.b.fromBufferAttribute( this.positionAttribute, faceIndex * 3 + 1 ); |
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_face.c.fromBufferAttribute( this.positionAttribute, faceIndex * 3 + 2 ); |
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targetPosition.set( 0, 0, 0 ).addScaledVector( _face.a, u ).addScaledVector( _face.b, v ).addScaledVector( _face.c, 1 - ( u + v ) ); |
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if ( targetNormal !== undefined ) { |
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_face.getNormal( targetNormal ); |
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} |
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if ( targetColor !== undefined && this.colorAttribute !== undefined ) { |
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_face.a.fromBufferAttribute( this.colorAttribute, faceIndex * 3 ); |
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_face.b.fromBufferAttribute( this.colorAttribute, faceIndex * 3 + 1 ); |
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_face.c.fromBufferAttribute( this.colorAttribute, faceIndex * 3 + 2 ); |
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_color.set( 0, 0, 0 ).addScaledVector( _face.a, u ).addScaledVector( _face.b, v ).addScaledVector( _face.c, 1 - ( u + v ) ); |
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targetColor.r = _color.x; |
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targetColor.g = _color.y; |
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targetColor.b = _color.z; |
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} |
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return this; |
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} |
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} |
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THREE.MeshSurfaceSampler = MeshSurfaceSampler; |
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} )();
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