Sculpt.js
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import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js';
import * as THREE from 'three';
import { acceleratedRaycast, computeBoundsTree } from 'three-mesh-bvh';
import { getIntersectsTriangleIndices } from './bvh';
THREE.Mesh.prototype.raycast = acceleratedRaycast;
THREE.BufferGeometry.prototype.computeBoundsTree = computeBoundsTree;
const SizeValue = [1, 2, 3, 4, 5, 6, 7];
const IntensityValue = [5, 20, 40, 60];
const getmouse2D = (e, container) => {
const rect = container.getBoundingClientRect();
const mouse = new THREE.Vector2();
mouse.x = ((e.clientX - rect.left) / (rect.right - rect.left)) * 2 - 1;
mouse.y = -((e.clientY - rect.top) / (rect.bottom - rect.top)) * 2 + 1;
return mouse;
};
const updateAngledNormal = (geometry, triangles, angle) => {
const indexAttr = geometry.index;
const posAttr = geometry.attributes.position;
const normalAttr = geometry.attributes.normal;
const pA = new THREE.Vector3();
const pB = new THREE.Vector3();
const pC = new THREE.Vector3();
const nA = new THREE.Vector3();
const nB = new THREE.Vector3();
const nC = new THREE.Vector3();
const cb = new THREE.Vector3();
const ab = new THREE.Vector3();
triangles.forEach((tri) => {
const tri3 = tri * 3;
const i0 = tri3 + 0;
const i1 = tri3 + 1;
const i2 = tri3 + 2;
// get the indices the triangle/face is built with
const v0 = indexAttr.getX(i0);
const v1 = indexAttr.getX(i1);
const v2 = indexAttr.getX(i2);
pA.fromBufferAttribute(posAttr, v0);
pB.fromBufferAttribute(posAttr, v1);
pC.fromBufferAttribute(posAttr, v2);
cb.subVectors(pC, pB);
ab.subVectors(pA, pB);
cb.cross(ab);
nA.fromBufferAttribute(normalAttr, v0);
nB.fromBufferAttribute(normalAttr, v1);
nC.fromBufferAttribute(normalAttr, v2);
nA.add(cb);
nB.add(cb);
nC.add(cb);
normalAttr.setXYZ(v0, nA.x, nA.y, nA.z);
normalAttr.setXYZ(v1, nB.x, nB.y, nB.z);
normalAttr.setXYZ(v2, nC.x, nC.y, nC.z);
});
/*
updatedNormal.forEach((entry) => {
const index = entry.index;
const normal = entry.normal;
normalAttr.setXYZ(index, normal.x, normal.y, normal.z);
});
*/
normalAttr.needsUpdate = true;
};
class Sculpt extends THREE.EventDispatcher {
constructor({ scene, camera, domElement }) {
super();
this._scene = scene;
this._camera = camera;
this._domElement = domElement;
this._raycaster = new THREE.Raycaster();
this.enabled = true;
this._selected = false;
this._currentVector3 = new THREE.Vector3();
this._brushMesh = null;
this.addEvents();
this._intersecTriangleIndics = [];
this._intersecIndics = [];
this.param = {
size: 2,
intensity: 400,
brush: 'clay',
negated: 1
};
this.targetMesh = null;
this.brushObject = null;
this.normal = new THREE.Vector3();
}
dispose = () => {
this.removeEvents();
this._intersecTriangleIndics = [];
this._intersecIndics = [];
const objects = this._scene.children.filter((el) => el.name === 'brush');
objects.forEach((element) => {
this._scene.remove(element);
});
};
removeEvents = () => {
if (!this._domElement) return;
this._domElement.removeEventListener('pointermove', this.pointerMove);
this._domElement.removeEventListener('pointerdown', this.pointerDown);
this._domElement.removeEventListener('pointerup', this.pointUp);
};
addEvents = () => {
if (!this._domElement) return;
this._domElement.addEventListener('pointermove', this.pointerMove);
this._domElement.addEventListener('pointerdown', this.pointerDown);
this._domElement.addEventListener('pointerup', this.pointUp);
};
setTargetMesh = (mesh) => {
// mesh.geometry = BufferGeometryUtils.mergeVertices(mesh.geometry);
mesh.geometry.attributes.position.setUsage(THREE.DynamicDrawUsage);
mesh.geometry.attributes.normal.setUsage(THREE.DynamicDrawUsage);
if (!mesh.geometry.boundsTree) {
mesh.geometry.computeBoundsTree();
}
this.targetMesh = mesh;
this.initBrush();
};
setToolMode = (val) => {
switch (val) {
case 'add':
this.param.brush = 'clay';
this.param.negated = 1;
break;
case 'remove':
this.param.brush = 'clay';
this.param.negated = -1;
break;
case 'smooth':
this.param.brush = 'smooth';
this.param.negated = 1;
break;
case 'flatten':
this.param.brush = 'flatten';
this.param.negated = 1;
break;
default:
break;
}
};
setBrushSize = (val) => {
this.param.size = val;
if (this.brushObject) {
this.brushObject.scale.set(this.param.size * 0.6, this.param.size * 0.6, 0.1);
}
};
setIntensity = (val) => {
this.param.intensity = val * 100;
};
pointerDown = (e) => {
if (!this.enabled) return;
if (!this._domElement) return;
if (!this._camera) return;
if (!this.targetMesh) return;
if (!this.brushObject) return;
if (e.button !== 0) return;
const mouse = getmouse2D(e, this._domElement);
const raycaster = this._raycaster;
raycaster.firstHitOnly = false;
raycaster.setFromCamera(mouse, this._camera);
const res = raycaster.intersectObjects([this.targetMesh]);
if (res.length > 0) {
this._selected = true;
this.excuteEdit(res[0].normal);
}
};
pointerMove = (e) => {
if (!this.enabled) return;
if (!this.brushObject) return;
if (!this._camera) return;
if (!this._domElement) return;
const mouse = getmouse2D(e, this._domElement);
const raycaster = this._raycaster;
raycaster.firstHitOnly = false;
raycaster.setFromCamera(mouse, this._camera);
const res = raycaster.intersectObjects([this.targetMesh]);
if (res.length > 0) {
this.normal.copy(res[0].normal);
this.brushObject.position.copy(res[0].point);
this.brushObject.visible = true;
this.brushObject.scale.set(this.param.size * 0.6, this.param.size * 0.6, 0.1);
this.excuteEdit(res[0].normal);
} else {
this.brushObject.visible = false;
}
};
initBrush = () => {
const brushSegments = [new THREE.Vector3(), new THREE.Vector3(0, 0, 1)];
for (let i = 0; i < 50; i++) {
const nexti = i + 1;
const x1 = Math.sin((2 * Math.PI * i) / 50);
const y1 = Math.cos((2 * Math.PI * i) / 50);
const x2 = Math.sin((2 * Math.PI * nexti) / 50);
const y2 = Math.cos((2 * Math.PI * nexti) / 50);
brushSegments.push(new THREE.Vector3(x1, y1, 0), new THREE.Vector3(x2, y2, 0));
}
const brush = new THREE.LineSegments();
brush.geometry.setFromPoints(brushSegments);
brush.material.color.set(0xfb8c00);
brush.material.depthTest = false;
brush.material.transparent = true;
brush.renderOrder = 3;
brush.name = 'brush';
this.brushObject = brush;
const objects = this._scene.children.filter((el) => el.name === 'brush');
objects.forEach((element) => {
this._scene.remove(element);
});
this._scene.add(brush);
};
pointUp = () => {
this._selected = false;
this._intersecIndics.length = 0;
this._intersecTriangleIndics.length = 0;
const back = this._scene.getObjectByName('active:back:aligner');
if (back) {
back.geometry = this.targetMesh.geometry.clone();
}
};
excuteEdit = (hitNormal) => {
if (!this.targetMesh) return;
const lookAtVector = new THREE.Vector3(
this._camera.matrix.elements[8],
this._camera.matrix.elements[9],
this._camera.matrix.elements[10]
);
let triangleIndics = this._intersecTriangleIndics;
let sets = {};
sets = getIntersectsTriangleIndices(this.targetMesh, this.brushObject.position, this.param.size, this._camera);
triangleIndics = sets.indices;
this._intersecTriangleIndics = triangleIndics;
if (triangleIndics.length == 0) return;
const indices = sets.indices;
//console.log(triangleIndics);
const posAttr = this.targetMesh.geometry.attributes.position;
const normalAttr = this.targetMesh.geometry.attributes.normal;
// let position = this.targetMesh.geometry.getAttribute('position');
const tempVec = new THREE.Vector3();
const normal = new THREE.Vector3();
const localPoint = new THREE.Vector3();
localPoint.copy(this.brushObject.position);
const planePoint = new THREE.Vector3();
let totalPoints = 0;
indices.forEach((index) => {
tempVec.fromBufferAttribute(normalAttr, index);
//if (lookAtVector.angleTo(tempVec) < (Math.PI / 180) * 90) {
normal.add(tempVec.clone());
totalPoints++;
tempVec.fromBufferAttribute(posAttr, index);
planePoint.add(tempVec.clone());
//}
});
normal.multiplyScalar(1 / totalPoints);
normal.normalize();
const normalZ = new THREE.Vector3(0, 0, 1);
this.brushObject.quaternion.setFromUnitVectors(normalZ, normal);
if (!this._selected) return;
if (totalPoints) {
planePoint.multiplyScalar(1 / totalPoints);
}
const plane = new THREE.Plane();
plane.setFromNormalAndCoplanarPoint(normal, planePoint);
let pushIntensity = this.param.intensity;
pushIntensity *= 1.5;
const targetHeight = pushIntensity * 0.0001;
const normalTempVec = new THREE.Vector3();
let a = [];
indices.forEach((index) => {
normalTempVec.fromBufferAttribute(normalAttr, index);
tempVec.fromBufferAttribute(posAttr, index);
const point = tempVec.clone();
// compute the offset intensity
const dist = point.distanceTo(localPoint);
let intensity = 1.0 - dist / this.param.size;
const { negated } = this.param;
// offset the vertex
let planeDistF = 0;
switch (this.param.brush) {
case 'clay':
intensity **= 3;
const planeDistC = plane.distanceToPoint(point);
const clampedIntensity = negated * Math.min(intensity * 2, 1.0);
point.addScaledVector(
normal,
clampedIntensity * targetHeight - negated * planeDistC * clampedIntensity * 0.3
);
break;
case 'smooth':
intensity **= 2;
planeDistF = plane.distanceToPoint(point);
point.addScaledVector(normal, -planeDistF * intensity * pushIntensity * 0.00025 * 0.3);
break;
case 'flatten':
intensity **= 2;
planeDistF = plane.distanceToPoint(point);
point.addScaledVector(lookAtVector, -planeDistF * intensity * pushIntensity * 0.0005 * 0.25);
break;
case 'normal':
intensity **= 2;
point.addScaledVector(normal, negated * intensity * targetHeight * 2);
break;
default:
break;
}
posAttr.setXYZ(index, point.x, point.y, point.z);
normalAttr.setXYZ(index, 0, 0, 0);
});
// removeMesh(this._scene, "points");
// const p = drawPoints(a, 0xff5809, 0.07);
// p.name = "points";
// this._scene.add(p);
this.targetMesh.geometry.boundsTree.refit(sets.accumulatedTraversedNodeIndices);
// this.targetMesh.geometry.boundsTree.refit();
// If we found vertices
if (indices.size > 0) {
posAttr.needsUpdate = true;
}
// this.updateNormals(sets.accumulatedTriangles, sets.accumulatedIndices);
updateAngledNormal(this.targetMesh.geometry, sets.accumulatedTriangles, (Math.PI / 180) * 0.1);
// this.targetMesh.geometry.computeVertexNormals();
};
updateNormals = (triangles, indices) => {
const tempVec = new THREE.Vector3();
const tempVec2 = new THREE.Vector3();
const indexAttr = this.targetMesh.geometry.index;
const posAttr = this.targetMesh.geometry.attributes.position;
const normalAttr = this.targetMesh.geometry.attributes.normal;
// accumulate the normals in place in the normal buffer
const triangle = new THREE.Triangle();
triangles.forEach((tri) => {
const tri3 = tri * 3;
const i0 = tri3 + 0;
const i1 = tri3 + 1;
const i2 = tri3 + 2;
const v0 = indexAttr.getX(i0);
const v1 = indexAttr.getX(i1);
const v2 = indexAttr.getX(i2);
triangle.a.fromBufferAttribute(posAttr, v0);
triangle.b.fromBufferAttribute(posAttr, v1);
triangle.c.fromBufferAttribute(posAttr, v2);
triangle.getNormal(tempVec2);
if (indices.has(v0)) {
tempVec.fromBufferAttribute(normalAttr, v0);
tempVec.add(tempVec2);
normalAttr.setXYZ(v0, tempVec.x, tempVec.y, tempVec.z);
}
if (indices.has(v1)) {
tempVec.fromBufferAttribute(normalAttr, v1);
tempVec.add(tempVec2);
normalAttr.setXYZ(v1, tempVec.x, tempVec.y, tempVec.z);
}
if (indices.has(v2)) {
tempVec.fromBufferAttribute(normalAttr, v2);
tempVec.add(tempVec2);
normalAttr.setXYZ(v2, tempVec.x, tempVec.y, tempVec.z);
}
});
// normalize the accumulated normals
indices.forEach((index) => {
tempVec.fromBufferAttribute(normalAttr, index);
tempVec.normalize();
normalAttr.setXYZ(index, tempVec.x, tempVec.y, tempVec.z);
});
normalAttr.needsUpdate = true;
};
sizeChanged = (index) => {
if (this._brushMesh) {
const radius = SizeValue[index];
this._brushMesh.geometry.dispose();
this._brushMesh.geometry = new THREE.SphereGeometry(radius, 32, 32);
this.param.size = radius;
}
};
intensityChanged = (index) => {
this.param.intensity = IntensityValue[index];
};
}
export default Sculpt;