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Oinktube/node_modules/three/examples/js/utils/GeometryUtils.js
2023-12-11 11:59:56 -03:00

243 lines
6.6 KiB
JavaScript

THREE.GeometryUtils = {
/**
* Generates 2D-Coordinates in a very fast way.
*
* Based on work by:
* @link http://www.openprocessing.org/sketch/15493
*
* @param center Center of Hilbert curve.
* @param size Total width of Hilbert curve.
* @param iterations Number of subdivisions.
* @param v0 Corner index -X, -Z.
* @param v1 Corner index -X, +Z.
* @param v2 Corner index +X, +Z.
* @param v3 Corner index +X, -Z.
*/
hilbert2D: function ( center, size, iterations, v0, v1, v2, v3 ) {
// Default Vars
var center = center !== undefined ? center : new THREE.Vector3( 0, 0, 0 ),
size = size !== undefined ? size : 10,
half = size / 2,
iterations = iterations !== undefined ? iterations : 1,
v0 = v0 !== undefined ? v0 : 0,
v1 = v1 !== undefined ? v1 : 1,
v2 = v2 !== undefined ? v2 : 2,
v3 = v3 !== undefined ? v3 : 3
;
var vec_s = [
new THREE.Vector3( center.x - half, center.y, center.z - half ),
new THREE.Vector3( center.x - half, center.y, center.z + half ),
new THREE.Vector3( center.x + half, center.y, center.z + half ),
new THREE.Vector3( center.x + half, center.y, center.z - half )
];
var vec = [
vec_s[ v0 ],
vec_s[ v1 ],
vec_s[ v2 ],
vec_s[ v3 ]
];
// Recurse iterations
if ( 0 <= -- iterations ) {
var tmp = [];
Array.prototype.push.apply( tmp, THREE.GeometryUtils.hilbert2D( vec[ 0 ], half, iterations, v0, v3, v2, v1 ) );
Array.prototype.push.apply( tmp, THREE.GeometryUtils.hilbert2D( vec[ 1 ], half, iterations, v0, v1, v2, v3 ) );
Array.prototype.push.apply( tmp, THREE.GeometryUtils.hilbert2D( vec[ 2 ], half, iterations, v0, v1, v2, v3 ) );
Array.prototype.push.apply( tmp, THREE.GeometryUtils.hilbert2D( vec[ 3 ], half, iterations, v2, v1, v0, v3 ) );
// Return recursive call
return tmp;
}
// Return complete Hilbert Curve.
return vec;
},
/**
* Generates 3D-Coordinates in a very fast way.
*
* Based on work by:
* @link http://www.openprocessing.org/visuals/?visualID=15599
*
* @param center Center of Hilbert curve.
* @param size Total width of Hilbert curve.
* @param iterations Number of subdivisions.
* @param v0 Corner index -X, +Y, -Z.
* @param v1 Corner index -X, +Y, +Z.
* @param v2 Corner index -X, -Y, +Z.
* @param v3 Corner index -X, -Y, -Z.
* @param v4 Corner index +X, -Y, -Z.
* @param v5 Corner index +X, -Y, +Z.
* @param v6 Corner index +X, +Y, +Z.
* @param v7 Corner index +X, +Y, -Z.
*/
hilbert3D: function ( center, size, iterations, v0, v1, v2, v3, v4, v5, v6, v7 ) {
// Default Vars
var center = center !== undefined ? center : new THREE.Vector3( 0, 0, 0 ),
size = size !== undefined ? size : 10,
half = size / 2,
iterations = iterations !== undefined ? iterations : 1,
v0 = v0 !== undefined ? v0 : 0,
v1 = v1 !== undefined ? v1 : 1,
v2 = v2 !== undefined ? v2 : 2,
v3 = v3 !== undefined ? v3 : 3,
v4 = v4 !== undefined ? v4 : 4,
v5 = v5 !== undefined ? v5 : 5,
v6 = v6 !== undefined ? v6 : 6,
v7 = v7 !== undefined ? v7 : 7
;
var vec_s = [
new THREE.Vector3( center.x - half, center.y + half, center.z - half ),
new THREE.Vector3( center.x - half, center.y + half, center.z + half ),
new THREE.Vector3( center.x - half, center.y - half, center.z + half ),
new THREE.Vector3( center.x - half, center.y - half, center.z - half ),
new THREE.Vector3( center.x + half, center.y - half, center.z - half ),
new THREE.Vector3( center.x + half, center.y - half, center.z + half ),
new THREE.Vector3( center.x + half, center.y + half, center.z + half ),
new THREE.Vector3( center.x + half, center.y + half, center.z - half )
];
var vec = [
vec_s[ v0 ],
vec_s[ v1 ],
vec_s[ v2 ],
vec_s[ v3 ],
vec_s[ v4 ],
vec_s[ v5 ],
vec_s[ v6 ],
vec_s[ v7 ]
];
// Recurse iterations
if ( -- iterations >= 0 ) {
var tmp = [];
Array.prototype.push.apply( tmp, THREE.GeometryUtils.hilbert3D( vec[ 0 ], half, iterations, v0, v3, v4, v7, v6, v5, v2, v1 ) );
Array.prototype.push.apply( tmp, THREE.GeometryUtils.hilbert3D( vec[ 1 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
Array.prototype.push.apply( tmp, THREE.GeometryUtils.hilbert3D( vec[ 2 ], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3 ) );
Array.prototype.push.apply( tmp, THREE.GeometryUtils.hilbert3D( vec[ 3 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
Array.prototype.push.apply( tmp, THREE.GeometryUtils.hilbert3D( vec[ 4 ], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5 ) );
Array.prototype.push.apply( tmp, THREE.GeometryUtils.hilbert3D( vec[ 5 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
Array.prototype.push.apply( tmp, THREE.GeometryUtils.hilbert3D( vec[ 6 ], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7 ) );
Array.prototype.push.apply( tmp, THREE.GeometryUtils.hilbert3D( vec[ 7 ], half, iterations, v6, v5, v2, v1, v0, v3, v4, v7 ) );
// Return recursive call
return tmp;
}
// Return complete Hilbert Curve.
return vec;
},
/**
* Generates a Gosper curve (lying in the XY plane)
*
* https://gist.github.com/nitaku/6521802
*
* @param size The size of a single gosper island.
*/
gosper: function ( size ) {
size = ( size !== undefined ) ? size : 1;
function fractalize( config ) {
var output;
var input = config.axiom;
for ( var i = 0, il = config.steps; 0 <= il ? i < il : i > il; 0 <= il ? i ++ : i -- ) {
output = '';
for ( var j = 0, jl = input.length; j < jl; j ++ ) {
var char = input[ j ];
if ( char in config.rules ) {
output += config.rules[ char ];
} else {
output += char;
}
}
input = output;
}
return output;
}
function toPoints( config ) {
var currX = 0, currY = 0;
var angle = 0;
var path = [ 0, 0, 0 ];
var fractal = config.fractal;
for ( var i = 0, l = fractal.length; i < l; i ++ ) {
var char = fractal[ i ];
if ( char === '+' ) {
angle += config.angle;
} else if ( char === '-' ) {
angle -= config.angle;
} else if ( char === 'F' ) {
currX += config.size * Math.cos( angle );
currY += - config.size * Math.sin( angle );
path.push( currX, currY, 0 );
}
}
return path;
}
//
var gosper = fractalize( {
axiom: 'A',
steps: 4,
rules: {
A: 'A+BF++BF-FA--FAFA-BF+',
B: '-FA+BFBF++BF+FA--FA-B'
}
} );
var points = toPoints( {
fractal: gosper,
size: size,
angle: Math.PI / 3 // 60 degrees
} );
return points;
}
};