Create more efficient BufferGeometry
And, cache midpoint vertices.
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113de04cbe
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78
src/index.js
78
src/index.js
@ -5,11 +5,15 @@ var OrbitControls = require("three-orbit-controls")(THREE);
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const scene = new THREE.Scene();
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var camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 0.1, 1000);
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var geometry = new THREE.IcosahedronGeometry(10, 2);
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console.time("IcosahedronGeometry");
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var geometry = new THREE.IcosahedronGeometry(10, 6);
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console.log(geometry);
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console.timeEnd("IcosahedronGeometry");
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console.time("Hexsphere");
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var vertToFaces = {};
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var newVertices = geometry.vertices;
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var newFaces = [];
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var newVertices = [];
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var colors = [];
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for (var i = 0; i < geometry.faces.length; i += 1) {
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var face = geometry.faces[i];
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@ -47,10 +51,12 @@ for (var i = 0; i < geometry.faces.length; i += 1) {
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(vertexA.z + vertexB.z + vertexC.z) / 3,
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);
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var centroidIndex = newVertices.push(centroid) - 1;
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faceCentroids[i] = centroidIndex;
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// var centroidIndex = (newVertices.push(centroid.x, centroid.y, centroid.z) / 3) - 1;
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faceCentroids[i] = centroid;
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}
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console.time("find dual");
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var midVertCache = {};
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for (var i = 0; i < originalVertCount; i += 1) {
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var faces = vertToFaces[i];
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var color = new THREE.Color(Math.random(), Math.random(), Math.random());
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@ -59,41 +65,62 @@ for (var i = 0; i < originalVertCount; i += 1) {
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var face = geometry.faces[faceIndex];
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var nonCenterVerts = [face.a, face.b, face.c].filter(vert => vert !== i);
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var sortedFace = new THREE.Face3(i, nonCenterVerts[0], nonCenterVerts[1]);
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// var sortedFace = face;
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var vertexA = geometry.vertices[sortedFace.a];
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var vertexB = geometry.vertices[sortedFace.b];
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var vertexC = geometry.vertices[sortedFace.c];
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var halfAB = vertexA.clone().lerp(vertexB, 0.5);
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var halfAC = vertexA.clone().lerp(vertexC, 0.5);
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var halfBC = vertexB.clone().lerp(vertexC, 0.5);
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// TODO: cache these and retrieve in future iteration (use .toFixed(3) in hash)
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var centroidIndex = faceCentroids[faceIndex];
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var halfABIndex = newVertices.push(halfAB) - 1;
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var halfACIndex = newVertices.push(halfAC) - 1;
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var halfBCIndex = newVertices.push(halfBC) - 1;
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var midABKey = sortedFace.a + "," + sortedFace.b
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var midAB = midVertCache[midABKey];
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if (!midAB) {
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midAB = vertexA.clone().lerp(vertexB, 0.5);
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midVertCache[midABKey] = midAB;
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}
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var midACKey = sortedFace.a + "," + sortedFace.c
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var midAC = midVertCache[midACKey];
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if (!midAC) {
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midAC = vertexA.clone().lerp(vertexC, 0.5);
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midVertCache[midACKey] = midAC;
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}
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var centroid = faceCentroids[faceIndex];
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var face1 = new THREE.Face3(sortedFace.a, centroidIndex, halfABIndex);
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face1.color = color;
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var face2 = new THREE.Face3(sortedFace.a, centroidIndex, halfACIndex);
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face2.color = color;
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newVertices.push(
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vertexA.x, vertexA.y, vertexA.z,
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centroid.x, centroid.y, centroid.z,
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midAB.x, midAB.y, midAB.z,
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newFaces.push(face1, face2);
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vertexA.x, vertexA.y, vertexA.z,
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centroid.x, centroid.y, centroid.z,
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midAC.x, midAC.y, midAC.z,
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);
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colors.push(
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color.r, color.g, color.b,
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color.r, color.g, color.b,
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color.r, color.g, color.b,
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color.r, color.g, color.b,
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color.r, color.g, color.b,
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color.r, color.g, color.b,
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);
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}
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}
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console.timeEnd("find dual");
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function disposeArray() {
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this.array = null;
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}
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var newGeometry = new THREE.Geometry();
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newGeometry.vertices = newVertices;
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newGeometry.faces = newFaces;
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newGeometry.computeFaceNormals();
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newGeometry.computeVertexNormals();
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newGeometry.normalize();
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var newGeometry = new THREE.BufferGeometry();
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newGeometry.addAttribute("position", new THREE.Float32BufferAttribute(newVertices, 3));
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newGeometry.addAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
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// newGeometry.computeFaceNormals();
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// newGeometry.computeVertexNormals();
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// newGeometry.normalize();
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var material = new THREE.MeshBasicMaterial({ vertexColors: THREE.FaceColors, side: THREE.DoubleSide });
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var material = new THREE.MeshBasicMaterial({ vertexColors: THREE.VertexColors, side: THREE.DoubleSide });
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var sphere = new THREE.Mesh(newGeometry, material);
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scene.add(sphere);
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@ -105,6 +132,7 @@ controls.update()
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var renderer = new THREE.WebGLRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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console.timeEnd("Hexsphere");
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window.addEventListener('resize', onWindowResize, false);
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