import { uid } from '@luma.gl/core'; import { Vector3 } from '@math.gl/core'; import { Geometry } from "../geometry/geometry.js"; /* eslint-disable comma-spacing, max-statements, complexity */ const ICO_POSITIONS = [-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 1, 0, -1, 0, 1, 0, 0]; const ICO_INDICES = [3, 4, 5, 3, 5, 1, 3, 1, 0, 3, 0, 4, 4, 0, 2, 4, 2, 5, 2, 0, 1, 5, 2, 1]; export class IcoSphereGeometry extends Geometry { constructor(props = {}) { const { id = uid('ico-sphere-geometry') } = props; const { indices, attributes } = tesselateIcosaHedron(props); super({ ...props, id, topology: 'triangle-list', indices, attributes: { ...attributes, ...props.attributes } }); } } function tesselateIcosaHedron(props) { const { iterations = 0 } = props; const PI = Math.PI; const PI2 = PI * 2; const positions = [...ICO_POSITIONS]; let indices = [...ICO_INDICES]; positions.push(); indices.push(); const getMiddlePoint = (() => { const pointMemo = {}; return (i1, i2) => { i1 *= 3; i2 *= 3; const mini = i1 < i2 ? i1 : i2; const maxi = i1 > i2 ? i1 : i2; const key = `${mini}|${maxi}`; if (key in pointMemo) { return pointMemo[key]; } const x1 = positions[i1]; const y1 = positions[i1 + 1]; const z1 = positions[i1 + 2]; const x2 = positions[i2]; const y2 = positions[i2 + 1]; const z2 = positions[i2 + 2]; let xm = (x1 + x2) / 2; let ym = (y1 + y2) / 2; let zm = (z1 + z2) / 2; const len = Math.sqrt(xm * xm + ym * ym + zm * zm); xm /= len; ym /= len; zm /= len; positions.push(xm, ym, zm); return (pointMemo[key] = positions.length / 3 - 1); }; })(); for (let i = 0; i < iterations; i++) { const indices2 = []; for (let j = 0; j < indices.length; j += 3) { const a = getMiddlePoint(indices[j + 0], indices[j + 1]); const b = getMiddlePoint(indices[j + 1], indices[j + 2]); const c = getMiddlePoint(indices[j + 2], indices[j + 0]); indices2.push(c, indices[j + 0], a, a, indices[j + 1], b, b, indices[j + 2], c, a, b, c); } indices = indices2; } // Calculate texCoords and normals const normals = new Array(positions.length); const texCoords = new Array((positions.length / 3) * 2); const l = indices.length; for (let i = l - 3; i >= 0; i -= 3) { const i1 = indices[i + 0]; const i2 = indices[i + 1]; const i3 = indices[i + 2]; const in1 = i1 * 3; const in2 = i2 * 3; const in3 = i3 * 3; const iu1 = i1 * 2; const iu2 = i2 * 2; const iu3 = i3 * 2; const x1 = positions[in1 + 0]; const y1 = positions[in1 + 1]; const z1 = positions[in1 + 2]; const theta1 = Math.acos(z1 / Math.sqrt(x1 * x1 + y1 * y1 + z1 * z1)); const phi1 = Math.atan2(y1, x1) + PI; const v1 = theta1 / PI; const u1 = 1 - phi1 / PI2; const x2 = positions[in2 + 0]; const y2 = positions[in2 + 1]; const z2 = positions[in2 + 2]; const theta2 = Math.acos(z2 / Math.sqrt(x2 * x2 + y2 * y2 + z2 * z2)); const phi2 = Math.atan2(y2, x2) + PI; const v2 = theta2 / PI; const u2 = 1 - phi2 / PI2; const x3 = positions[in3 + 0]; const y3 = positions[in3 + 1]; const z3 = positions[in3 + 2]; const theta3 = Math.acos(z3 / Math.sqrt(x3 * x3 + y3 * y3 + z3 * z3)); const phi3 = Math.atan2(y3, x3) + PI; const v3 = theta3 / PI; const u3 = 1 - phi3 / PI2; const vec1 = [x3 - x2, y3 - y2, z3 - z2]; const vec2 = [x1 - x2, y1 - y2, z1 - z2]; const normal = new Vector3(vec1).cross(vec2).normalize(); let newIndex; if ((u1 === 0 || u2 === 0 || u3 === 0) && (u1 === 0 || u1 > 0.5) && (u2 === 0 || u2 > 0.5) && (u3 === 0 || u3 > 0.5)) { positions.push(positions[in1 + 0], positions[in1 + 1], positions[in1 + 2]); newIndex = positions.length / 3 - 1; indices.push(newIndex); texCoords[newIndex * 2 + 0] = 1; texCoords[newIndex * 2 + 1] = v1; normals[newIndex * 3 + 0] = normal.x; normals[newIndex * 3 + 1] = normal.y; normals[newIndex * 3 + 2] = normal.z; positions.push(positions[in2 + 0], positions[in2 + 1], positions[in2 + 2]); newIndex = positions.length / 3 - 1; indices.push(newIndex); texCoords[newIndex * 2 + 0] = 1; texCoords[newIndex * 2 + 1] = v2; normals[newIndex * 3 + 0] = normal.x; normals[newIndex * 3 + 1] = normal.y; normals[newIndex * 3 + 2] = normal.z; positions.push(positions[in3 + 0], positions[in3 + 1], positions[in3 + 2]); newIndex = positions.length / 3 - 1; indices.push(newIndex); texCoords[newIndex * 2 + 0] = 1; texCoords[newIndex * 2 + 1] = v3; normals[newIndex * 3 + 0] = normal.x; normals[newIndex * 3 + 1] = normal.y; normals[newIndex * 3 + 2] = normal.z; } normals[in1 + 0] = normals[in2 + 0] = normals[in3 + 0] = normal.x; normals[in1 + 1] = normals[in2 + 1] = normals[in3 + 1] = normal.y; normals[in1 + 2] = normals[in2 + 2] = normals[in3 + 2] = normal.z; texCoords[iu1 + 0] = u1; texCoords[iu1 + 1] = v1; texCoords[iu2 + 0] = u2; texCoords[iu2 + 1] = v2; texCoords[iu3 + 0] = u3; texCoords[iu3 + 1] = v3; } return { indices: { size: 1, value: new Uint16Array(indices) }, attributes: { POSITION: { size: 3, value: new Float32Array(positions) }, NORMAL: { size: 3, value: new Float32Array(normals) }, TEXCOORD_0: { size: 2, value: new Float32Array(texCoords) } } }; }