|
| 1 | +class LowPoly { |
| 2 | + |
| 3 | + static addMappings(name, mapping) { |
| 4 | + return Object.assign({}, mapping, { |
| 5 | + amplitude: name + '.amplitude', |
| 6 | + 'amplitude-variance': name + '.amplitudeVariance', |
| 7 | + seed: name + '.seed', |
| 8 | + }); |
| 9 | + } |
| 10 | + |
| 11 | + static addSchema(schema) { |
| 12 | + return Object.assign({}, schema, { |
| 13 | + // Randomness amplitude and variance. |
| 14 | + amplitude: {default: 0.05}, |
| 15 | + amplitudeVariance: {default: 0.001}, |
| 16 | + |
| 17 | + // Material. |
| 18 | + flatShading: {default: true}, |
| 19 | + |
| 20 | + // Randomness |
| 21 | + seed: {default: 0}, |
| 22 | + }); |
| 23 | + } |
| 24 | + |
| 25 | + static play(that, geometry) { |
| 26 | + const data = that.data, |
| 27 | + el = that.el; |
| 28 | + |
| 29 | + let material = el.components.material; |
| 30 | + geometry.mergeVertices(); |
| 31 | + LowPoly.randomizeVertices(data, geometry.vertices); |
| 32 | + |
| 33 | + if (!material) { |
| 34 | + material = {}; |
| 35 | + material.material = new THREE.MeshPhongMaterial(); |
| 36 | + } |
| 37 | + |
| 38 | + if (data.flatShading) { |
| 39 | + material.material.setValues({ |
| 40 | + flatShading: true, |
| 41 | + }); |
| 42 | + } |
| 43 | + |
| 44 | + that.mesh = new THREE.Mesh(geometry, material.material); |
| 45 | + el.setObject3D('mesh', that.mesh); |
| 46 | + } |
| 47 | + |
| 48 | + static randomizeVertices(data, vertices) { |
| 49 | + Random.seed(data.seed); |
| 50 | + for (let v, i = 0, l = vertices.length; i < l; i++) { |
| 51 | + v = vertices[i]; |
| 52 | + |
| 53 | + LowPoly.randomizeVertexDimension(v, 'x', data.amplitude, data.amplitudeVariance); |
| 54 | + LowPoly.randomizeVertexDimension(v, 'y', data.amplitude, data.amplitudeVariance); |
| 55 | + LowPoly.randomizeVertexDimension(v, 'z', data.amplitude, data.amplitudeVariance); |
| 56 | + } |
| 57 | + } |
| 58 | + |
| 59 | + static randomizeVertexDimension(vertex, dimension, amplitude, amplitudeVariance) { |
| 60 | + let ang = Random.random() * Math.PI * 2, |
| 61 | + amp = amplitude + Random.random() * amplitudeVariance; |
| 62 | + vertex[dimension] += Math.sin(ang) * amp; |
| 63 | + } |
| 64 | +} |
| 65 | + |
| 66 | +class Random { |
| 67 | + // https://stackoverflow.com/a/47593316/4855984 |
| 68 | + |
| 69 | + static seed(seed) { |
| 70 | + // Create a xfnv1a state: |
| 71 | + var seed = Random.xfnv1a(seed.toString()); |
| 72 | + |
| 73 | + // output one 32-bit hash to produce the seed for mulberry32. |
| 74 | + this.random = Random.mulberry32(seed()); |
| 75 | + } |
| 76 | + |
| 77 | + static xfnv1a(k) { |
| 78 | + for(var i = 0, h = 2166136261 >>> 0; i < k.length; i++) |
| 79 | + h = Math.imul(h ^ k.charCodeAt(i), 16777619); |
| 80 | + return function() { |
| 81 | + h += h << 13; h ^= h >>> 7; |
| 82 | + h += h << 3; h ^= h >>> 17; |
| 83 | + return (h += h << 5) >>> 0; |
| 84 | + } |
| 85 | + } |
| 86 | + |
| 87 | + static mulberry32(a) { |
| 88 | + return function() { |
| 89 | + var t = a += 0x6D2B79F5; |
| 90 | + t = Math.imul(t ^ t >>> 15, t | 1); |
| 91 | + t ^= t + Math.imul(t ^ t >>> 7, t | 61); |
| 92 | + return ((t ^ t >>> 14) >>> 0) / 4294967296; |
| 93 | + } |
| 94 | + } |
| 95 | + |
| 96 | + static random() { |
| 97 | + return this.random(); |
| 98 | + } |
| 99 | +} |
0 commit comments