File: //var/www/aspa/three/addons/math/MeshSurfaceSampler.js
import {
	Triangle,
	Vector2,
	Vector3
} from 'three';
/**
 * Utility class for sampling weighted random points on the surface of a mesh.
 *
 * Building the sampler is a one-time O(n) operation. Once built, any number of
 * random samples may be selected in O(logn) time. Memory usage is O(n).
 *
 * References:
 * - http://www.joesfer.com/?p=84
 * - https://stackoverflow.com/a/4322940/1314762
 */
const _face = new Triangle();
const _color = new Vector3();
const _uva = new Vector2(), _uvb = new Vector2(), _uvc = new Vector2();
class MeshSurfaceSampler {
	constructor( mesh ) {
		this.geometry = mesh.geometry;
		this.randomFunction = Math.random;
		this.indexAttribute = this.geometry.index;
		this.positionAttribute = this.geometry.getAttribute( 'position' );
		this.normalAttribute = this.geometry.getAttribute( 'normal' );
		this.colorAttribute = this.geometry.getAttribute( 'color' );
		this.uvAttribute = this.geometry.getAttribute( 'uv' );
		this.weightAttribute = null;
		this.distribution = null;
	}
	setWeightAttribute( name ) {
		this.weightAttribute = name ? this.geometry.getAttribute( name ) : null;
		return this;
	}
	build() {
		const indexAttribute = this.indexAttribute;
		const positionAttribute = this.positionAttribute;
		const weightAttribute = this.weightAttribute;
		const totalFaces = indexAttribute ? ( indexAttribute.count / 3 ) : ( positionAttribute.count / 3 );
		const faceWeights = new Float32Array( totalFaces );
		// Accumulate weights for each mesh face.
		for ( let i = 0; i < totalFaces; i ++ ) {
			let faceWeight = 1;
			let i0 = 3 * i;
			let i1 = 3 * i + 1;
			let i2 = 3 * i + 2;
			if ( indexAttribute ) {
				i0 = indexAttribute.getX( i0 );
				i1 = indexAttribute.getX( i1 );
				i2 = indexAttribute.getX( i2 );
			}
			if ( weightAttribute ) {
				faceWeight = weightAttribute.getX( i0 )
					+ weightAttribute.getX( i1 )
					+ weightAttribute.getX( i2 );
			}
			_face.a.fromBufferAttribute( positionAttribute, i0 );
			_face.b.fromBufferAttribute( positionAttribute, i1 );
			_face.c.fromBufferAttribute( positionAttribute, i2 );
			faceWeight *= _face.getArea();
			faceWeights[ i ] = faceWeight;
		}
		// Store cumulative total face weights in an array, where weight index
		// corresponds to face index.
		const distribution = new Float32Array( totalFaces );
		let cumulativeTotal = 0;
		for ( let i = 0; i < totalFaces; i ++ ) {
			cumulativeTotal += faceWeights[ i ];
			distribution[ i ] = cumulativeTotal;
		}
		this.distribution = distribution;
		return this;
	}
	setRandomGenerator( randomFunction ) {
		this.randomFunction = randomFunction;
		return this;
	}
	sample( targetPosition, targetNormal, targetColor, targetUV ) {
		const faceIndex = this.sampleFaceIndex();
		return this.sampleFace( faceIndex, targetPosition, targetNormal, targetColor, targetUV );
	}
	sampleFaceIndex() {
		const cumulativeTotal = this.distribution[ this.distribution.length - 1 ];
		return this.binarySearch( this.randomFunction() * cumulativeTotal );
	}
	binarySearch( x ) {
		const dist = this.distribution;
		let start = 0;
		let end = dist.length - 1;
		let index = - 1;
		while ( start <= end ) {
			const mid = Math.ceil( ( start + end ) / 2 );
			if ( mid === 0 || dist[ mid - 1 ] <= x && dist[ mid ] > x ) {
				index = mid;
				break;
			} else if ( x < dist[ mid ] ) {
				end = mid - 1;
			} else {
				start = mid + 1;
			}
		}
		return index;
	}
	sampleFace( faceIndex, targetPosition, targetNormal, targetColor, targetUV ) {
		let u = this.randomFunction();
		let v = this.randomFunction();
		if ( u + v > 1 ) {
			u = 1 - u;
			v = 1 - v;
		}
		// get the vertex attribute indices
		const indexAttribute = this.indexAttribute;
		let i0 = faceIndex * 3;
		let i1 = faceIndex * 3 + 1;
		let i2 = faceIndex * 3 + 2;
		if ( indexAttribute ) {
			i0 = indexAttribute.getX( i0 );
			i1 = indexAttribute.getX( i1 );
			i2 = indexAttribute.getX( i2 );
		}
		_face.a.fromBufferAttribute( this.positionAttribute, i0 );
		_face.b.fromBufferAttribute( this.positionAttribute, i1 );
		_face.c.fromBufferAttribute( this.positionAttribute, i2 );
		targetPosition
			.set( 0, 0, 0 )
			.addScaledVector( _face.a, u )
			.addScaledVector( _face.b, v )
			.addScaledVector( _face.c, 1 - ( u + v ) );
		if ( targetNormal !== undefined ) {
			if ( this.normalAttribute !== undefined ) {
				_face.a.fromBufferAttribute( this.normalAttribute, i0 );
				_face.b.fromBufferAttribute( this.normalAttribute, i1 );
				_face.c.fromBufferAttribute( this.normalAttribute, i2 );
				targetNormal.set( 0, 0, 0 ).addScaledVector( _face.a, u ).addScaledVector( _face.b, v ).addScaledVector( _face.c, 1 - ( u + v ) ).normalize();
			} else {
				_face.getNormal( targetNormal );
			}
		}
		if ( targetColor !== undefined && this.colorAttribute !== undefined ) {
			_face.a.fromBufferAttribute( this.colorAttribute, i0 );
			_face.b.fromBufferAttribute( this.colorAttribute, i1 );
			_face.c.fromBufferAttribute( this.colorAttribute, i2 );
			_color
				.set( 0, 0, 0 )
				.addScaledVector( _face.a, u )
				.addScaledVector( _face.b, v )
				.addScaledVector( _face.c, 1 - ( u + v ) );
			targetColor.r = _color.x;
			targetColor.g = _color.y;
			targetColor.b = _color.z;
		}
		if ( targetUV !== undefined && this.uvAttribute !== undefined ) {
			_uva.fromBufferAttribute( this.uvAttribute, i0 );
			_uvb.fromBufferAttribute( this.uvAttribute, i1 );
			_uvc.fromBufferAttribute( this.uvAttribute, i2 );
			targetUV.set( 0, 0 ).addScaledVector( _uva, u ).addScaledVector( _uvb, v ).addScaledVector( _uvc, 1 - ( u + v ) );
		}
		return this;
	}
}
export { MeshSurfaceSampler };