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Oinktube/node_modules/three/examples/jsm/math/Octree.js
2023-12-11 11:59:56 -03:00

469 lines
9.5 KiB
JavaScript

import {
Box3,
Line3,
Plane,
Sphere,
Triangle,
Vector3
} from '../../../build/three.module.js';
import { Capsule } from '../math/Capsule.js';
var Octree = ( function () {
var _v1 = new Vector3();
var _v2 = new Vector3();
var _plane = new Plane();
var _line1 = new Line3();
var _line2 = new Line3();
var _sphere = new Sphere();
var _capsule = new Capsule();
function Octree( box ) {
this.triangles = [];
this.box = box;
this.subTrees = [];
}
Object.assign( Octree.prototype, {
addTriangle: function ( triangle ) {
if ( ! this.bounds ) this.bounds = new Box3();
this.bounds.min.x = Math.min( this.bounds.min.x, triangle.a.x, triangle.b.x, triangle.c.x );
this.bounds.min.y = Math.min( this.bounds.min.y, triangle.a.y, triangle.b.y, triangle.c.y );
this.bounds.min.z = Math.min( this.bounds.min.z, triangle.a.z, triangle.b.z, triangle.c.z );
this.bounds.max.x = Math.max( this.bounds.max.x, triangle.a.x, triangle.b.x, triangle.c.x );
this.bounds.max.y = Math.max( this.bounds.max.y, triangle.a.y, triangle.b.y, triangle.c.y );
this.bounds.max.z = Math.max( this.bounds.max.z, triangle.a.z, triangle.b.z, triangle.c.z );
this.triangles.push( triangle );
return this;
},
calcBox: function () {
this.box = this.bounds.clone();
// offset small ammount to account for regular grid
this.box.min.x -= 0.01;
this.box.min.y -= 0.01;
this.box.min.z -= 0.01;
return this;
},
split: function ( level ) {
if ( ! this.box ) return;
var subTrees = [],
halfsize = _v2.copy( this.box.max ).sub( this.box.min ).multiplyScalar( 0.5 ),
box, v, triangle;
for ( var x = 0; x < 2; x ++ ) {
for ( var y = 0; y < 2; y ++ ) {
for ( var z = 0; z < 2; z ++ ) {
box = new Box3();
v = _v1.set( x, y, z );
box.min.copy( this.box.min ).add( v.multiply( halfsize ) );
box.max.copy( box.min ).add( halfsize );
subTrees.push( new Octree( box ) );
}
}
}
while ( triangle = this.triangles.pop() ) {
for ( var i = 0; i < subTrees.length; i ++ ) {
if ( subTrees[ i ].box.intersectsTriangle( triangle ) ) {
subTrees[ i ].triangles.push( triangle );
}
}
}
for ( var i = 0; i < subTrees.length; i ++ ) {
var len = subTrees[ i ].triangles.length;
if ( len > 8 && level < 16 ) {
subTrees[ i ].split( level + 1 );
}
if ( len != 0 ) {
this.subTrees.push( subTrees[ i ] );
}
}
return this;
},
build: function () {
this.calcBox();
this.split( 0 );
return this;
},
getRayTriangles: function ( ray, triangles ) {
for ( var i = 0; i < this.subTrees.length; i ++ ) {
var subTree = this.subTrees[ i ];
if ( ! ray.intersectsBox( subTree.box ) ) continue;
if ( subTree.triangles.length > 0 ) {
for ( var j = 0; j < subTree.triangles.length; j ++ ) {
if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] );
}
} else {
subTree.getRayTriangles( ray, triangles );
}
}
return triangles;
},
triangleCapsuleIntersect: function ( capsule, triangle ) {
var point1, point2, line1, line2;
triangle.getPlane( _plane );
var d1 = _plane.distanceToPoint( capsule.start ) - capsule.radius;
var d2 = _plane.distanceToPoint( capsule.end ) - capsule.radius;
if ( ( d1 > 0 && d2 > 0 ) || ( d1 < - capsule.radius && d2 < - capsule.radius ) ) {
return false;
}
var delta = Math.abs( d1 / ( Math.abs( d1 ) + Math.abs( d2 ) ) );
var intersectPoint = _v1.copy( capsule.start ).lerp( capsule.end, delta );
if ( triangle.containsPoint( intersectPoint ) ) {
return { normal: _plane.normal.clone(), point: intersectPoint.clone(), depth: Math.abs( Math.min( d1, d2 ) ) };
}
var r2 = capsule.radius * capsule.radius;
line1 = _line1.set( capsule.start, capsule.end );
var lines = [
[ triangle.a, triangle.b ],
[ triangle.b, triangle.c ],
[ triangle.c, triangle.a ]
];
for ( var i = 0; i < lines.length; i ++ ) {
line2 = _line2.set( lines[ i ][ 0 ], lines[ i ][ 1 ] );
[ point1, point2 ] = capsule.lineLineMinimumPoints( line1, line2 );
if ( point1.distanceToSquared( point2 ) < r2 ) {
return { normal: point1.clone().sub( point2 ).normalize(), point: point2.clone(), depth: capsule.radius - point1.distanceTo( point2 ) };
}
}
return false;
},
triangleSphereIntersect: function ( sphere, triangle ) {
triangle.getPlane( _plane );
if ( ! sphere.intersectsPlane( _plane ) ) return false;
var depth = Math.abs( _plane.distanceToSphere( sphere ) );
var r2 = sphere.radius * sphere.radius - depth * depth;
var plainPoint = _plane.projectPoint( sphere.center, _v1 );
if ( triangle.containsPoint( sphere.center ) ) {
return { normal: _plane.normal.clone(), point: plainPoint.clone(), depth: Math.abs( _plane.distanceToSphere( sphere ) ) };
}
var lines = [
[ triangle.a, triangle.b ],
[ triangle.b, triangle.c ],
[ triangle.c, triangle.a ]
];
for ( var i = 0; i < lines.length; i ++ ) {
_line1.set( lines[ i ][ 0 ], lines[ i ][ 1 ] );
_line1.closestPointToPoint( plainPoint, true, _v2 );
var d = _v2.distanceToSquared( sphere.center );
if ( d < r2 ) {
return { normal: sphere.center.clone().sub( _v2 ).normalize(), point: _v2.clone(), depth: sphere.radius - Math.sqrt( d ) };
}
}
return false;
},
getSphereTriangles: function ( sphere, triangles ) {
for ( var i = 0; i < this.subTrees.length; i ++ ) {
var subTree = this.subTrees[ i ];
if ( ! sphere.intersectsBox( subTree.box ) ) continue;
if ( subTree.triangles.length > 0 ) {
for ( var j = 0; j < subTree.triangles.length; j ++ ) {
if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] );
}
} else {
subTree.getSphereTriangles( sphere, triangles );
}
}
},
getCapsuleTriangles: function ( capsule, triangles ) {
for ( var i = 0; i < this.subTrees.length; i ++ ) {
var subTree = this.subTrees[ i ];
if ( ! capsule.intersectsBox( subTree.box ) ) continue;
if ( subTree.triangles.length > 0 ) {
for ( var j = 0; j < subTree.triangles.length; j ++ ) {
if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] );
}
} else {
subTree.getCapsuleTriangles( capsule, triangles );
}
}
},
sphereIntersect( sphere ) {
_sphere.copy( sphere );
var triangles = [], result, hit = false;
this.getSphereTriangles( sphere, triangles );
for ( var i = 0; i < triangles.length; i ++ ) {
if ( result = this.triangleSphereIntersect( _sphere, triangles[ i ] ) ) {
hit = true;
_sphere.center.add( result.normal.multiplyScalar( result.depth ) );
}
}
if ( hit ) {
var collisionVector = _sphere.center.clone().sub( sphere.center );
var depth = collisionVector.length();
return { normal: collisionVector.normalize(), depth: depth };
}
return false;
},
capsuleIntersect: function ( capsule ) {
_capsule.copy( capsule );
var triangles = [], result, hit = false;
this.getCapsuleTriangles( _capsule, triangles );
for ( var i = 0; i < triangles.length; i ++ ) {
if ( result = this.triangleCapsuleIntersect( _capsule, triangles[ i ] ) ) {
hit = true;
_capsule.translate( result.normal.multiplyScalar( result.depth ) );
}
}
if ( hit ) {
var collisionVector = _capsule.getCenter( new Vector3() ).sub( capsule.getCenter( _v1 ) );
var depth = collisionVector.length();
return { normal: collisionVector.normalize(), depth: depth };
}
return false;
},
rayIntersect: function ( ray ) {
if ( ray.direction.length() === 0 ) return;
var triangles = [], triangle, position,
distance = 1e100,
result;
this.getRayTriangles( ray, triangles );
for ( var i = 0; i < triangles.length; i ++ ) {
result = ray.intersectTriangle( triangles[ i ].a, triangles[ i ].b, triangles[ i ].c, true, _v1 );
if ( result ) {
var newdistance = result.sub( ray.origin ).length();
if ( distance > newdistance ) {
position = result.clone().add( ray.origin );
distance = newdistance;
triangle = triangles[ i ];
}
}
}
return distance < 1e100 ? { distance: distance, triangle: triangle, position: position } : false;
},
fromGraphNode: function ( group ) {
group.traverse( ( obj ) => {
if ( obj.type === 'Mesh' ) {
obj.updateMatrix();
obj.updateWorldMatrix();
var geometry, isTemp = false;
if ( obj.geometry.index ) {
isTemp = true;
geometry = obj.geometry.clone().toNonIndexed();
} else {
geometry = obj.geometry;
}
var positions = geometry.attributes.position.array;
var transform = obj.matrixWorld;
for ( var i = 0; i < positions.length; i += 9 ) {
var v1 = new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
var v2 = new Vector3( positions[ i + 3 ], positions[ i + 4 ], positions[ i + 5 ] );
var v3 = new Vector3( positions[ i + 6 ], positions[ i + 7 ], positions[ i + 8 ] );
v1.applyMatrix4( transform );
v2.applyMatrix4( transform );
v3.applyMatrix4( transform );
this.addTriangle( new Triangle( v1, v2, v3 ) );
}
if ( isTemp ) {
geometry.dispose();
}
}
} );
this.build();
return this;
}
} );
return Octree;
} )();
export { Octree };