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- ( function () {
- const _v1 = new THREE.Vector3();
- const _v2 = new THREE.Vector3();
- const _plane = new THREE.Plane();
- const _line1 = new THREE.Line3();
- const _line2 = new THREE.Line3();
- const _sphere = new THREE.Sphere();
- const _capsule = new THREE.Capsule();
- class Octree {
- constructor( box ) {
- this.triangles = [];
- this.box = box;
- this.subTrees = [];
- }
- addTriangle( triangle ) {
- if ( ! this.bounds ) this.bounds = new THREE.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() {
- 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( level ) {
- if ( ! this.box ) return;
- const subTrees = [];
- const halfsize = _v2.copy( this.box.max ).sub( this.box.min ).multiplyScalar( 0.5 );
- for ( let x = 0; x < 2; x ++ ) {
- for ( let y = 0; y < 2; y ++ ) {
- for ( let z = 0; z < 2; z ++ ) {
- const box = new THREE.Box3();
- const 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 ) );
- }
- }
- }
- let triangle;
- while ( triangle = this.triangles.pop() ) {
- for ( let i = 0; i < subTrees.length; i ++ ) {
- if ( subTrees[ i ].box.intersectsTriangle( triangle ) ) {
- subTrees[ i ].triangles.push( triangle );
- }
- }
- }
- for ( let i = 0; i < subTrees.length; i ++ ) {
- const 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() {
- this.calcBox();
- this.split( 0 );
- return this;
- }
- getRayTriangles( ray, triangles ) {
- for ( let i = 0; i < this.subTrees.length; i ++ ) {
- const subTree = this.subTrees[ i ];
- if ( ! ray.intersectsBox( subTree.box ) ) continue;
- if ( subTree.triangles.length > 0 ) {
- for ( let 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( capsule, triangle ) {
- triangle.getPlane( _plane );
- const d1 = _plane.distanceToPoint( capsule.start ) - capsule.radius;
- const d2 = _plane.distanceToPoint( capsule.end ) - capsule.radius;
- if ( d1 > 0 && d2 > 0 || d1 < - capsule.radius && d2 < - capsule.radius ) {
- return false;
- }
- const delta = Math.abs( d1 / ( Math.abs( d1 ) + Math.abs( d2 ) ) );
- const 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 ) )
- };
- }
- const r2 = capsule.radius * capsule.radius;
- const line1 = _line1.set( capsule.start, capsule.end );
- const lines = [[ triangle.a, triangle.b ], [ triangle.b, triangle.c ], [ triangle.c, triangle.a ]];
- for ( let i = 0; i < lines.length; i ++ ) {
- const line2 = _line2.set( lines[ i ][ 0 ], lines[ i ][ 1 ] );
- const [ 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( sphere, triangle ) {
- triangle.getPlane( _plane );
- if ( ! sphere.intersectsPlane( _plane ) ) return false;
- const depth = Math.abs( _plane.distanceToSphere( sphere ) );
- const r2 = sphere.radius * sphere.radius - depth * depth;
- const 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 ) )
- };
- }
- const lines = [[ triangle.a, triangle.b ], [ triangle.b, triangle.c ], [ triangle.c, triangle.a ]];
- for ( let i = 0; i < lines.length; i ++ ) {
- _line1.set( lines[ i ][ 0 ], lines[ i ][ 1 ] );
- _line1.closestPointToPoint( plainPoint, true, _v2 );
- const 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( sphere, triangles ) {
- for ( let i = 0; i < this.subTrees.length; i ++ ) {
- const subTree = this.subTrees[ i ];
- if ( ! sphere.intersectsBox( subTree.box ) ) continue;
- if ( subTree.triangles.length > 0 ) {
- for ( let 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( capsule, triangles ) {
- for ( let i = 0; i < this.subTrees.length; i ++ ) {
- const subTree = this.subTrees[ i ];
- if ( ! capsule.intersectsBox( subTree.box ) ) continue;
- if ( subTree.triangles.length > 0 ) {
- for ( let 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 );
- const triangles = [];
- let result,
- hit = false;
- this.getSphereTriangles( sphere, triangles );
- for ( let 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 ) {
- const collisionVector = _sphere.center.clone().sub( sphere.center );
- const depth = collisionVector.length();
- return {
- normal: collisionVector.normalize(),
- depth: depth
- };
- }
- return false;
- }
- capsuleIntersect( capsule ) {
- _capsule.copy( capsule );
- const triangles = [];
- let result,
- hit = false;
- this.getCapsuleTriangles( _capsule, triangles );
- for ( let i = 0; i < triangles.length; i ++ ) {
- if ( result = this.triangleCapsuleIntersect( _capsule, triangles[ i ] ) ) {
- hit = true;
- _capsule.translate( result.normal.multiplyScalar( result.depth ) );
- }
- }
- if ( hit ) {
- const collisionVector = _capsule.getCenter( new THREE.Vector3() ).sub( capsule.getCenter( _v1 ) );
- const depth = collisionVector.length();
- return {
- normal: collisionVector.normalize(),
- depth: depth
- };
- }
- return false;
- }
- rayIntersect( ray ) {
- if ( ray.direction.length() === 0 ) return;
- const triangles = [];
- let triangle,
- position,
- distance = 1e100;
- this.getRayTriangles( ray, triangles );
- for ( let i = 0; i < triangles.length; i ++ ) {
- const result = ray.intersectTriangle( triangles[ i ].a, triangles[ i ].b, triangles[ i ].c, true, _v1 );
- if ( result ) {
- const 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( group ) {
- group.updateWorldMatrix( true, true );
- group.traverse( obj => {
- if ( obj.isMesh === true ) {
- let geometry,
- isTemp = false;
- if ( obj.geometry.index !== null ) {
- isTemp = true;
- geometry = obj.geometry.toNonIndexed();
- } else {
- geometry = obj.geometry;
- }
- const positionAttribute = geometry.getAttribute( 'position' );
- for ( let i = 0; i < positionAttribute.count; i += 3 ) {
- const v1 = new THREE.Vector3().fromBufferAttribute( positionAttribute, i );
- const v2 = new THREE.Vector3().fromBufferAttribute( positionAttribute, i + 1 );
- const v3 = new THREE.Vector3().fromBufferAttribute( positionAttribute, i + 2 );
- v1.applyMatrix4( obj.matrixWorld );
- v2.applyMatrix4( obj.matrixWorld );
- v3.applyMatrix4( obj.matrixWorld );
- this.addTriangle( new THREE.Triangle( v1, v2, v3 ) );
- }
- if ( isTemp ) {
- geometry.dispose();
- }
- }
- } );
- this.build();
- return this;
- }
- }
- THREE.Octree = Octree;
- } )();
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