547 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			547 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	Box3, | ||
|  | 	Line3, | ||
|  | 	Plane, | ||
|  | 	Sphere, | ||
|  | 	Triangle, | ||
|  | 	Vector3, | ||
|  | 	Layers | ||
|  | } from 'three'; | ||
|  | import { Capsule } from '../math/Capsule.js'; | ||
|  | 
 | ||
|  | 
 | ||
|  | const _v1 = new Vector3(); | ||
|  | const _v2 = new Vector3(); | ||
|  | const _point1 = new Vector3(); | ||
|  | const _point2 = new Vector3(); | ||
|  | const _plane = new Plane(); | ||
|  | const _line1 = new Line3(); | ||
|  | const _line2 = new Line3(); | ||
|  | const _sphere = new Sphere(); | ||
|  | const _capsule = new Capsule(); | ||
|  | 
 | ||
|  | const _temp1 = new Vector3(); | ||
|  | const _temp2 = new Vector3(); | ||
|  | const _temp3 = new Vector3(); | ||
|  | const EPS = 1e-10; | ||
|  | 
 | ||
|  | function lineToLineClosestPoints( line1, line2, target1 = null, target2 = null ) { | ||
|  | 
 | ||
|  | 	const r = _temp1.copy( line1.end ).sub( line1.start ); | ||
|  | 	const s = _temp2.copy( line2.end ).sub( line2.start ); | ||
|  | 	const w = _temp3.copy( line2.start ).sub( line1.start ); | ||
|  | 
 | ||
|  | 	const a = r.dot( s ), | ||
|  | 		b = r.dot( r ), | ||
|  | 		c = s.dot( s ), | ||
|  | 		d = s.dot( w ), | ||
|  | 		e = r.dot( w ); | ||
|  | 
 | ||
|  | 	let t1, t2; | ||
|  | 	const divisor = b * c - a * a; | ||
|  | 
 | ||
|  | 	if ( Math.abs( divisor ) < EPS ) { | ||
|  | 
 | ||
|  | 		const d1 = - d / c; | ||
|  | 		const d2 = ( a - d ) / c; | ||
|  | 
 | ||
|  | 		if ( Math.abs( d1 - 0.5 ) < Math.abs( d2 - 0.5 ) ) { | ||
|  | 
 | ||
|  | 			t1 = 0; | ||
|  | 			t2 = d1; | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			t1 = 1; | ||
|  | 			t2 = d2; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} else { | ||
|  | 
 | ||
|  | 		t1 = ( d * a + e * c ) / divisor; | ||
|  | 		t2 = ( t1 * a - d ) / c; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	t2 = Math.max( 0, Math.min( 1, t2 ) ); | ||
|  | 	t1 = Math.max( 0, Math.min( 1, t1 ) ); | ||
|  | 
 | ||
|  | 	if ( target1 ) { | ||
|  | 
 | ||
|  | 		target1.copy( r ).multiplyScalar( t1 ).add( line1.start ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if ( target2 ) { | ||
|  | 
 | ||
|  | 		target2.copy( s ).multiplyScalar( t2 ).add( line2.start ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | class Octree { | ||
|  | 
 | ||
|  | 	constructor( box ) { | ||
|  | 
 | ||
|  | 		this.box = box; | ||
|  | 		this.bounds = new Box3(); | ||
|  | 
 | ||
|  | 		this.subTrees = []; | ||
|  | 		this.triangles = []; | ||
|  | 		this.layers = new Layers(); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	addTriangle( triangle ) { | ||
|  | 
 | ||
|  | 		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 amount 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 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 ] ); | ||
|  | 
 | ||
|  | 			lineToLineClosestPoints( line1, line2, _point1, _point2 ); | ||
|  | 
 | ||
|  | 			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 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 ) { | ||
|  | 
 | ||
|  | 				if ( this.layers.test( obj.layers ) ) { | ||
|  | 
 | ||
|  | 					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 Vector3().fromBufferAttribute( positionAttribute, i ); | ||
|  | 						const v2 = new Vector3().fromBufferAttribute( positionAttribute, i + 1 ); | ||
|  | 						const v3 = new Vector3().fromBufferAttribute( positionAttribute, i + 2 ); | ||
|  | 
 | ||
|  | 						v1.applyMatrix4( obj.matrixWorld ); | ||
|  | 						v2.applyMatrix4( obj.matrixWorld ); | ||
|  | 						v3.applyMatrix4( obj.matrixWorld ); | ||
|  | 
 | ||
|  | 						this.addTriangle( new Triangle( v1, v2, v3 ) ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					if ( isTemp ) { | ||
|  | 
 | ||
|  | 						geometry.dispose(); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 		this.build(); | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	clear() { | ||
|  | 
 | ||
|  | 		this.box = null; | ||
|  | 		this.bounds.makeEmpty(); | ||
|  | 
 | ||
|  | 		this.subTrees.length = 0; | ||
|  | 		this.triangles.length = 0; | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | export { Octree }; |