520 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			520 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	Line3, | ||
|  | 	Mesh, | ||
|  | 	Plane, | ||
|  | 	Vector3 | ||
|  | } from 'three'; | ||
|  | import { ConvexGeometry } from '../geometries/ConvexGeometry.js'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * @fileoverview This class can be used to subdivide a convex Geometry object into pieces. | ||
|  |  * | ||
|  |  * Usage: | ||
|  |  * | ||
|  |  * Use the function prepareBreakableObject to prepare a Mesh object to be broken. | ||
|  |  * | ||
|  |  * Then, call the various functions to subdivide the object (subdivideByImpact, cutByPlane) | ||
|  |  * | ||
|  |  * Sub-objects that are product of subdivision don't need prepareBreakableObject to be called on them. | ||
|  |  * | ||
|  |  * Requisites for the object: | ||
|  |  * | ||
|  |  *  - Mesh object must have a buffer geometry and a material | ||
|  |  * | ||
|  |  *  - Vertex normals must be planar (not smoothed) | ||
|  |  * | ||
|  |  *  - The geometry must be convex (this is not checked in the library). You can create convex | ||
|  |  *  geometries with ConvexGeometry. The BoxGeometry, SphereGeometry and other convex primitives | ||
|  |  *  can also be used. | ||
|  |  * | ||
|  |  * Note: This lib adds member variables to object's userData member (see prepareBreakableObject function) | ||
|  |  * Use with caution and read the code when using with other libs. | ||
|  |  * | ||
|  |  * @param {double} minSizeForBreak Min size a debris can have to break. | ||
|  |  * @param {double} smallDelta Max distance to consider that a point belongs to a plane. | ||
|  |  * | ||
|  | */ | ||
|  | 
 | ||
|  | const _v1 = new Vector3(); | ||
|  | 
 | ||
|  | class ConvexObjectBreaker { | ||
|  | 
 | ||
|  | 	constructor( minSizeForBreak = 1.4, smallDelta = 0.0001 ) { | ||
|  | 
 | ||
|  | 		this.minSizeForBreak = minSizeForBreak; | ||
|  | 		this.smallDelta = smallDelta; | ||
|  | 
 | ||
|  | 		this.tempLine1 = new Line3(); | ||
|  | 		this.tempPlane1 = new Plane(); | ||
|  | 		this.tempPlane2 = new Plane(); | ||
|  | 		this.tempPlane_Cut = new Plane(); | ||
|  | 		this.tempCM1 = new Vector3(); | ||
|  | 		this.tempCM2 = new Vector3(); | ||
|  | 		this.tempVector3 = new Vector3(); | ||
|  | 		this.tempVector3_2 = new Vector3(); | ||
|  | 		this.tempVector3_3 = new Vector3(); | ||
|  | 		this.tempVector3_P0 = new Vector3(); | ||
|  | 		this.tempVector3_P1 = new Vector3(); | ||
|  | 		this.tempVector3_P2 = new Vector3(); | ||
|  | 		this.tempVector3_N0 = new Vector3(); | ||
|  | 		this.tempVector3_N1 = new Vector3(); | ||
|  | 		this.tempVector3_AB = new Vector3(); | ||
|  | 		this.tempVector3_CB = new Vector3(); | ||
|  | 		this.tempResultObjects = { object1: null, object2: null }; | ||
|  | 
 | ||
|  | 		this.segments = []; | ||
|  | 		const n = 30 * 30; | ||
|  | 		for ( let i = 0; i < n; i ++ ) this.segments[ i ] = false; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	prepareBreakableObject( object, mass, velocity, angularVelocity, breakable ) { | ||
|  | 
 | ||
|  | 		// object is a Object3d (normally a Mesh), must have a buffer geometry, and it must be convex.
 | ||
|  | 		// Its material property is propagated to its children (sub-pieces)
 | ||
|  | 		// mass must be > 0
 | ||
|  | 
 | ||
|  | 		const userData = object.userData; | ||
|  | 		userData.mass = mass; | ||
|  | 		userData.velocity = velocity.clone(); | ||
|  | 		userData.angularVelocity = angularVelocity.clone(); | ||
|  | 		userData.breakable = breakable; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/* | ||
|  | 	 * @param {int} maxRadialIterations Iterations for radial cuts. | ||
|  | 	 * @param {int} maxRandomIterations Max random iterations for not-radial cuts | ||
|  | 	 * | ||
|  | 	 * Returns the array of pieces | ||
|  | 	 */ | ||
|  | 	subdivideByImpact( object, pointOfImpact, normal, maxRadialIterations, maxRandomIterations ) { | ||
|  | 
 | ||
|  | 		const debris = []; | ||
|  | 
 | ||
|  | 		const tempPlane1 = this.tempPlane1; | ||
|  | 		const tempPlane2 = this.tempPlane2; | ||
|  | 
 | ||
|  | 		this.tempVector3.addVectors( pointOfImpact, normal ); | ||
|  | 		tempPlane1.setFromCoplanarPoints( pointOfImpact, object.position, this.tempVector3 ); | ||
|  | 
 | ||
|  | 		const maxTotalIterations = maxRandomIterations + maxRadialIterations; | ||
|  | 
 | ||
|  | 		const scope = this; | ||
|  | 
 | ||
|  | 		function subdivideRadial( subObject, startAngle, endAngle, numIterations ) { | ||
|  | 
 | ||
|  | 			if ( Math.random() < numIterations * 0.05 || numIterations > maxTotalIterations ) { | ||
|  | 
 | ||
|  | 				debris.push( subObject ); | ||
|  | 
 | ||
|  | 				return; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			let angle = Math.PI; | ||
|  | 
 | ||
|  | 			if ( numIterations === 0 ) { | ||
|  | 
 | ||
|  | 				tempPlane2.normal.copy( tempPlane1.normal ); | ||
|  | 				tempPlane2.constant = tempPlane1.constant; | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				if ( numIterations <= maxRadialIterations ) { | ||
|  | 
 | ||
|  | 					angle = ( endAngle - startAngle ) * ( 0.2 + 0.6 * Math.random() ) + startAngle; | ||
|  | 
 | ||
|  | 					// Rotate tempPlane2 at impact point around normal axis and the angle
 | ||
|  | 					scope.tempVector3_2.copy( object.position ).sub( pointOfImpact ).applyAxisAngle( normal, angle ).add( pointOfImpact ); | ||
|  | 					tempPlane2.setFromCoplanarPoints( pointOfImpact, scope.tempVector3, scope.tempVector3_2 ); | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					angle = ( ( 0.5 * ( numIterations & 1 ) ) + 0.2 * ( 2 - Math.random() ) ) * Math.PI; | ||
|  | 
 | ||
|  | 					// Rotate tempPlane2 at object position around normal axis and the angle
 | ||
|  | 					scope.tempVector3_2.copy( pointOfImpact ).sub( subObject.position ).applyAxisAngle( normal, angle ).add( subObject.position ); | ||
|  | 					scope.tempVector3_3.copy( normal ).add( subObject.position ); | ||
|  | 					tempPlane2.setFromCoplanarPoints( subObject.position, scope.tempVector3_3, scope.tempVector3_2 ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			// Perform the cut
 | ||
|  | 			scope.cutByPlane( subObject, tempPlane2, scope.tempResultObjects ); | ||
|  | 
 | ||
|  | 			const obj1 = scope.tempResultObjects.object1; | ||
|  | 			const obj2 = scope.tempResultObjects.object2; | ||
|  | 
 | ||
|  | 			if ( obj1 ) { | ||
|  | 
 | ||
|  | 				subdivideRadial( obj1, startAngle, angle, numIterations + 1 ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( obj2 ) { | ||
|  | 
 | ||
|  | 				subdivideRadial( obj2, angle, endAngle, numIterations + 1 ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		subdivideRadial( object, 0, 2 * Math.PI, 0 ); | ||
|  | 
 | ||
|  | 		return debris; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	cutByPlane( object, plane, output ) { | ||
|  | 
 | ||
|  | 		// Returns breakable objects in output.object1 and output.object2 members, the resulting 2 pieces of the cut.
 | ||
|  | 		// object2 can be null if the plane doesn't cut the object.
 | ||
|  | 		// object1 can be null only in case of internal error
 | ||
|  | 		// Returned value is number of pieces, 0 for error.
 | ||
|  | 
 | ||
|  | 		const geometry = object.geometry; | ||
|  | 		const coords = geometry.attributes.position.array; | ||
|  | 		const normals = geometry.attributes.normal.array; | ||
|  | 
 | ||
|  | 		const numPoints = coords.length / 3; | ||
|  | 		let numFaces = numPoints / 3; | ||
|  | 
 | ||
|  | 		let indices = geometry.getIndex(); | ||
|  | 
 | ||
|  | 		if ( indices ) { | ||
|  | 
 | ||
|  | 			indices = indices.array; | ||
|  | 			numFaces = indices.length / 3; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		function getVertexIndex( faceIdx, vert ) { | ||
|  | 
 | ||
|  | 			// vert = 0, 1 or 2.
 | ||
|  | 
 | ||
|  | 			const idx = faceIdx * 3 + vert; | ||
|  | 
 | ||
|  | 			return indices ? indices[ idx ] : idx; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const points1 = []; | ||
|  | 		const points2 = []; | ||
|  | 
 | ||
|  | 		const delta = this.smallDelta; | ||
|  | 
 | ||
|  | 		// Reset segments mark
 | ||
|  | 		const numPointPairs = numPoints * numPoints; | ||
|  | 		for ( let i = 0; i < numPointPairs; i ++ ) this.segments[ i ] = false; | ||
|  | 
 | ||
|  | 		const p0 = this.tempVector3_P0; | ||
|  | 		const p1 = this.tempVector3_P1; | ||
|  | 		const n0 = this.tempVector3_N0; | ||
|  | 		const n1 = this.tempVector3_N1; | ||
|  | 
 | ||
|  | 		// Iterate through the faces to mark edges shared by coplanar faces
 | ||
|  | 		for ( let i = 0; i < numFaces - 1; i ++ ) { | ||
|  | 
 | ||
|  | 			const a1 = getVertexIndex( i, 0 ); | ||
|  | 			const b1 = getVertexIndex( i, 1 ); | ||
|  | 			const c1 = getVertexIndex( i, 2 ); | ||
|  | 
 | ||
|  | 			// Assuming all 3 vertices have the same normal
 | ||
|  | 			n0.set( normals[ a1 ], normals[ a1 ] + 1, normals[ a1 ] + 2 ); | ||
|  | 
 | ||
|  | 			for ( let j = i + 1; j < numFaces; j ++ ) { | ||
|  | 
 | ||
|  | 				const a2 = getVertexIndex( j, 0 ); | ||
|  | 				const b2 = getVertexIndex( j, 1 ); | ||
|  | 				const c2 = getVertexIndex( j, 2 ); | ||
|  | 
 | ||
|  | 				// Assuming all 3 vertices have the same normal
 | ||
|  | 				n1.set( normals[ a2 ], normals[ a2 ] + 1, normals[ a2 ] + 2 ); | ||
|  | 
 | ||
|  | 				const coplanar = 1 - n0.dot( n1 ) < delta; | ||
|  | 
 | ||
|  | 				if ( coplanar ) { | ||
|  | 
 | ||
|  | 					if ( a1 === a2 || a1 === b2 || a1 === c2 ) { | ||
|  | 
 | ||
|  | 						if ( b1 === a2 || b1 === b2 || b1 === c2 ) { | ||
|  | 
 | ||
|  | 							this.segments[ a1 * numPoints + b1 ] = true; | ||
|  | 							this.segments[ b1 * numPoints + a1 ] = true; | ||
|  | 
 | ||
|  | 						}	else { | ||
|  | 
 | ||
|  | 							this.segments[ c1 * numPoints + a1 ] = true; | ||
|  | 							this.segments[ a1 * numPoints + c1 ] = true; | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					}	else if ( b1 === a2 || b1 === b2 || b1 === c2 ) { | ||
|  | 
 | ||
|  | 						this.segments[ c1 * numPoints + b1 ] = true; | ||
|  | 						this.segments[ b1 * numPoints + c1 ] = true; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Transform the plane to object local space
 | ||
|  | 		const localPlane = this.tempPlane_Cut; | ||
|  | 		object.updateMatrix(); | ||
|  | 		ConvexObjectBreaker.transformPlaneToLocalSpace( plane, object.matrix, localPlane ); | ||
|  | 
 | ||
|  | 		// Iterate through the faces adding points to both pieces
 | ||
|  | 		for ( let i = 0; i < numFaces; i ++ ) { | ||
|  | 
 | ||
|  | 			const va = getVertexIndex( i, 0 ); | ||
|  | 			const vb = getVertexIndex( i, 1 ); | ||
|  | 			const vc = getVertexIndex( i, 2 ); | ||
|  | 
 | ||
|  | 			for ( let segment = 0; segment < 3; segment ++ ) { | ||
|  | 
 | ||
|  | 				const i0 = segment === 0 ? va : ( segment === 1 ? vb : vc ); | ||
|  | 				const i1 = segment === 0 ? vb : ( segment === 1 ? vc : va ); | ||
|  | 
 | ||
|  | 				const segmentState = this.segments[ i0 * numPoints + i1 ]; | ||
|  | 
 | ||
|  | 				if ( segmentState ) continue; // The segment already has been processed in another face
 | ||
|  | 
 | ||
|  | 				// Mark segment as processed (also inverted segment)
 | ||
|  | 				this.segments[ i0 * numPoints + i1 ] = true; | ||
|  | 				this.segments[ i1 * numPoints + i0 ] = true; | ||
|  | 
 | ||
|  | 				p0.set( coords[ 3 * i0 ], coords[ 3 * i0 + 1 ], coords[ 3 * i0 + 2 ] ); | ||
|  | 				p1.set( coords[ 3 * i1 ], coords[ 3 * i1 + 1 ], coords[ 3 * i1 + 2 ] ); | ||
|  | 
 | ||
|  | 				// mark: 1 for negative side, 2 for positive side, 3 for coplanar point
 | ||
|  | 				let mark0 = 0; | ||
|  | 
 | ||
|  | 				let d = localPlane.distanceToPoint( p0 ); | ||
|  | 
 | ||
|  | 				if ( d > delta ) { | ||
|  | 
 | ||
|  | 					mark0 = 2; | ||
|  | 					points2.push( p0.clone() ); | ||
|  | 
 | ||
|  | 				} else if ( d < - delta ) { | ||
|  | 
 | ||
|  | 					mark0 = 1; | ||
|  | 					points1.push( p0.clone() ); | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					mark0 = 3; | ||
|  | 					points1.push( p0.clone() ); | ||
|  | 					points2.push( p0.clone() ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				// mark: 1 for negative side, 2 for positive side, 3 for coplanar point
 | ||
|  | 				let mark1 = 0; | ||
|  | 
 | ||
|  | 				d = localPlane.distanceToPoint( p1 ); | ||
|  | 
 | ||
|  | 				if ( d > delta ) { | ||
|  | 
 | ||
|  | 					mark1 = 2; | ||
|  | 					points2.push( p1.clone() ); | ||
|  | 
 | ||
|  | 				} else if ( d < - delta ) { | ||
|  | 
 | ||
|  | 					mark1 = 1; | ||
|  | 					points1.push( p1.clone() ); | ||
|  | 
 | ||
|  | 				}	else { | ||
|  | 
 | ||
|  | 					mark1 = 3; | ||
|  | 					points1.push( p1.clone() ); | ||
|  | 					points2.push( p1.clone() ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				if ( ( mark0 === 1 && mark1 === 2 ) || ( mark0 === 2 && mark1 === 1 ) ) { | ||
|  | 
 | ||
|  | 					// Intersection of segment with the plane
 | ||
|  | 
 | ||
|  | 					this.tempLine1.start.copy( p0 ); | ||
|  | 					this.tempLine1.end.copy( p1 ); | ||
|  | 
 | ||
|  | 					let intersection = new Vector3(); | ||
|  | 					intersection = localPlane.intersectLine( this.tempLine1, intersection ); | ||
|  | 
 | ||
|  | 					if ( intersection === null ) { | ||
|  | 
 | ||
|  | 						// Shouldn't happen
 | ||
|  | 						console.error( 'Internal error: segment does not intersect plane.' ); | ||
|  | 						output.segmentedObject1 = null; | ||
|  | 						output.segmentedObject2 = null; | ||
|  | 						return 0; | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					points1.push( intersection ); | ||
|  | 					points2.push( intersection.clone() ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// Calculate debris mass (very fast and imprecise):
 | ||
|  | 		const newMass = object.userData.mass * 0.5; | ||
|  | 
 | ||
|  | 		// Calculate debris Center of Mass (again fast and imprecise)
 | ||
|  | 		this.tempCM1.set( 0, 0, 0 ); | ||
|  | 		let radius1 = 0; | ||
|  | 		const numPoints1 = points1.length; | ||
|  | 
 | ||
|  | 		if ( numPoints1 > 0 ) { | ||
|  | 
 | ||
|  | 			for ( let i = 0; i < numPoints1; i ++ ) this.tempCM1.add( points1[ i ] ); | ||
|  | 
 | ||
|  | 			this.tempCM1.divideScalar( numPoints1 ); | ||
|  | 			for ( let i = 0; i < numPoints1; i ++ ) { | ||
|  | 
 | ||
|  | 				const p = points1[ i ]; | ||
|  | 				p.sub( this.tempCM1 ); | ||
|  | 				radius1 = Math.max( radius1, p.x, p.y, p.z ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			this.tempCM1.add( object.position ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		this.tempCM2.set( 0, 0, 0 ); | ||
|  | 		let radius2 = 0; | ||
|  | 		const numPoints2 = points2.length; | ||
|  | 		if ( numPoints2 > 0 ) { | ||
|  | 
 | ||
|  | 			for ( let i = 0; i < numPoints2; i ++ ) this.tempCM2.add( points2[ i ] ); | ||
|  | 
 | ||
|  | 			this.tempCM2.divideScalar( numPoints2 ); | ||
|  | 			for ( let i = 0; i < numPoints2; i ++ ) { | ||
|  | 
 | ||
|  | 				const p = points2[ i ]; | ||
|  | 				p.sub( this.tempCM2 ); | ||
|  | 				radius2 = Math.max( radius2, p.x, p.y, p.z ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			this.tempCM2.add( object.position ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		let object1 = null; | ||
|  | 		let object2 = null; | ||
|  | 
 | ||
|  | 		let numObjects = 0; | ||
|  | 
 | ||
|  | 		if ( numPoints1 > 4 ) { | ||
|  | 
 | ||
|  | 			object1 = new Mesh( new ConvexGeometry( points1 ), object.material ); | ||
|  | 			object1.position.copy( this.tempCM1 ); | ||
|  | 			object1.quaternion.copy( object.quaternion ); | ||
|  | 
 | ||
|  | 			this.prepareBreakableObject( object1, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius1 > this.minSizeForBreak ); | ||
|  | 
 | ||
|  | 			numObjects ++; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( numPoints2 > 4 ) { | ||
|  | 
 | ||
|  | 			object2 = new Mesh( new ConvexGeometry( points2 ), object.material ); | ||
|  | 			object2.position.copy( this.tempCM2 ); | ||
|  | 			object2.quaternion.copy( object.quaternion ); | ||
|  | 
 | ||
|  | 			this.prepareBreakableObject( object2, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius2 > this.minSizeForBreak ); | ||
|  | 
 | ||
|  | 			numObjects ++; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		output.object1 = object1; | ||
|  | 		output.object2 = object2; | ||
|  | 
 | ||
|  | 		return numObjects; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	static transformFreeVector( v, m ) { | ||
|  | 
 | ||
|  | 		// input:
 | ||
|  | 		// vector interpreted as a free vector
 | ||
|  | 		// THREE.Matrix4 orthogonal matrix (matrix without scale)
 | ||
|  | 
 | ||
|  | 		const x = v.x, y = v.y, z = v.z; | ||
|  | 		const e = m.elements; | ||
|  | 
 | ||
|  | 		v.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; | ||
|  | 		v.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; | ||
|  | 		v.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; | ||
|  | 
 | ||
|  | 		return v; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	static transformFreeVectorInverse( v, m ) { | ||
|  | 
 | ||
|  | 		// input:
 | ||
|  | 		// vector interpreted as a free vector
 | ||
|  | 		// THREE.Matrix4 orthogonal matrix (matrix without scale)
 | ||
|  | 
 | ||
|  | 		const x = v.x, y = v.y, z = v.z; | ||
|  | 		const e = m.elements; | ||
|  | 
 | ||
|  | 		v.x = e[ 0 ] * x + e[ 1 ] * y + e[ 2 ] * z; | ||
|  | 		v.y = e[ 4 ] * x + e[ 5 ] * y + e[ 6 ] * z; | ||
|  | 		v.z = e[ 8 ] * x + e[ 9 ] * y + e[ 10 ] * z; | ||
|  | 
 | ||
|  | 		return v; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	static transformTiedVectorInverse( v, m ) { | ||
|  | 
 | ||
|  | 		// input:
 | ||
|  | 		// vector interpreted as a tied (ordinary) vector
 | ||
|  | 		// THREE.Matrix4 orthogonal matrix (matrix without scale)
 | ||
|  | 
 | ||
|  | 		const x = v.x, y = v.y, z = v.z; | ||
|  | 		const e = m.elements; | ||
|  | 
 | ||
|  | 		v.x = e[ 0 ] * x + e[ 1 ] * y + e[ 2 ] * z - e[ 12 ]; | ||
|  | 		v.y = e[ 4 ] * x + e[ 5 ] * y + e[ 6 ] * z - e[ 13 ]; | ||
|  | 		v.z = e[ 8 ] * x + e[ 9 ] * y + e[ 10 ] * z - e[ 14 ]; | ||
|  | 
 | ||
|  | 		return v; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	static transformPlaneToLocalSpace( plane, m, resultPlane ) { | ||
|  | 
 | ||
|  | 		resultPlane.normal.copy( plane.normal ); | ||
|  | 		resultPlane.constant = plane.constant; | ||
|  | 
 | ||
|  | 		const referencePoint = ConvexObjectBreaker.transformTiedVectorInverse( plane.coplanarPoint( _v1 ), m ); | ||
|  | 
 | ||
|  | 		ConvexObjectBreaker.transformFreeVectorInverse( resultPlane.normal, m ); | ||
|  | 
 | ||
|  | 		// recalculate constant (like in setFromNormalAndCoplanarPoint)
 | ||
|  | 		resultPlane.constant = - referencePoint.dot( resultPlane.normal ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | export { ConvexObjectBreaker }; |