|
@@ -0,0 +1,469 @@
|
|
|
+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 };
|