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@@ -1,518 +0,0 @@
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-/**
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- * @author yomboprime https://github.com/yomboprime
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- *
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- * @fileoverview This class can be used to subdivide a convex Geometry object into pieces.
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- *
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- * Usage:
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- *
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- * Use the function prepareBreakableObject to prepare a Mesh object to be broken.
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- *
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- * Then, call the various functions to subdivide the object (subdivideByImpact, cutByPlane)
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- *
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- * Sub-objects that are product of subdivision don't need prepareBreakableObject to be called on them.
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- *
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- * Requisites for the object:
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- *
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- * - Mesh object must have a BufferGeometry (not Geometry) and a Material
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- *
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- * - Vertex normals must be planar (not smoothed)
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- *
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- * - The geometry must be convex (this is not checked in the library). You can create convex
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- * geometries with THREE.ConvexBufferGeometry. The BoxBufferGeometry, SphereBufferGeometry and other convex primitives
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- * can also be used.
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- *
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- * Note: This lib adds member variables to object's userData member (see prepareBreakableObject function)
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- * Use with caution and read the code when using with other libs.
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- *
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- * @param {double} minSizeForBreak Min size a debris can have to break.
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- * @param {double} smallDelta Max distance to consider that a point belongs to a plane.
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- *
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- */
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-
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-THREE.ConvexBufferObjectBreaker = function ( minSizeForBreak, smallDelta ) {
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-
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- this.minSizeForBreak = minSizeForBreak || 1.4;
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- this.smallDelta = smallDelta || 0.0001;
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-
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- this.tempLine1 = new THREE.Line3();
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- this.tempPlane1 = new THREE.Plane();
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- this.tempPlane2 = new THREE.Plane();
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- this.tempPlane_Cut = new THREE.Plane();
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- this.tempCM1 = new THREE.Vector3();
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- this.tempCM2 = new THREE.Vector3();
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- this.tempVector3 = new THREE.Vector3();
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- this.tempVector3_2 = new THREE.Vector3();
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- this.tempVector3_3 = new THREE.Vector3();
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- this.tempVector3_P0 = new THREE.Vector3();
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- this.tempVector3_P1 = new THREE.Vector3();
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- this.tempVector3_P2 = new THREE.Vector3();
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- this.tempVector3_N0 = new THREE.Vector3();
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- this.tempVector3_N1 = new THREE.Vector3();
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- this.tempVector3_AB = new THREE.Vector3();
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- this.tempVector3_CB = new THREE.Vector3();
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- this.tempResultObjects = { object1: null, object2: null };
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-
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- this.segments = [];
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- var n = 30 * 30;
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- for ( var i = 0; i < n; i ++ ) this.segments[ i ] = false;
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-
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-};
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-
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-THREE.ConvexBufferObjectBreaker.prototype = {
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-
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- constructor: THREE.ConvexBufferObjectBreaker,
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-
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- prepareBreakableObject: function ( object, mass, velocity, angularVelocity, breakable ) {
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-
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- // object is a THREE.Object3d (normally a Mesh), must have a BufferGeometry, and it must be convex.
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- // Its material property is propagated to its children (sub-pieces)
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- // mass must be > 0
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-
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- if ( ! object.geometry.isBufferGeometry ) {
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- console.error( "THREE.ConvexBufferObjectBreaker.prepareBreakableObject(): Parameter object must have a BufferGeometry." );
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- }
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-
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- var userData = object.userData;
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- userData.mass = mass;
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- userData.velocity = velocity.clone();
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- userData.angularVelocity = angularVelocity.clone();
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- userData.breakable = breakable;
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-
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- },
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-
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- /*
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- * @param {int} maxRadialIterations Iterations for radial cuts.
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- * @param {int} maxRandomIterations Max random iterations for not-radial cuts
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- *
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- * Returns the array of pieces
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- */
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- subdivideByImpact: function ( object, pointOfImpact, normal, maxRadialIterations, maxRandomIterations ) {
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-
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- var debris = [];
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-
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- var tempPlane1 = this.tempPlane1;
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- var tempPlane2 = this.tempPlane2;
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-
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- this.tempVector3.addVectors( pointOfImpact, normal );
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- tempPlane1.setFromCoplanarPoints( pointOfImpact, object.position, this.tempVector3 );
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-
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- var maxTotalIterations = maxRandomIterations + maxRadialIterations;
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-
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- var scope = this;
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-
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- function subdivideRadial( subObject, startAngle, endAngle, numIterations ) {
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-
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- if ( Math.random() < numIterations * 0.05 || numIterations > maxTotalIterations ) {
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-
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- debris.push( subObject );
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-
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- return;
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-
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- }
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-
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- var angle = Math.PI;
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-
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- if ( numIterations === 0 ) {
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-
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- tempPlane2.normal.copy( tempPlane1.normal );
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- tempPlane2.constant = tempPlane1.constant;
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-
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- } else {
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-
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- if ( numIterations <= maxRadialIterations ) {
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-
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- angle = ( endAngle - startAngle ) * ( 0.2 + 0.6 * Math.random() ) + startAngle;
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-
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- // Rotate tempPlane2 at impact point around normal axis and the angle
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- scope.tempVector3_2.copy( object.position ).sub( pointOfImpact ).applyAxisAngle( normal, angle ).add( pointOfImpact );
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- tempPlane2.setFromCoplanarPoints( pointOfImpact, scope.tempVector3, scope.tempVector3_2 );
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-
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- } else {
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-
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- angle = ( ( 0.5 * ( numIterations & 1 ) ) + 0.2 * ( 2 - Math.random() ) ) * Math.PI;
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-
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- // Rotate tempPlane2 at object position around normal axis and the angle
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- scope.tempVector3_2.copy( pointOfImpact ).sub( subObject.position ).applyAxisAngle( normal, angle ).add( subObject.position );
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- scope.tempVector3_3.copy( normal ).add( subObject.position );
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- tempPlane2.setFromCoplanarPoints( subObject.position, scope.tempVector3_3, scope.tempVector3_2 );
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-
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- }
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-
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- }
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-
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- // Perform the cut
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- scope.cutByPlane( subObject, tempPlane2, scope.tempResultObjects );
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-
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- var obj1 = scope.tempResultObjects.object1;
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- var obj2 = scope.tempResultObjects.object2;
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-
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- if ( obj1 ) {
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-
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- subdivideRadial( obj1, startAngle, angle, numIterations + 1 );
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-
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- }
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-
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- if ( obj2 ) {
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-
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- subdivideRadial( obj2, angle, endAngle, numIterations + 1 );
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-
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- }
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-
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- }
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-
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- subdivideRadial( object, 0, 2 * Math.PI, 0 );
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-
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- return debris;
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-
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- },
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-
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- cutByPlane: function ( object, plane, output ) {
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-
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- // Returns breakable objects in output.object1 and output.object2 members, the resulting 2 pieces of the cut.
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- // object2 can be null if the plane doesn't cut the object.
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- // object1 can be null only in case of internal error
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- // Returned value is number of pieces, 0 for error.
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-
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- var geometry = object.geometry;
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- var coords = geometry.attributes.position.array;
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- var normals = geometry.attributes.normal.array;
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-
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- var numPoints = coords.length / 3;
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- var numFaces = numPoints / 3;
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-
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- var indices = geometry.getIndex();
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- if ( indices ) {
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- indices = indices.array;
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- numFaces = indices.length / 3;
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- }
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-
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- function getVertexIndex ( faceIdx, vert ) {
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-
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- // vert = 0, 1 or 2.
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-
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- var idx = faceIdx * 3 + vert;
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-
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- return indices ? indices[ idx ] : idx;
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-
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- }
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-
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- var points1 = [];
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- var points2 = [];
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-
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- var delta = this.smallDelta;
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-
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- // Reset segments mark
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- var numPointPairs = numPoints * numPoints;
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- for ( var i = 0; i < numPointPairs; i ++ ) this.segments[ i ] = false;
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-
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- var p0 = this.tempVector3_P0;
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- var p1 = this.tempVector3_P1;
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- var p2 = this.tempVector3_P2;
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- var n0 = this.tempVector3_N0;
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- var n1 = this.tempVector3_N1;
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-
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- // Iterate through the faces to mark edges shared by coplanar faces
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- for ( var i = 0; i < numFaces - 1; i ++ ) {
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-
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- var a1 = getVertexIndex( i, 0 );
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- var b1 = getVertexIndex( i, 1 );
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- var c1 = getVertexIndex( i, 2 );
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-
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- // Assuming all 3 vertices have the same normal
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- n0.set( normals[ a1 ], normals[ a1 ] + 1, normals[ a1 ] + 2 );
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-
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- for ( var j = i + 1; j < numFaces; j ++ ) {
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-
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- var a2 = getVertexIndex( j, 0 );
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- var b2 = getVertexIndex( j, 1 );
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- var c2 = getVertexIndex( j, 2 );
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-
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- // Assuming all 3 vertices have the same normal
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- n1.set( normals[ a2 ], normals[ a2 ] + 1, normals[ a2 ] + 2 );
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-
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- var coplanar = 1 - n0.dot( n1 ) < delta;
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-
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- if ( coplanar ) {
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-
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- if ( a1 === a2 || a1 === b2 || a1 === c2 ) {
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-
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- if ( b1 === a2 || b1 === b2 || b1 === c2 ) {
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-
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- this.segments[ a1 * numPoints + b1 ] = true;
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- this.segments[ b1 * numPoints + a1 ] = true;
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-
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- } else {
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-
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- this.segments[ c1 * numPoints + a1 ] = true;
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- this.segments[ a1 * numPoints + c1 ] = true;
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-
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- }
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-
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- } else if ( b1 === a2 || b1 === b2 || b1 === c2 ) {
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-
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- this.segments[ c1 * numPoints + b1 ] = true;
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- this.segments[ b1 * numPoints + c1 ] = true;
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-
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- }
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-
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- }
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-
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- }
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-
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- }
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-
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- // Transform the plane to object local space
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- var localPlane = this.tempPlane_Cut;
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- object.updateMatrix();
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- THREE.ConvexBufferObjectBreaker.transformPlaneToLocalSpace( plane, object.matrix, localPlane );
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-
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- // Iterate through the faces adding points to both pieces
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- for ( var i = 0; i < numFaces; i ++ ) {
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-
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- var va = getVertexIndex( i, 0 );
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- var vb = getVertexIndex( i, 1 );
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- var vc = getVertexIndex( i, 2 );
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-
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- for ( var segment = 0; segment < 3; segment ++ ) {
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-
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- var i0 = segment === 0 ? va : ( segment === 1 ? vb : vc );
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- var i1 = segment === 0 ? vb : ( segment === 1 ? vc : va );
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-
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- var segmentState = this.segments[ i0 * numPoints + i1 ];
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-
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- if ( segmentState ) continue; // The segment already has been processed in another face
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-
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- // Mark segment as processed (also inverted segment)
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- this.segments[ i0 * numPoints + i1 ] = true;
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- this.segments[ i1 * numPoints + i0 ] = true;
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-
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- p0.set( coords[ 3 * i0 ], coords[ 3 * i0 + 1 ], coords[ 3 * i0 + 2 ] );
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- p1.set( coords[ 3 * i1 ], coords[ 3 * i1 + 1 ], coords[ 3 * i1 + 2 ] );
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-
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- // mark: 1 for negative side, 2 for positive side, 3 for coplanar point
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- var mark0 = 0;
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-
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- var d = localPlane.distanceToPoint( p0 );
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-
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- if ( d > delta ) {
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-
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- mark0 = 2;
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- points2.push( p0.clone() );
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-
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- } else if ( d < - delta ) {
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-
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- mark0 = 1;
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- points1.push( p0.clone() );
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-
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- } else {
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-
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- mark0 = 3;
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- points1.push( p0.clone() );
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- points2.push( p0.clone() );
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-
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- }
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-
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- // mark: 1 for negative side, 2 for positive side, 3 for coplanar point
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- var mark1 = 0;
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-
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- var d = localPlane.distanceToPoint( p1 );
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-
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- if ( d > delta ) {
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-
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- mark1 = 2;
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- points2.push( p1.clone() );
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-
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- } else if ( d < - delta ) {
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-
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- mark1 = 1;
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- points1.push( p1.clone() );
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-
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- } else {
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-
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- mark1 = 3;
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- points1.push( p1.clone() );
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- points2.push( p1.clone() );
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-
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- }
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-
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- if ( ( mark0 === 1 && mark1 === 2 ) || ( mark0 === 2 && mark1 === 1 ) ) {
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-
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- // Intersection of segment with the plane
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-
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- this.tempLine1.start.copy( p0 );
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- this.tempLine1.end.copy( p1 );
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-
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- var intersection = new THREE.Vector3();
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- intersection = localPlane.intersectLine( this.tempLine1, intersection );
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-
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- if ( intersection === undefined ) {
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-
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- // Shouldn't happen
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- console.error( "Internal error: segment does not intersect plane." );
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- output.segmentedObject1 = null;
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- output.segmentedObject2 = null;
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- return 0;
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-
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- }
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-
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- points1.push( intersection );
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- points2.push( intersection.clone() );
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-
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- }
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-
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- }
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-
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- }
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-
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- // Calculate debris mass (very fast and imprecise):
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- var newMass = object.userData.mass * 0.5;
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-
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- // Calculate debris Center of Mass (again fast and imprecise)
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- this.tempCM1.set( 0, 0, 0 );
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- var radius1 = 0;
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- var numPoints1 = points1.length;
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-
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- if ( numPoints1 > 0 ) {
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-
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- for ( var i = 0; i < numPoints1; i ++ ) this.tempCM1.add( points1[ i ] );
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-
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- this.tempCM1.divideScalar( numPoints1 );
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- for ( var i = 0; i < numPoints1; i ++ ) {
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-
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- var p = points1[ i ];
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- p.sub( this.tempCM1 );
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- radius1 = Math.max( radius1, p.x, p.y, p.z );
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-
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- }
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- this.tempCM1.add( object.position );
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-
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- }
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-
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- this.tempCM2.set( 0, 0, 0 );
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- var radius2 = 0;
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- var numPoints2 = points2.length;
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- if ( numPoints2 > 0 ) {
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-
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- for ( var i = 0; i < numPoints2; i ++ ) this.tempCM2.add( points2[ i ] );
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-
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- this.tempCM2.divideScalar( numPoints2 );
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- for ( var i = 0; i < numPoints2; i ++ ) {
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-
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- var p = points2[ i ];
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- p.sub( this.tempCM2 );
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- radius2 = Math.max( radius2, p.x, p.y, p.z );
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-
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- }
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- this.tempCM2.add( object.position );
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-
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- }
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-
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- var object1 = null;
|
|
|
- var object2 = null;
|
|
|
-
|
|
|
- var numObjects = 0;
|
|
|
-
|
|
|
- if ( numPoints1 > 4 ) {
|
|
|
-
|
|
|
- object1 = new THREE.Mesh( new THREE.ConvexBufferGeometry( 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 THREE.Mesh( new THREE.ConvexBufferGeometry( 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;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.ConvexBufferObjectBreaker.transformFreeVector = function ( v, m ) {
|
|
|
-
|
|
|
- // input:
|
|
|
- // vector interpreted as a free vector
|
|
|
- // THREE.Matrix4 orthogonal matrix (matrix without scale)
|
|
|
-
|
|
|
- var x = v.x, y = v.y, z = v.z;
|
|
|
- var 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;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.ConvexBufferObjectBreaker.transformFreeVectorInverse = function ( v, m ) {
|
|
|
-
|
|
|
- // input:
|
|
|
- // vector interpreted as a free vector
|
|
|
- // THREE.Matrix4 orthogonal matrix (matrix without scale)
|
|
|
-
|
|
|
- var x = v.x, y = v.y, z = v.z;
|
|
|
- var 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;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.ConvexBufferObjectBreaker.transformTiedVectorInverse = function ( v, m ) {
|
|
|
-
|
|
|
- // input:
|
|
|
- // vector interpreted as a tied (ordinary) vector
|
|
|
- // THREE.Matrix4 orthogonal matrix (matrix without scale)
|
|
|
-
|
|
|
- var x = v.x, y = v.y, z = v.z;
|
|
|
- var 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;
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-THREE.ConvexBufferObjectBreaker.transformPlaneToLocalSpace = function () {
|
|
|
-
|
|
|
- var v1 = new THREE.Vector3();
|
|
|
-
|
|
|
- return function transformPlaneToLocalSpace( plane, m, resultPlane ) {
|
|
|
-
|
|
|
- resultPlane.normal.copy( plane.normal );
|
|
|
- resultPlane.constant = plane.constant;
|
|
|
-
|
|
|
- var referencePoint = THREE.ConvexBufferObjectBreaker.transformTiedVectorInverse( plane.coplanarPoint( v1 ), m );
|
|
|
-
|
|
|
- THREE.ConvexBufferObjectBreaker.transformFreeVectorInverse( resultPlane.normal, m );
|
|
|
-
|
|
|
- // recalculate constant (like in setFromNormalAndCoplanarPoint)
|
|
|
- resultPlane.constant = - referencePoint.dot( resultPlane.normal );
|
|
|
-
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
-}();
|