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Merge pull request #16698 from yomboprime/jsm_convexbreaker

JSM: Added module and TS file for ConvexObjectBreaker
Michael Herzog 6 years ago
parent
commit
f420e67aa7

+ 17 - 0
examples/jsm/misc/ConvexObjectBreaker.d.ts

@@ -0,0 +1,17 @@
+import {
+  Object3D
+  Plane,
+  Vector3
+} from '../../../src/Three';
+
+export interface CutByPlaneOutput {
+  object1: Object3D;
+  object2: Object3D;
+}
+
+export class ConvexObjectBreaker {
+  constructor(minSizeForBreak?: number, smallDelta?: number);
+  prepareBreakableObject(object: Object3D, mass: number, velocity: Vector3, angularVelocity: Vector3, breakable: boolean): void;
+  subdivideByImpact(object: Object3D, pointOfImpact: Vector3, normal: Vector3, maxRadialIterations: number, maxRandomIterations: number): Object3D[];
+  cutByPlane(object: Object3D, plane: Plane, output: CutByPlaneOutput): number;
+}

+ 532 - 0
examples/jsm/misc/ConvexObjectBreaker.js

@@ -0,0 +1,532 @@
+/**
+ * @author yomboprime https://github.com/yomboprime
+ *
+ * @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 BufferGeometry (not 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 ConvexBufferGeometry. The BoxBufferGeometry, SphereBufferGeometry 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.
+ *
+*/
+
+import {
+	Line3,
+	Mesh,
+	Plane,
+	Vector3
+} from "../../../build/three.module.js";
+import { ConvexBufferGeometry } from "../geometries/ConvexGeometry.js";
+
+var ConvexObjectBreaker = function ( minSizeForBreak, smallDelta ) {
+
+	this.minSizeForBreak = minSizeForBreak || 1.4;
+	this.smallDelta = smallDelta || 0.0001;
+
+	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 = [];
+	var n = 30 * 30;
+	for ( var i = 0; i < n; i ++ ) this.segments[ i ] = false;
+
+};
+
+ConvexObjectBreaker.prototype = {
+
+	constructor: ConvexObjectBreaker,
+
+	prepareBreakableObject: function ( object, mass, velocity, angularVelocity, breakable ) {
+
+		// object is a Object3d (normally a Mesh), must have a BufferGeometry, and it must be convex.
+		// Its material property is propagated to its children (sub-pieces)
+		// mass must be > 0
+
+		if ( ! object.geometry.isBufferGeometry ) {
+
+			console.error( 'THREE.ConvexObjectBreaker.prepareBreakableObject(): Parameter object must have a BufferGeometry.' );
+
+		}
+
+		var 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: function ( object, pointOfImpact, normal, maxRadialIterations, maxRandomIterations ) {
+
+		var debris = [];
+
+		var tempPlane1 = this.tempPlane1;
+		var tempPlane2 = this.tempPlane2;
+
+		this.tempVector3.addVectors( pointOfImpact, normal );
+		tempPlane1.setFromCoplanarPoints( pointOfImpact, object.position, this.tempVector3 );
+
+		var maxTotalIterations = maxRandomIterations + maxRadialIterations;
+
+		var scope = this;
+
+		function subdivideRadial( subObject, startAngle, endAngle, numIterations ) {
+
+			if ( Math.random() < numIterations * 0.05 || numIterations > maxTotalIterations ) {
+
+				debris.push( subObject );
+
+				return;
+
+			}
+
+			var 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 );
+
+			var obj1 = scope.tempResultObjects.object1;
+			var 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: function ( 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.
+
+		var geometry = object.geometry;
+		var coords = geometry.attributes.position.array;
+		var normals = geometry.attributes.normal.array;
+
+		var numPoints = coords.length / 3;
+		var numFaces = numPoints / 3;
+
+		var indices = geometry.getIndex();
+
+		if ( indices ) {
+
+			indices = indices.array;
+			numFaces = indices.length / 3;
+
+		}
+
+		function getVertexIndex( faceIdx, vert ) {
+
+			// vert = 0, 1 or 2.
+
+			var idx = faceIdx * 3 + vert;
+
+			return indices ? indices[ idx ] : idx;
+
+		}
+
+		var points1 = [];
+		var points2 = [];
+
+		var delta = this.smallDelta;
+
+		// Reset segments mark
+		var numPointPairs = numPoints * numPoints;
+		for ( var i = 0; i < numPointPairs; i ++ ) this.segments[ i ] = false;
+
+		var p0 = this.tempVector3_P0;
+		var p1 = this.tempVector3_P1;
+		var n0 = this.tempVector3_N0;
+		var n1 = this.tempVector3_N1;
+
+		// Iterate through the faces to mark edges shared by coplanar faces
+		for ( var i = 0; i < numFaces - 1; i ++ ) {
+
+			var a1 = getVertexIndex( i, 0 );
+			var b1 = getVertexIndex( i, 1 );
+			var c1 = getVertexIndex( i, 2 );
+
+			// Assuming all 3 vertices have the same normal
+			n0.set( normals[ a1 ], normals[ a1 ] + 1, normals[ a1 ] + 2 );
+
+			for ( var j = i + 1; j < numFaces; j ++ ) {
+
+				var a2 = getVertexIndex( j, 0 );
+				var b2 = getVertexIndex( j, 1 );
+				var c2 = getVertexIndex( j, 2 );
+
+				// Assuming all 3 vertices have the same normal
+				n1.set( normals[ a2 ], normals[ a2 ] + 1, normals[ a2 ] + 2 );
+
+				var 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
+		var localPlane = this.tempPlane_Cut;
+		object.updateMatrix();
+		ConvexObjectBreaker.transformPlaneToLocalSpace( plane, object.matrix, localPlane );
+
+		// Iterate through the faces adding points to both pieces
+		for ( var i = 0; i < numFaces; i ++ ) {
+
+			var va = getVertexIndex( i, 0 );
+			var vb = getVertexIndex( i, 1 );
+			var vc = getVertexIndex( i, 2 );
+
+			for ( var segment = 0; segment < 3; segment ++ ) {
+
+				var i0 = segment === 0 ? va : ( segment === 1 ? vb : vc );
+				var i1 = segment === 0 ? vb : ( segment === 1 ? vc : va );
+
+				var 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
+				var mark0 = 0;
+
+				var 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
+				var mark1 = 0;
+
+				var 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 );
+
+					var intersection = new Vector3();
+					intersection = localPlane.intersectLine( this.tempLine1, intersection );
+
+					if ( intersection === undefined ) {
+
+						// 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):
+		var newMass = object.userData.mass * 0.5;
+
+		// Calculate debris Center of Mass (again fast and imprecise)
+		this.tempCM1.set( 0, 0, 0 );
+		var radius1 = 0;
+		var numPoints1 = points1.length;
+
+		if ( numPoints1 > 0 ) {
+
+			for ( var i = 0; i < numPoints1; i ++ ) this.tempCM1.add( points1[ i ] );
+
+			this.tempCM1.divideScalar( numPoints1 );
+			for ( var i = 0; i < numPoints1; i ++ ) {
+
+				var 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 );
+		var radius2 = 0;
+		var numPoints2 = points2.length;
+		if ( numPoints2 > 0 ) {
+
+			for ( var i = 0; i < numPoints2; i ++ ) this.tempCM2.add( points2[ i ] );
+
+			this.tempCM2.divideScalar( numPoints2 );
+			for ( var i = 0; i < numPoints2; i ++ ) {
+
+				var p = points2[ i ];
+				p.sub( this.tempCM2 );
+				radius2 = Math.max( radius2, p.x, p.y, p.z );
+
+			}
+			this.tempCM2.add( object.position );
+
+		}
+
+		var object1 = null;
+		var object2 = null;
+
+		var numObjects = 0;
+
+		if ( numPoints1 > 4 ) {
+
+			object1 = new Mesh( new 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 Mesh( new 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;
+
+	}
+
+};
+
+ConvexObjectBreaker.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;
+
+};
+
+ConvexObjectBreaker.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;
+
+};
+
+ConvexObjectBreaker.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;
+
+};
+
+ConvexObjectBreaker.transformPlaneToLocalSpace = function () {
+
+	var v1 = new Vector3();
+
+	return function transformPlaneToLocalSpace( plane, m, resultPlane ) {
+
+		resultPlane.normal.copy( plane.normal );
+		resultPlane.constant = plane.constant;
+
+		var 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 };

+ 1 - 0
utils/modularize.js

@@ -106,6 +106,7 @@ var files = [
 	{ path: 'math/SimplexNoise.js', dependencies: [], ignoreList: [] },
 
 	{ path: 'misc/CarControls.js', dependencies: [], ignoreList: [] },
+	{ path: 'misc/ConvexObjectBreaker.js', dependencies: [ { name: 'ConvexBufferGeometry', path: 'geometries/ConvexGeometry.js' } ], ignoreList: [ 'Matrix4' ] },
 	{ path: 'misc/Ocean.js', dependencies: [ { name: 'OceanShaders', path: 'shaders/OceanShaders.js' } ], ignoreList: [] },
 
 	{ path: 'modifiers/ExplodeModifier.js', dependencies: [], ignoreList: [] },