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 };