Octree.js 9.4 KB

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  1. THREE.Octree = ( function () {
  2. var _v1 = new THREE.Vector3();
  3. var _v2 = new THREE.Vector3();
  4. var _plane = new THREE.Plane();
  5. var _line1 = new THREE.Line3();
  6. var _line2 = new THREE.Line3();
  7. var _sphere = new THREE.Sphere();
  8. var _capsule = new THREE.Capsule();
  9. function Octree( box ) {
  10. this.triangles = [];
  11. this.box = box;
  12. this.subTrees = [];
  13. }
  14. Object.assign( Octree.prototype, {
  15. addTriangle: function ( triangle ) {
  16. if ( ! this.bounds ) this.bounds = new THREE.Box3();
  17. this.bounds.min.x = Math.min( this.bounds.min.x, triangle.a.x, triangle.b.x, triangle.c.x );
  18. this.bounds.min.y = Math.min( this.bounds.min.y, triangle.a.y, triangle.b.y, triangle.c.y );
  19. this.bounds.min.z = Math.min( this.bounds.min.z, triangle.a.z, triangle.b.z, triangle.c.z );
  20. this.bounds.max.x = Math.max( this.bounds.max.x, triangle.a.x, triangle.b.x, triangle.c.x );
  21. this.bounds.max.y = Math.max( this.bounds.max.y, triangle.a.y, triangle.b.y, triangle.c.y );
  22. this.bounds.max.z = Math.max( this.bounds.max.z, triangle.a.z, triangle.b.z, triangle.c.z );
  23. this.triangles.push( triangle );
  24. return this;
  25. },
  26. calcBox: function () {
  27. this.box = this.bounds.clone();
  28. // offset small ammount to account for regular grid
  29. this.box.min.x -= 0.01;
  30. this.box.min.y -= 0.01;
  31. this.box.min.z -= 0.01;
  32. return this;
  33. },
  34. split: function ( level ) {
  35. if ( ! this.box ) return;
  36. var subTrees = [],
  37. halfsize = _v2.copy( this.box.max ).sub( this.box.min ).multiplyScalar( 0.5 ),
  38. box, v, triangle;
  39. for ( var x = 0; x < 2; x ++ ) {
  40. for ( var y = 0; y < 2; y ++ ) {
  41. for ( var z = 0; z < 2; z ++ ) {
  42. box = new THREE.Box3();
  43. v = _v1.set( x, y, z );
  44. box.min.copy( this.box.min ).add( v.multiply( halfsize ) );
  45. box.max.copy( box.min ).add( halfsize );
  46. subTrees.push( new Octree( box ) );
  47. }
  48. }
  49. }
  50. while ( triangle = this.triangles.pop() ) {
  51. for ( var i = 0; i < subTrees.length; i ++ ) {
  52. if ( subTrees[ i ].box.intersectsTriangle( triangle ) ) {
  53. subTrees[ i ].triangles.push( triangle );
  54. }
  55. }
  56. }
  57. for ( var i = 0; i < subTrees.length; i ++ ) {
  58. var len = subTrees[ i ].triangles.length;
  59. if ( len > 8 && level < 16 ) {
  60. subTrees[ i ].split( level + 1 );
  61. }
  62. if ( len != 0 ) {
  63. this.subTrees.push( subTrees[ i ] );
  64. }
  65. }
  66. return this;
  67. },
  68. build: function () {
  69. this.calcBox();
  70. this.split( 0 );
  71. return this;
  72. },
  73. getRayTriangles: function ( ray, triangles ) {
  74. for ( var i = 0; i < this.subTrees.length; i ++ ) {
  75. var subTree = this.subTrees[ i ];
  76. if ( ! ray.intersectsBox( subTree.box ) ) continue;
  77. if ( subTree.triangles.length > 0 ) {
  78. for ( var j = 0; j < subTree.triangles.length; j ++ ) {
  79. if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] );
  80. }
  81. } else {
  82. subTree.getRayTriangles( ray, triangles );
  83. }
  84. }
  85. return triangles;
  86. },
  87. triangleCapsuleIntersect: function ( capsule, triangle ) {
  88. var point1, point2, line1, line2;
  89. triangle.getPlane( _plane );
  90. var d1 = _plane.distanceToPoint( capsule.start ) - capsule.radius;
  91. var d2 = _plane.distanceToPoint( capsule.end ) - capsule.radius;
  92. if ( ( d1 > 0 && d2 > 0 ) || ( d1 < - capsule.radius && d2 < - capsule.radius ) ) {
  93. return false;
  94. }
  95. var delta = Math.abs( d1 / ( Math.abs( d1 ) + Math.abs( d2 ) ) );
  96. var intersectPoint = _v1.copy( capsule.start ).lerp( capsule.end, delta );
  97. if ( triangle.containsPoint( intersectPoint ) ) {
  98. return { normal: _plane.normal.clone(), point: intersectPoint.clone(), depth: Math.abs( Math.min( d1, d2 ) ) };
  99. }
  100. var r2 = capsule.radius * capsule.radius;
  101. line1 = _line1.set( capsule.start, capsule.end );
  102. var lines = [
  103. [ triangle.a, triangle.b ],
  104. [ triangle.b, triangle.c ],
  105. [ triangle.c, triangle.a ]
  106. ];
  107. for ( var i = 0; i < lines.length; i ++ ) {
  108. line2 = _line2.set( lines[ i ][ 0 ], lines[ i ][ 1 ] );
  109. [ point1, point2 ] = capsule.lineLineMinimumPoints( line1, line2 );
  110. if ( point1.distanceToSquared( point2 ) < r2 ) {
  111. return { normal: point1.clone().sub( point2 ).normalize(), point: point2.clone(), depth: capsule.radius - point1.distanceTo( point2 ) };
  112. }
  113. }
  114. return false;
  115. },
  116. triangleSphereIntersect: function ( sphere, triangle ) {
  117. triangle.getPlane( _plane );
  118. if ( ! sphere.intersectsPlane( _plane ) ) return false;
  119. var depth = Math.abs( _plane.distanceToSphere( sphere ) );
  120. var r2 = sphere.radius * sphere.radius - depth * depth;
  121. var plainPoint = _plane.projectPoint( sphere.center, _v1 );
  122. if ( triangle.containsPoint( sphere.center ) ) {
  123. return { normal: _plane.normal.clone(), point: plainPoint.clone(), depth: Math.abs( _plane.distanceToSphere( sphere ) ) };
  124. }
  125. var lines = [
  126. [ triangle.a, triangle.b ],
  127. [ triangle.b, triangle.c ],
  128. [ triangle.c, triangle.a ]
  129. ];
  130. for ( var i = 0; i < lines.length; i ++ ) {
  131. _line1.set( lines[ i ][ 0 ], lines[ i ][ 1 ] );
  132. _line1.closestPointToPoint( plainPoint, true, _v2 );
  133. var d = _v2.distanceToSquared( sphere.center );
  134. if ( d < r2 ) {
  135. return { normal: sphere.center.clone().sub( _v2 ).normalize(), point: _v2.clone(), depth: sphere.radius - Math.sqrt( d ) };
  136. }
  137. }
  138. return false;
  139. },
  140. getSphereTriangles: function ( sphere, triangles ) {
  141. for ( var i = 0; i < this.subTrees.length; i ++ ) {
  142. var subTree = this.subTrees[ i ];
  143. if ( ! sphere.intersectsBox( subTree.box ) ) continue;
  144. if ( subTree.triangles.length > 0 ) {
  145. for ( var j = 0; j < subTree.triangles.length; j ++ ) {
  146. if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] );
  147. }
  148. } else {
  149. subTree.getSphereTriangles( sphere, triangles );
  150. }
  151. }
  152. },
  153. getCapsuleTriangles: function ( capsule, triangles ) {
  154. for ( var i = 0; i < this.subTrees.length; i ++ ) {
  155. var subTree = this.subTrees[ i ];
  156. if ( ! capsule.intersectsBox( subTree.box ) ) continue;
  157. if ( subTree.triangles.length > 0 ) {
  158. for ( var j = 0; j < subTree.triangles.length; j ++ ) {
  159. if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] );
  160. }
  161. } else {
  162. subTree.getCapsuleTriangles( capsule, triangles );
  163. }
  164. }
  165. },
  166. sphereIntersect( sphere ) {
  167. _sphere.copy( sphere );
  168. var triangles = [], result, hit = false;
  169. this.getSphereTriangles( sphere, triangles );
  170. for ( var i = 0; i < triangles.length; i ++ ) {
  171. if ( result = this.triangleSphereIntersect( _sphere, triangles[ i ] ) ) {
  172. hit = true;
  173. _sphere.center.add( result.normal.multiplyScalar( result.depth ) );
  174. }
  175. }
  176. if ( hit ) {
  177. var collisionVector = _sphere.center.clone().sub( sphere.center );
  178. var depth = collisionVector.length();
  179. return { normal: collisionVector.normalize(), depth: depth };
  180. }
  181. return false;
  182. },
  183. capsuleIntersect: function ( capsule ) {
  184. _capsule.copy( capsule );
  185. var triangles = [], result, hit = false;
  186. this.getCapsuleTriangles( _capsule, triangles );
  187. for ( var i = 0; i < triangles.length; i ++ ) {
  188. if ( result = this.triangleCapsuleIntersect( _capsule, triangles[ i ] ) ) {
  189. hit = true;
  190. _capsule.translate( result.normal.multiplyScalar( result.depth ) );
  191. }
  192. }
  193. if ( hit ) {
  194. var collisionVector = _capsule.getCenter( new THREE.Vector3() ).sub( capsule.getCenter( _v1 ) );
  195. var depth = collisionVector.length();
  196. return { normal: collisionVector.normalize(), depth: depth };
  197. }
  198. return false;
  199. },
  200. rayIntersect: function ( ray ) {
  201. if ( ray.direction.length() === 0 ) return;
  202. var triangles = [], triangle, position,
  203. distance = 1e100,
  204. result;
  205. this.getRayTriangles( ray, triangles );
  206. for ( var i = 0; i < triangles.length; i ++ ) {
  207. result = ray.intersectTriangle( triangles[ i ].a, triangles[ i ].b, triangles[ i ].c, true, _v1 );
  208. if ( result ) {
  209. var newdistance = result.sub( ray.origin ).length();
  210. if ( distance > newdistance ) {
  211. position = result.clone().add( ray.origin );
  212. distance = newdistance;
  213. triangle = triangles[ i ];
  214. }
  215. }
  216. }
  217. return distance < 1e100 ? { distance: distance, triangle: triangle, position: position } : false;
  218. },
  219. fromGraphNode: function ( group ) {
  220. group.traverse( ( obj ) => {
  221. if ( obj.type === 'Mesh' ) {
  222. obj.updateMatrix();
  223. obj.updateWorldMatrix();
  224. var geometry, isTemp = false;
  225. if ( obj.geometry.index ) {
  226. isTemp = true;
  227. geometry = obj.geometry.clone().toNonIndexed();
  228. } else {
  229. geometry = obj.geometry;
  230. }
  231. var positions = geometry.attributes.position.array;
  232. var transform = obj.matrixWorld;
  233. for ( var i = 0; i < positions.length; i += 9 ) {
  234. var v1 = new THREE.Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  235. var v2 = new THREE.Vector3( positions[ i + 3 ], positions[ i + 4 ], positions[ i + 5 ] );
  236. var v3 = new THREE.Vector3( positions[ i + 6 ], positions[ i + 7 ], positions[ i + 8 ] );
  237. v1.applyMatrix4( transform );
  238. v2.applyMatrix4( transform );
  239. v3.applyMatrix4( transform );
  240. this.addTriangle( new THREE.Triangle( v1, v2, v3 ) );
  241. }
  242. if ( isTemp ) {
  243. geometry.dispose();
  244. }
  245. }
  246. } );
  247. this.build();
  248. return this;
  249. }
  250. } );
  251. return Octree;
  252. } )();