ConvexObjectBreaker.js 14 KB

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  1. /**
  2. * @author yomboprime https://github.com/yomboprime
  3. *
  4. * @fileoverview This class can be used to subdivide a convex Geometry object into pieces.
  5. *
  6. * Usage:
  7. *
  8. * Use the function prepareBreakableObject to prepare a Mesh object to be broken.
  9. *
  10. * Then, call the various functions to subdivide the object (subdivideByImpact, cutByPlane)
  11. *
  12. * Sub-objects that are product of subdivision don't need prepareBreakableObject to be called on them.
  13. *
  14. * Requisites for the object:
  15. *
  16. * - Mesh object must have a BufferGeometry (not Geometry) and a Material
  17. *
  18. * - Vertex normals must be planar (not smoothed)
  19. *
  20. * - The geometry must be convex (this is not checked in the library). You can create convex
  21. * geometries with ConvexBufferGeometry. The BoxBufferGeometry, SphereBufferGeometry and other convex primitives
  22. * can also be used.
  23. *
  24. * Note: This lib adds member variables to object's userData member (see prepareBreakableObject function)
  25. * Use with caution and read the code when using with other libs.
  26. *
  27. * @param {double} minSizeForBreak Min size a debris can have to break.
  28. * @param {double} smallDelta Max distance to consider that a point belongs to a plane.
  29. *
  30. */
  31. import { ConvexBufferGeometry } from "../geometries/ConvexGeometry.js";
  32. import {
  33. Line3,
  34. Matrix4,
  35. Mesh,
  36. Plane,
  37. Vector3
  38. } from "../../../build/three.module.js";
  39. var ConvexObjectBreaker = function ( minSizeForBreak, smallDelta ) {
  40. this.minSizeForBreak = minSizeForBreak || 1.4;
  41. this.smallDelta = smallDelta || 0.0001;
  42. this.tempLine1 = new Line3();
  43. this.tempPlane1 = new Plane();
  44. this.tempPlane2 = new Plane();
  45. this.tempPlane_Cut = new Plane();
  46. this.tempCM1 = new Vector3();
  47. this.tempCM2 = new Vector3();
  48. this.tempVector3 = new Vector3();
  49. this.tempVector3_2 = new Vector3();
  50. this.tempVector3_3 = new Vector3();
  51. this.tempVector3_P0 = new Vector3();
  52. this.tempVector3_P1 = new Vector3();
  53. this.tempVector3_P2 = new Vector3();
  54. this.tempVector3_N0 = new Vector3();
  55. this.tempVector3_N1 = new Vector3();
  56. this.tempVector3_AB = new Vector3();
  57. this.tempVector3_CB = new Vector3();
  58. this.tempResultObjects = { object1: null, object2: null };
  59. this.segments = [];
  60. var n = 30 * 30;
  61. for ( var i = 0; i < n; i ++ ) this.segments[ i ] = false;
  62. };
  63. ConvexObjectBreaker.prototype = {
  64. constructor: ConvexObjectBreaker,
  65. prepareBreakableObject: function ( object, mass, velocity, angularVelocity, breakable ) {
  66. // object is a Object3d (normally a Mesh), must have a BufferGeometry, and it must be convex.
  67. // Its material property is propagated to its children (sub-pieces)
  68. // mass must be > 0
  69. if ( ! object.geometry.isBufferGeometry ) {
  70. console.error( 'THREE.ConvexObjectBreaker.prepareBreakableObject(): Parameter object must have a BufferGeometry.' );
  71. }
  72. var userData = object.userData;
  73. userData.mass = mass;
  74. userData.velocity = velocity.clone();
  75. userData.angularVelocity = angularVelocity.clone();
  76. userData.breakable = breakable;
  77. },
  78. /*
  79. * @param {int} maxRadialIterations Iterations for radial cuts.
  80. * @param {int} maxRandomIterations Max random iterations for not-radial cuts
  81. *
  82. * Returns the array of pieces
  83. */
  84. subdivideByImpact: function ( object, pointOfImpact, normal, maxRadialIterations, maxRandomIterations ) {
  85. var debris = [];
  86. var tempPlane1 = this.tempPlane1;
  87. var tempPlane2 = this.tempPlane2;
  88. this.tempVector3.addVectors( pointOfImpact, normal );
  89. tempPlane1.setFromCoplanarPoints( pointOfImpact, object.position, this.tempVector3 );
  90. var maxTotalIterations = maxRandomIterations + maxRadialIterations;
  91. var scope = this;
  92. function subdivideRadial( subObject, startAngle, endAngle, numIterations ) {
  93. if ( Math.random() < numIterations * 0.05 || numIterations > maxTotalIterations ) {
  94. debris.push( subObject );
  95. return;
  96. }
  97. var angle = Math.PI;
  98. if ( numIterations === 0 ) {
  99. tempPlane2.normal.copy( tempPlane1.normal );
  100. tempPlane2.constant = tempPlane1.constant;
  101. } else {
  102. if ( numIterations <= maxRadialIterations ) {
  103. angle = ( endAngle - startAngle ) * ( 0.2 + 0.6 * Math.random() ) + startAngle;
  104. // Rotate tempPlane2 at impact point around normal axis and the angle
  105. scope.tempVector3_2.copy( object.position ).sub( pointOfImpact ).applyAxisAngle( normal, angle ).add( pointOfImpact );
  106. tempPlane2.setFromCoplanarPoints( pointOfImpact, scope.tempVector3, scope.tempVector3_2 );
  107. } else {
  108. angle = ( ( 0.5 * ( numIterations & 1 ) ) + 0.2 * ( 2 - Math.random() ) ) * Math.PI;
  109. // Rotate tempPlane2 at object position around normal axis and the angle
  110. scope.tempVector3_2.copy( pointOfImpact ).sub( subObject.position ).applyAxisAngle( normal, angle ).add( subObject.position );
  111. scope.tempVector3_3.copy( normal ).add( subObject.position );
  112. tempPlane2.setFromCoplanarPoints( subObject.position, scope.tempVector3_3, scope.tempVector3_2 );
  113. }
  114. }
  115. // Perform the cut
  116. scope.cutByPlane( subObject, tempPlane2, scope.tempResultObjects );
  117. var obj1 = scope.tempResultObjects.object1;
  118. var obj2 = scope.tempResultObjects.object2;
  119. if ( obj1 ) {
  120. subdivideRadial( obj1, startAngle, angle, numIterations + 1 );
  121. }
  122. if ( obj2 ) {
  123. subdivideRadial( obj2, angle, endAngle, numIterations + 1 );
  124. }
  125. }
  126. subdivideRadial( object, 0, 2 * Math.PI, 0 );
  127. return debris;
  128. },
  129. cutByPlane: function ( object, plane, output ) {
  130. // Returns breakable objects in output.object1 and output.object2 members, the resulting 2 pieces of the cut.
  131. // object2 can be null if the plane doesn't cut the object.
  132. // object1 can be null only in case of internal error
  133. // Returned value is number of pieces, 0 for error.
  134. var geometry = object.geometry;
  135. var coords = geometry.attributes.position.array;
  136. var normals = geometry.attributes.normal.array;
  137. var numPoints = coords.length / 3;
  138. var numFaces = numPoints / 3;
  139. var indices = geometry.getIndex();
  140. if ( indices ) {
  141. indices = indices.array;
  142. numFaces = indices.length / 3;
  143. }
  144. function getVertexIndex( faceIdx, vert ) {
  145. // vert = 0, 1 or 2.
  146. var idx = faceIdx * 3 + vert;
  147. return indices ? indices[ idx ] : idx;
  148. }
  149. var points1 = [];
  150. var points2 = [];
  151. var delta = this.smallDelta;
  152. // Reset segments mark
  153. var numPointPairs = numPoints * numPoints;
  154. for ( var i = 0; i < numPointPairs; i ++ ) this.segments[ i ] = false;
  155. var p0 = this.tempVector3_P0;
  156. var p1 = this.tempVector3_P1;
  157. var n0 = this.tempVector3_N0;
  158. var n1 = this.tempVector3_N1;
  159. // Iterate through the faces to mark edges shared by coplanar faces
  160. for ( var i = 0; i < numFaces - 1; i ++ ) {
  161. var a1 = getVertexIndex( i, 0 );
  162. var b1 = getVertexIndex( i, 1 );
  163. var c1 = getVertexIndex( i, 2 );
  164. // Assuming all 3 vertices have the same normal
  165. n0.set( normals[ a1 ], normals[ a1 ] + 1, normals[ a1 ] + 2 );
  166. for ( var j = i + 1; j < numFaces; j ++ ) {
  167. var a2 = getVertexIndex( j, 0 );
  168. var b2 = getVertexIndex( j, 1 );
  169. var c2 = getVertexIndex( j, 2 );
  170. // Assuming all 3 vertices have the same normal
  171. n1.set( normals[ a2 ], normals[ a2 ] + 1, normals[ a2 ] + 2 );
  172. var coplanar = 1 - n0.dot( n1 ) < delta;
  173. if ( coplanar ) {
  174. if ( a1 === a2 || a1 === b2 || a1 === c2 ) {
  175. if ( b1 === a2 || b1 === b2 || b1 === c2 ) {
  176. this.segments[ a1 * numPoints + b1 ] = true;
  177. this.segments[ b1 * numPoints + a1 ] = true;
  178. } else {
  179. this.segments[ c1 * numPoints + a1 ] = true;
  180. this.segments[ a1 * numPoints + c1 ] = true;
  181. }
  182. } else if ( b1 === a2 || b1 === b2 || b1 === c2 ) {
  183. this.segments[ c1 * numPoints + b1 ] = true;
  184. this.segments[ b1 * numPoints + c1 ] = true;
  185. }
  186. }
  187. }
  188. }
  189. // Transform the plane to object local space
  190. var localPlane = this.tempPlane_Cut;
  191. object.updateMatrix();
  192. ConvexObjectBreaker.transformPlaneToLocalSpace( plane, object.matrix, localPlane );
  193. // Iterate through the faces adding points to both pieces
  194. for ( var i = 0; i < numFaces; i ++ ) {
  195. var va = getVertexIndex( i, 0 );
  196. var vb = getVertexIndex( i, 1 );
  197. var vc = getVertexIndex( i, 2 );
  198. for ( var segment = 0; segment < 3; segment ++ ) {
  199. var i0 = segment === 0 ? va : ( segment === 1 ? vb : vc );
  200. var i1 = segment === 0 ? vb : ( segment === 1 ? vc : va );
  201. var segmentState = this.segments[ i0 * numPoints + i1 ];
  202. if ( segmentState ) continue; // The segment already has been processed in another face
  203. // Mark segment as processed (also inverted segment)
  204. this.segments[ i0 * numPoints + i1 ] = true;
  205. this.segments[ i1 * numPoints + i0 ] = true;
  206. p0.set( coords[ 3 * i0 ], coords[ 3 * i0 + 1 ], coords[ 3 * i0 + 2 ] );
  207. p1.set( coords[ 3 * i1 ], coords[ 3 * i1 + 1 ], coords[ 3 * i1 + 2 ] );
  208. // mark: 1 for negative side, 2 for positive side, 3 for coplanar point
  209. var mark0 = 0;
  210. var d = localPlane.distanceToPoint( p0 );
  211. if ( d > delta ) {
  212. mark0 = 2;
  213. points2.push( p0.clone() );
  214. } else if ( d < - delta ) {
  215. mark0 = 1;
  216. points1.push( p0.clone() );
  217. } else {
  218. mark0 = 3;
  219. points1.push( p0.clone() );
  220. points2.push( p0.clone() );
  221. }
  222. // mark: 1 for negative side, 2 for positive side, 3 for coplanar point
  223. var mark1 = 0;
  224. var d = localPlane.distanceToPoint( p1 );
  225. if ( d > delta ) {
  226. mark1 = 2;
  227. points2.push( p1.clone() );
  228. } else if ( d < - delta ) {
  229. mark1 = 1;
  230. points1.push( p1.clone() );
  231. } else {
  232. mark1 = 3;
  233. points1.push( p1.clone() );
  234. points2.push( p1.clone() );
  235. }
  236. if ( ( mark0 === 1 && mark1 === 2 ) || ( mark0 === 2 && mark1 === 1 ) ) {
  237. // Intersection of segment with the plane
  238. this.tempLine1.start.copy( p0 );
  239. this.tempLine1.end.copy( p1 );
  240. var intersection = new Vector3();
  241. intersection = localPlane.intersectLine( this.tempLine1, intersection );
  242. if ( intersection === undefined ) {
  243. // Shouldn't happen
  244. console.error( "Internal error: segment does not intersect plane." );
  245. output.segmentedObject1 = null;
  246. output.segmentedObject2 = null;
  247. return 0;
  248. }
  249. points1.push( intersection );
  250. points2.push( intersection.clone() );
  251. }
  252. }
  253. }
  254. // Calculate debris mass (very fast and imprecise):
  255. var newMass = object.userData.mass * 0.5;
  256. // Calculate debris Center of Mass (again fast and imprecise)
  257. this.tempCM1.set( 0, 0, 0 );
  258. var radius1 = 0;
  259. var numPoints1 = points1.length;
  260. if ( numPoints1 > 0 ) {
  261. for ( var i = 0; i < numPoints1; i ++ ) this.tempCM1.add( points1[ i ] );
  262. this.tempCM1.divideScalar( numPoints1 );
  263. for ( var i = 0; i < numPoints1; i ++ ) {
  264. var p = points1[ i ];
  265. p.sub( this.tempCM1 );
  266. radius1 = Math.max( radius1, p.x, p.y, p.z );
  267. }
  268. this.tempCM1.add( object.position );
  269. }
  270. this.tempCM2.set( 0, 0, 0 );
  271. var radius2 = 0;
  272. var numPoints2 = points2.length;
  273. if ( numPoints2 > 0 ) {
  274. for ( var i = 0; i < numPoints2; i ++ ) this.tempCM2.add( points2[ i ] );
  275. this.tempCM2.divideScalar( numPoints2 );
  276. for ( var i = 0; i < numPoints2; i ++ ) {
  277. var p = points2[ i ];
  278. p.sub( this.tempCM2 );
  279. radius2 = Math.max( radius2, p.x, p.y, p.z );
  280. }
  281. this.tempCM2.add( object.position );
  282. }
  283. var object1 = null;
  284. var object2 = null;
  285. var numObjects = 0;
  286. if ( numPoints1 > 4 ) {
  287. object1 = new Mesh( new ConvexBufferGeometry( points1 ), object.material );
  288. object1.position.copy( this.tempCM1 );
  289. object1.quaternion.copy( object.quaternion );
  290. this.prepareBreakableObject( object1, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius1 > this.minSizeForBreak );
  291. numObjects ++;
  292. }
  293. if ( numPoints2 > 4 ) {
  294. object2 = new Mesh( new ConvexBufferGeometry( points2 ), object.material );
  295. object2.position.copy( this.tempCM2 );
  296. object2.quaternion.copy( object.quaternion );
  297. this.prepareBreakableObject( object2, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius2 > this.minSizeForBreak );
  298. numObjects ++;
  299. }
  300. output.object1 = object1;
  301. output.object2 = object2;
  302. return numObjects;
  303. }
  304. };
  305. ConvexObjectBreaker.transformFreeVector = function ( v, m ) {
  306. // input:
  307. // vector interpreted as a free vector
  308. // Matrix4 orthogonal matrix (matrix without scale)
  309. var x = v.x, y = v.y, z = v.z;
  310. var e = m.elements;
  311. v.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  312. v.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  313. v.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  314. return v;
  315. };
  316. ConvexObjectBreaker.transformFreeVectorInverse = function ( v, m ) {
  317. // input:
  318. // vector interpreted as a free vector
  319. // Matrix4 orthogonal matrix (matrix without scale)
  320. var x = v.x, y = v.y, z = v.z;
  321. var e = m.elements;
  322. v.x = e[ 0 ] * x + e[ 1 ] * y + e[ 2 ] * z;
  323. v.y = e[ 4 ] * x + e[ 5 ] * y + e[ 6 ] * z;
  324. v.z = e[ 8 ] * x + e[ 9 ] * y + e[ 10 ] * z;
  325. return v;
  326. };
  327. ConvexObjectBreaker.transformTiedVectorInverse = function ( v, m ) {
  328. // input:
  329. // vector interpreted as a tied (ordinary) vector
  330. // Matrix4 orthogonal matrix (matrix without scale)
  331. var x = v.x, y = v.y, z = v.z;
  332. var e = m.elements;
  333. v.x = e[ 0 ] * x + e[ 1 ] * y + e[ 2 ] * z - e[ 12 ];
  334. v.y = e[ 4 ] * x + e[ 5 ] * y + e[ 6 ] * z - e[ 13 ];
  335. v.z = e[ 8 ] * x + e[ 9 ] * y + e[ 10 ] * z - e[ 14 ];
  336. return v;
  337. };
  338. ConvexObjectBreaker.transformPlaneToLocalSpace = function () {
  339. var v1 = new Vector3();
  340. return function transformPlaneToLocalSpace( plane, m, resultPlane ) {
  341. resultPlane.normal.copy( plane.normal );
  342. resultPlane.constant = plane.constant;
  343. var referencePoint = ConvexObjectBreaker.transformTiedVectorInverse( plane.coplanarPoint( v1 ), m );
  344. ConvexObjectBreaker.transformFreeVectorInverse( resultPlane.normal, m );
  345. // recalculate constant (like in setFromNormalAndCoplanarPoint)
  346. resultPlane.constant = - referencePoint.dot( resultPlane.normal );
  347. };
  348. }();
  349. export { ConvexObjectBreaker };
  350. export { };