ConvexObjectBreaker.js 14 KB

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  1. console.warn( "THREE.ConvexObjectBreaker: As part of the transition to ES6 Modules, the files in 'examples/js' have been deprecated in r117 (May 2020) and will be deleted in r124 (December 2020). You can find more information about developing using ES6 Modules in https://threejs.org/docs/index.html#manual/en/introduction/Import-via-modules." );
  2. /**
  3. * @author yomboprime https://github.com/yomboprime
  4. *
  5. * @fileoverview This class can be used to subdivide a convex Geometry object into pieces.
  6. *
  7. * Usage:
  8. *
  9. * Use the function prepareBreakableObject to prepare a Mesh object to be broken.
  10. *
  11. * Then, call the various functions to subdivide the object (subdivideByImpact, cutByPlane)
  12. *
  13. * Sub-objects that are product of subdivision don't need prepareBreakableObject to be called on them.
  14. *
  15. * Requisites for the object:
  16. *
  17. * - Mesh object must have a BufferGeometry (not Geometry) and a Material
  18. *
  19. * - Vertex normals must be planar (not smoothed)
  20. *
  21. * - The geometry must be convex (this is not checked in the library). You can create convex
  22. * geometries with THREE.ConvexBufferGeometry. The BoxBufferGeometry, SphereBufferGeometry and other convex primitives
  23. * can also be used.
  24. *
  25. * Note: This lib adds member variables to object's userData member (see prepareBreakableObject function)
  26. * Use with caution and read the code when using with other libs.
  27. *
  28. * @param {double} minSizeForBreak Min size a debris can have to break.
  29. * @param {double} smallDelta Max distance to consider that a point belongs to a plane.
  30. *
  31. */
  32. THREE.ConvexObjectBreaker = function ( minSizeForBreak, smallDelta ) {
  33. this.minSizeForBreak = minSizeForBreak || 1.4;
  34. this.smallDelta = smallDelta || 0.0001;
  35. this.tempLine1 = new THREE.Line3();
  36. this.tempPlane1 = new THREE.Plane();
  37. this.tempPlane2 = new THREE.Plane();
  38. this.tempPlane_Cut = new THREE.Plane();
  39. this.tempCM1 = new THREE.Vector3();
  40. this.tempCM2 = new THREE.Vector3();
  41. this.tempVector3 = new THREE.Vector3();
  42. this.tempVector3_2 = new THREE.Vector3();
  43. this.tempVector3_3 = new THREE.Vector3();
  44. this.tempVector3_P0 = new THREE.Vector3();
  45. this.tempVector3_P1 = new THREE.Vector3();
  46. this.tempVector3_P2 = new THREE.Vector3();
  47. this.tempVector3_N0 = new THREE.Vector3();
  48. this.tempVector3_N1 = new THREE.Vector3();
  49. this.tempVector3_AB = new THREE.Vector3();
  50. this.tempVector3_CB = new THREE.Vector3();
  51. this.tempResultObjects = { object1: null, object2: null };
  52. this.segments = [];
  53. var n = 30 * 30;
  54. for ( var i = 0; i < n; i ++ ) this.segments[ i ] = false;
  55. };
  56. THREE.ConvexObjectBreaker.prototype = {
  57. constructor: THREE.ConvexObjectBreaker,
  58. prepareBreakableObject: function ( object, mass, velocity, angularVelocity, breakable ) {
  59. // object is a THREE.Object3d (normally a Mesh), must have a BufferGeometry, and it must be convex.
  60. // Its material property is propagated to its children (sub-pieces)
  61. // mass must be > 0
  62. if ( ! object.geometry.isBufferGeometry ) {
  63. console.error( 'THREE.ConvexObjectBreaker.prepareBreakableObject(): Parameter object must have a BufferGeometry.' );
  64. }
  65. var userData = object.userData;
  66. userData.mass = mass;
  67. userData.velocity = velocity.clone();
  68. userData.angularVelocity = angularVelocity.clone();
  69. userData.breakable = breakable;
  70. },
  71. /*
  72. * @param {int} maxRadialIterations Iterations for radial cuts.
  73. * @param {int} maxRandomIterations Max random iterations for not-radial cuts
  74. *
  75. * Returns the array of pieces
  76. */
  77. subdivideByImpact: function ( object, pointOfImpact, normal, maxRadialIterations, maxRandomIterations ) {
  78. var debris = [];
  79. var tempPlane1 = this.tempPlane1;
  80. var tempPlane2 = this.tempPlane2;
  81. this.tempVector3.addVectors( pointOfImpact, normal );
  82. tempPlane1.setFromCoplanarPoints( pointOfImpact, object.position, this.tempVector3 );
  83. var maxTotalIterations = maxRandomIterations + maxRadialIterations;
  84. var scope = this;
  85. function subdivideRadial( subObject, startAngle, endAngle, numIterations ) {
  86. if ( Math.random() < numIterations * 0.05 || numIterations > maxTotalIterations ) {
  87. debris.push( subObject );
  88. return;
  89. }
  90. var angle = Math.PI;
  91. if ( numIterations === 0 ) {
  92. tempPlane2.normal.copy( tempPlane1.normal );
  93. tempPlane2.constant = tempPlane1.constant;
  94. } else {
  95. if ( numIterations <= maxRadialIterations ) {
  96. angle = ( endAngle - startAngle ) * ( 0.2 + 0.6 * Math.random() ) + startAngle;
  97. // Rotate tempPlane2 at impact point around normal axis and the angle
  98. scope.tempVector3_2.copy( object.position ).sub( pointOfImpact ).applyAxisAngle( normal, angle ).add( pointOfImpact );
  99. tempPlane2.setFromCoplanarPoints( pointOfImpact, scope.tempVector3, scope.tempVector3_2 );
  100. } else {
  101. angle = ( ( 0.5 * ( numIterations & 1 ) ) + 0.2 * ( 2 - Math.random() ) ) * Math.PI;
  102. // Rotate tempPlane2 at object position around normal axis and the angle
  103. scope.tempVector3_2.copy( pointOfImpact ).sub( subObject.position ).applyAxisAngle( normal, angle ).add( subObject.position );
  104. scope.tempVector3_3.copy( normal ).add( subObject.position );
  105. tempPlane2.setFromCoplanarPoints( subObject.position, scope.tempVector3_3, scope.tempVector3_2 );
  106. }
  107. }
  108. // Perform the cut
  109. scope.cutByPlane( subObject, tempPlane2, scope.tempResultObjects );
  110. var obj1 = scope.tempResultObjects.object1;
  111. var obj2 = scope.tempResultObjects.object2;
  112. if ( obj1 ) {
  113. subdivideRadial( obj1, startAngle, angle, numIterations + 1 );
  114. }
  115. if ( obj2 ) {
  116. subdivideRadial( obj2, angle, endAngle, numIterations + 1 );
  117. }
  118. }
  119. subdivideRadial( object, 0, 2 * Math.PI, 0 );
  120. return debris;
  121. },
  122. cutByPlane: function ( object, plane, output ) {
  123. // Returns breakable objects in output.object1 and output.object2 members, the resulting 2 pieces of the cut.
  124. // object2 can be null if the plane doesn't cut the object.
  125. // object1 can be null only in case of internal error
  126. // Returned value is number of pieces, 0 for error.
  127. var geometry = object.geometry;
  128. var coords = geometry.attributes.position.array;
  129. var normals = geometry.attributes.normal.array;
  130. var numPoints = coords.length / 3;
  131. var numFaces = numPoints / 3;
  132. var indices = geometry.getIndex();
  133. if ( indices ) {
  134. indices = indices.array;
  135. numFaces = indices.length / 3;
  136. }
  137. function getVertexIndex( faceIdx, vert ) {
  138. // vert = 0, 1 or 2.
  139. var idx = faceIdx * 3 + vert;
  140. return indices ? indices[ idx ] : idx;
  141. }
  142. var points1 = [];
  143. var points2 = [];
  144. var delta = this.smallDelta;
  145. // Reset segments mark
  146. var numPointPairs = numPoints * numPoints;
  147. for ( var i = 0; i < numPointPairs; i ++ ) this.segments[ i ] = false;
  148. var p0 = this.tempVector3_P0;
  149. var p1 = this.tempVector3_P1;
  150. var n0 = this.tempVector3_N0;
  151. var n1 = this.tempVector3_N1;
  152. // Iterate through the faces to mark edges shared by coplanar faces
  153. for ( var i = 0; i < numFaces - 1; i ++ ) {
  154. var a1 = getVertexIndex( i, 0 );
  155. var b1 = getVertexIndex( i, 1 );
  156. var c1 = getVertexIndex( i, 2 );
  157. // Assuming all 3 vertices have the same normal
  158. n0.set( normals[ a1 ], normals[ a1 ] + 1, normals[ a1 ] + 2 );
  159. for ( var j = i + 1; j < numFaces; j ++ ) {
  160. var a2 = getVertexIndex( j, 0 );
  161. var b2 = getVertexIndex( j, 1 );
  162. var c2 = getVertexIndex( j, 2 );
  163. // Assuming all 3 vertices have the same normal
  164. n1.set( normals[ a2 ], normals[ a2 ] + 1, normals[ a2 ] + 2 );
  165. var coplanar = 1 - n0.dot( n1 ) < delta;
  166. if ( coplanar ) {
  167. if ( a1 === a2 || a1 === b2 || a1 === c2 ) {
  168. if ( b1 === a2 || b1 === b2 || b1 === c2 ) {
  169. this.segments[ a1 * numPoints + b1 ] = true;
  170. this.segments[ b1 * numPoints + a1 ] = true;
  171. } else {
  172. this.segments[ c1 * numPoints + a1 ] = true;
  173. this.segments[ a1 * numPoints + c1 ] = true;
  174. }
  175. } else if ( b1 === a2 || b1 === b2 || b1 === c2 ) {
  176. this.segments[ c1 * numPoints + b1 ] = true;
  177. this.segments[ b1 * numPoints + c1 ] = true;
  178. }
  179. }
  180. }
  181. }
  182. // Transform the plane to object local space
  183. var localPlane = this.tempPlane_Cut;
  184. object.updateMatrix();
  185. THREE.ConvexObjectBreaker.transformPlaneToLocalSpace( plane, object.matrix, localPlane );
  186. // Iterate through the faces adding points to both pieces
  187. for ( var i = 0; i < numFaces; i ++ ) {
  188. var va = getVertexIndex( i, 0 );
  189. var vb = getVertexIndex( i, 1 );
  190. var vc = getVertexIndex( i, 2 );
  191. for ( var segment = 0; segment < 3; segment ++ ) {
  192. var i0 = segment === 0 ? va : ( segment === 1 ? vb : vc );
  193. var i1 = segment === 0 ? vb : ( segment === 1 ? vc : va );
  194. var segmentState = this.segments[ i0 * numPoints + i1 ];
  195. if ( segmentState ) continue; // The segment already has been processed in another face
  196. // Mark segment as processed (also inverted segment)
  197. this.segments[ i0 * numPoints + i1 ] = true;
  198. this.segments[ i1 * numPoints + i0 ] = true;
  199. p0.set( coords[ 3 * i0 ], coords[ 3 * i0 + 1 ], coords[ 3 * i0 + 2 ] );
  200. p1.set( coords[ 3 * i1 ], coords[ 3 * i1 + 1 ], coords[ 3 * i1 + 2 ] );
  201. // mark: 1 for negative side, 2 for positive side, 3 for coplanar point
  202. var mark0 = 0;
  203. var d = localPlane.distanceToPoint( p0 );
  204. if ( d > delta ) {
  205. mark0 = 2;
  206. points2.push( p0.clone() );
  207. } else if ( d < - delta ) {
  208. mark0 = 1;
  209. points1.push( p0.clone() );
  210. } else {
  211. mark0 = 3;
  212. points1.push( p0.clone() );
  213. points2.push( p0.clone() );
  214. }
  215. // mark: 1 for negative side, 2 for positive side, 3 for coplanar point
  216. var mark1 = 0;
  217. var d = localPlane.distanceToPoint( p1 );
  218. if ( d > delta ) {
  219. mark1 = 2;
  220. points2.push( p1.clone() );
  221. } else if ( d < - delta ) {
  222. mark1 = 1;
  223. points1.push( p1.clone() );
  224. } else {
  225. mark1 = 3;
  226. points1.push( p1.clone() );
  227. points2.push( p1.clone() );
  228. }
  229. if ( ( mark0 === 1 && mark1 === 2 ) || ( mark0 === 2 && mark1 === 1 ) ) {
  230. // Intersection of segment with the plane
  231. this.tempLine1.start.copy( p0 );
  232. this.tempLine1.end.copy( p1 );
  233. var intersection = new THREE.Vector3();
  234. intersection = localPlane.intersectLine( this.tempLine1, intersection );
  235. if ( intersection === undefined ) {
  236. // Shouldn't happen
  237. console.error( "Internal error: segment does not intersect plane." );
  238. output.segmentedObject1 = null;
  239. output.segmentedObject2 = null;
  240. return 0;
  241. }
  242. points1.push( intersection );
  243. points2.push( intersection.clone() );
  244. }
  245. }
  246. }
  247. // Calculate debris mass (very fast and imprecise):
  248. var newMass = object.userData.mass * 0.5;
  249. // Calculate debris Center of Mass (again fast and imprecise)
  250. this.tempCM1.set( 0, 0, 0 );
  251. var radius1 = 0;
  252. var numPoints1 = points1.length;
  253. if ( numPoints1 > 0 ) {
  254. for ( var i = 0; i < numPoints1; i ++ ) this.tempCM1.add( points1[ i ] );
  255. this.tempCM1.divideScalar( numPoints1 );
  256. for ( var i = 0; i < numPoints1; i ++ ) {
  257. var p = points1[ i ];
  258. p.sub( this.tempCM1 );
  259. radius1 = Math.max( radius1, p.x, p.y, p.z );
  260. }
  261. this.tempCM1.add( object.position );
  262. }
  263. this.tempCM2.set( 0, 0, 0 );
  264. var radius2 = 0;
  265. var numPoints2 = points2.length;
  266. if ( numPoints2 > 0 ) {
  267. for ( var i = 0; i < numPoints2; i ++ ) this.tempCM2.add( points2[ i ] );
  268. this.tempCM2.divideScalar( numPoints2 );
  269. for ( var i = 0; i < numPoints2; i ++ ) {
  270. var p = points2[ i ];
  271. p.sub( this.tempCM2 );
  272. radius2 = Math.max( radius2, p.x, p.y, p.z );
  273. }
  274. this.tempCM2.add( object.position );
  275. }
  276. var object1 = null;
  277. var object2 = null;
  278. var numObjects = 0;
  279. if ( numPoints1 > 4 ) {
  280. object1 = new THREE.Mesh( new THREE.ConvexBufferGeometry( points1 ), object.material );
  281. object1.position.copy( this.tempCM1 );
  282. object1.quaternion.copy( object.quaternion );
  283. this.prepareBreakableObject( object1, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius1 > this.minSizeForBreak );
  284. numObjects ++;
  285. }
  286. if ( numPoints2 > 4 ) {
  287. object2 = new THREE.Mesh( new THREE.ConvexBufferGeometry( points2 ), object.material );
  288. object2.position.copy( this.tempCM2 );
  289. object2.quaternion.copy( object.quaternion );
  290. this.prepareBreakableObject( object2, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius2 > this.minSizeForBreak );
  291. numObjects ++;
  292. }
  293. output.object1 = object1;
  294. output.object2 = object2;
  295. return numObjects;
  296. }
  297. };
  298. THREE.ConvexObjectBreaker.transformFreeVector = function ( v, m ) {
  299. // input:
  300. // vector interpreted as a free vector
  301. // THREE.Matrix4 orthogonal matrix (matrix without scale)
  302. var x = v.x, y = v.y, z = v.z;
  303. var e = m.elements;
  304. v.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  305. v.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  306. v.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  307. return v;
  308. };
  309. THREE.ConvexObjectBreaker.transformFreeVectorInverse = function ( v, m ) {
  310. // input:
  311. // vector interpreted as a free vector
  312. // THREE.Matrix4 orthogonal matrix (matrix without scale)
  313. var x = v.x, y = v.y, z = v.z;
  314. var e = m.elements;
  315. v.x = e[ 0 ] * x + e[ 1 ] * y + e[ 2 ] * z;
  316. v.y = e[ 4 ] * x + e[ 5 ] * y + e[ 6 ] * z;
  317. v.z = e[ 8 ] * x + e[ 9 ] * y + e[ 10 ] * z;
  318. return v;
  319. };
  320. THREE.ConvexObjectBreaker.transformTiedVectorInverse = function ( v, m ) {
  321. // input:
  322. // vector interpreted as a tied (ordinary) vector
  323. // THREE.Matrix4 orthogonal matrix (matrix without scale)
  324. var x = v.x, y = v.y, z = v.z;
  325. var e = m.elements;
  326. v.x = e[ 0 ] * x + e[ 1 ] * y + e[ 2 ] * z - e[ 12 ];
  327. v.y = e[ 4 ] * x + e[ 5 ] * y + e[ 6 ] * z - e[ 13 ];
  328. v.z = e[ 8 ] * x + e[ 9 ] * y + e[ 10 ] * z - e[ 14 ];
  329. return v;
  330. };
  331. THREE.ConvexObjectBreaker.transformPlaneToLocalSpace = function () {
  332. var v1 = new THREE.Vector3();
  333. return function transformPlaneToLocalSpace( plane, m, resultPlane ) {
  334. resultPlane.normal.copy( plane.normal );
  335. resultPlane.constant = plane.constant;
  336. var referencePoint = THREE.ConvexObjectBreaker.transformTiedVectorInverse( plane.coplanarPoint( v1 ), m );
  337. THREE.ConvexObjectBreaker.transformFreeVectorInverse( resultPlane.normal, m );
  338. // recalculate constant (like in setFromNormalAndCoplanarPoint)
  339. resultPlane.constant = - referencePoint.dot( resultPlane.normal );
  340. };
  341. }();