ConvexObjectBreaker.js 14 KB

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