Octree.js 9.5 KB

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  1. import {
  2. Box3,
  3. Line3,
  4. Plane,
  5. Sphere,
  6. Triangle,
  7. Vector3
  8. } from '../../../build/three.module.js';
  9. import { Capsule } from '../math/Capsule.js';
  10. var Octree = ( function () {
  11. var _v1 = new Vector3();
  12. var _v2 = new Vector3();
  13. var _plane = new Plane();
  14. var _line1 = new Line3();
  15. var _line2 = new Line3();
  16. var _sphere = new Sphere();
  17. var _capsule = new Capsule();
  18. function Octree( box ) {
  19. this.triangles = [];
  20. this.box = box;
  21. this.subTrees = [];
  22. }
  23. Object.assign( Octree.prototype, {
  24. addTriangle: function ( triangle ) {
  25. if ( ! this.bounds ) this.bounds = new Box3();
  26. this.bounds.min.x = Math.min( this.bounds.min.x, triangle.a.x, triangle.b.x, triangle.c.x );
  27. this.bounds.min.y = Math.min( this.bounds.min.y, triangle.a.y, triangle.b.y, triangle.c.y );
  28. this.bounds.min.z = Math.min( this.bounds.min.z, triangle.a.z, triangle.b.z, triangle.c.z );
  29. this.bounds.max.x = Math.max( this.bounds.max.x, triangle.a.x, triangle.b.x, triangle.c.x );
  30. this.bounds.max.y = Math.max( this.bounds.max.y, triangle.a.y, triangle.b.y, triangle.c.y );
  31. this.bounds.max.z = Math.max( this.bounds.max.z, triangle.a.z, triangle.b.z, triangle.c.z );
  32. this.triangles.push( triangle );
  33. return this;
  34. },
  35. calcBox: function () {
  36. this.box = this.bounds.clone();
  37. // offset small ammount to account for regular grid
  38. this.box.min.x -= 0.01;
  39. this.box.min.y -= 0.01;
  40. this.box.min.z -= 0.01;
  41. return this;
  42. },
  43. split: function ( level ) {
  44. if ( ! this.box ) return;
  45. var subTrees = [],
  46. halfsize = _v2.copy( this.box.max ).sub( this.box.min ).multiplyScalar( 0.5 ),
  47. box, v, triangle;
  48. for ( var x = 0; x < 2; x ++ ) {
  49. for ( var y = 0; y < 2; y ++ ) {
  50. for ( var z = 0; z < 2; z ++ ) {
  51. box = new Box3();
  52. v = _v1.set( x, y, z );
  53. box.min.copy( this.box.min ).add( v.multiply( halfsize ) );
  54. box.max.copy( box.min ).add( halfsize );
  55. subTrees.push( new Octree( box ) );
  56. }
  57. }
  58. }
  59. while ( triangle = this.triangles.pop() ) {
  60. for ( var i = 0; i < subTrees.length; i ++ ) {
  61. if ( subTrees[ i ].box.intersectsTriangle( triangle ) ) {
  62. subTrees[ i ].triangles.push( triangle );
  63. }
  64. }
  65. }
  66. for ( var i = 0; i < subTrees.length; i ++ ) {
  67. var len = subTrees[ i ].triangles.length;
  68. if ( len > 8 && level < 16 ) {
  69. subTrees[ i ].split( level + 1 );
  70. }
  71. if ( len != 0 ) {
  72. this.subTrees.push( subTrees[ i ] );
  73. }
  74. }
  75. return this;
  76. },
  77. build: function () {
  78. this.calcBox();
  79. this.split( 0 );
  80. return this;
  81. },
  82. getRayTriangles: function ( ray, triangles ) {
  83. for ( var i = 0; i < this.subTrees.length; i ++ ) {
  84. var subTree = this.subTrees[ i ];
  85. if ( ! ray.intersectsBox( subTree.box ) ) continue;
  86. if ( subTree.triangles.length > 0 ) {
  87. for ( var j = 0; j < subTree.triangles.length; j ++ ) {
  88. if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] );
  89. }
  90. } else {
  91. subTree.getRayTriangles( ray, triangles );
  92. }
  93. }
  94. return triangles;
  95. },
  96. triangleCapsuleIntersect: function ( capsule, triangle ) {
  97. var point1, point2, line1, line2;
  98. triangle.getPlane( _plane );
  99. var d1 = _plane.distanceToPoint( capsule.start ) - capsule.radius;
  100. var d2 = _plane.distanceToPoint( capsule.end ) - capsule.radius;
  101. if ( ( d1 > 0 && d2 > 0 ) || ( d1 < - capsule.radius && d2 < - capsule.radius ) ) {
  102. return false;
  103. }
  104. var delta = Math.abs( d1 / ( Math.abs( d1 ) + Math.abs( d2 ) ) );
  105. var intersectPoint = _v1.copy( capsule.start ).lerp( capsule.end, delta );
  106. if ( triangle.containsPoint( intersectPoint ) ) {
  107. return { normal: _plane.normal.clone(), point: intersectPoint.clone(), depth: Math.abs( Math.min( d1, d2 ) ) };
  108. }
  109. var r2 = capsule.radius * capsule.radius;
  110. line1 = _line1.set( capsule.start, capsule.end );
  111. var lines = [
  112. [ triangle.a, triangle.b ],
  113. [ triangle.b, triangle.c ],
  114. [ triangle.c, triangle.a ]
  115. ];
  116. for ( var i = 0; i < lines.length; i ++ ) {
  117. line2 = _line2.set( lines[ i ][ 0 ], lines[ i ][ 1 ] );
  118. [ point1, point2 ] = capsule.lineLineMinimumPoints( line1, line2 );
  119. if ( point1.distanceToSquared( point2 ) < r2 ) {
  120. return { normal: point1.clone().sub( point2 ).normalize(), point: point2.clone(), depth: capsule.radius - point1.distanceTo( point2 ) };
  121. }
  122. }
  123. return false;
  124. },
  125. triangleSphereIntersect: function ( sphere, triangle ) {
  126. triangle.getPlane( _plane );
  127. if ( ! sphere.intersectsPlane( _plane ) ) return false;
  128. var depth = Math.abs( _plane.distanceToSphere( sphere ) );
  129. var r2 = sphere.radius * sphere.radius - depth * depth;
  130. var plainPoint = _plane.projectPoint( sphere.center, _v1 );
  131. if ( triangle.containsPoint( sphere.center ) ) {
  132. return { normal: _plane.normal.clone(), point: plainPoint.clone(), depth: Math.abs( _plane.distanceToSphere( sphere ) ) };
  133. }
  134. var lines = [
  135. [ triangle.a, triangle.b ],
  136. [ triangle.b, triangle.c ],
  137. [ triangle.c, triangle.a ]
  138. ];
  139. for ( var i = 0; i < lines.length; i ++ ) {
  140. _line1.set( lines[ i ][ 0 ], lines[ i ][ 1 ] );
  141. _line1.closestPointToPoint( plainPoint, true, _v2 );
  142. var d = _v2.distanceToSquared( sphere.center );
  143. if ( d < r2 ) {
  144. return { normal: sphere.center.clone().sub( _v2 ).normalize(), point: _v2.clone(), depth: sphere.radius - Math.sqrt( d ) };
  145. }
  146. }
  147. return false;
  148. },
  149. getSphereTriangles: function ( sphere, triangles ) {
  150. for ( var i = 0; i < this.subTrees.length; i ++ ) {
  151. var subTree = this.subTrees[ i ];
  152. if ( ! sphere.intersectsBox( subTree.box ) ) continue;
  153. if ( subTree.triangles.length > 0 ) {
  154. for ( var j = 0; j < subTree.triangles.length; j ++ ) {
  155. if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] );
  156. }
  157. } else {
  158. subTree.getSphereTriangles( sphere, triangles );
  159. }
  160. }
  161. },
  162. getCapsuleTriangles: function ( capsule, triangles ) {
  163. for ( var i = 0; i < this.subTrees.length; i ++ ) {
  164. var subTree = this.subTrees[ i ];
  165. if ( ! capsule.intersectsBox( subTree.box ) ) continue;
  166. if ( subTree.triangles.length > 0 ) {
  167. for ( var j = 0; j < subTree.triangles.length; j ++ ) {
  168. if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] );
  169. }
  170. } else {
  171. subTree.getCapsuleTriangles( capsule, triangles );
  172. }
  173. }
  174. },
  175. sphereIntersect( sphere ) {
  176. _sphere.copy( sphere );
  177. var triangles = [], result, hit = false;
  178. this.getSphereTriangles( sphere, triangles );
  179. for ( var i = 0; i < triangles.length; i ++ ) {
  180. if ( result = this.triangleSphereIntersect( _sphere, triangles[ i ] ) ) {
  181. hit = true;
  182. _sphere.center.add( result.normal.multiplyScalar( result.depth ) );
  183. }
  184. }
  185. if ( hit ) {
  186. var collisionVector = _sphere.center.clone().sub( sphere.center );
  187. var depth = collisionVector.length();
  188. return { normal: collisionVector.normalize(), depth: depth };
  189. }
  190. return false;
  191. },
  192. capsuleIntersect: function ( capsule ) {
  193. _capsule.copy( capsule );
  194. var triangles = [], result, hit = false;
  195. this.getCapsuleTriangles( _capsule, triangles );
  196. for ( var i = 0; i < triangles.length; i ++ ) {
  197. if ( result = this.triangleCapsuleIntersect( _capsule, triangles[ i ] ) ) {
  198. hit = true;
  199. _capsule.translate( result.normal.multiplyScalar( result.depth ) );
  200. }
  201. }
  202. if ( hit ) {
  203. var collisionVector = _capsule.getCenter( new Vector3() ).sub( capsule.getCenter( _v1 ) );
  204. var depth = collisionVector.length();
  205. return { normal: collisionVector.normalize(), depth: depth };
  206. }
  207. return false;
  208. },
  209. rayIntersect: function ( ray ) {
  210. if ( ray.direction.length() === 0 ) return;
  211. var triangles = [], triangle, position,
  212. distance = 1e100,
  213. result;
  214. this.getRayTriangles( ray, triangles );
  215. for ( var i = 0; i < triangles.length; i ++ ) {
  216. result = ray.intersectTriangle( triangles[ i ].a, triangles[ i ].b, triangles[ i ].c, true, _v1 );
  217. if ( result ) {
  218. var newdistance = result.sub( ray.origin ).length();
  219. if ( distance > newdistance ) {
  220. position = result.clone().add( ray.origin );
  221. distance = newdistance;
  222. triangle = triangles[ i ];
  223. }
  224. }
  225. }
  226. return distance < 1e100 ? { distance: distance, triangle: triangle, position: position } : false;
  227. },
  228. fromGraphNode: function ( group ) {
  229. group.traverse( ( obj ) => {
  230. if ( obj.type === 'Mesh' ) {
  231. obj.updateMatrix();
  232. obj.updateWorldMatrix();
  233. var geometry, isTemp = false;
  234. if ( obj.geometry.index ) {
  235. isTemp = true;
  236. geometry = obj.geometry.clone().toNonIndexed();
  237. } else {
  238. geometry = obj.geometry;
  239. }
  240. var positions = geometry.attributes.position.array;
  241. var transform = obj.matrixWorld;
  242. for ( var i = 0; i < positions.length; i += 9 ) {
  243. var v1 = new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  244. var v2 = new Vector3( positions[ i + 3 ], positions[ i + 4 ], positions[ i + 5 ] );
  245. var v3 = new Vector3( positions[ i + 6 ], positions[ i + 7 ], positions[ i + 8 ] );
  246. v1.applyMatrix4( transform );
  247. v2.applyMatrix4( transform );
  248. v3.applyMatrix4( transform );
  249. this.addTriangle( new Triangle( v1, v2, v3 ) );
  250. }
  251. if ( isTemp ) {
  252. geometry.dispose();
  253. }
  254. }
  255. } );
  256. this.build();
  257. return this;
  258. }
  259. } );
  260. return Octree;
  261. } )();
  262. export { Octree };