Files
2022-11-22 15:31:36 +01:00

4086 lines
90 KiB
JavaScript
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(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('three')) :
typeof define === 'function' && define.amd ? define(['exports', 'three'], factory) :
(global = global || self, factory(global.MeshBVHLib = global.MeshBVHLib || {}, global.THREE));
}(this, function (exports, three) { 'use strict';
// Split strategy constants
const CENTER = 0;
const AVERAGE = 1;
const SAH = 2;
// Traversal constants
const NOT_INTERSECTED = 0;
const INTERSECTED = 1;
const CONTAINED = 2;
// SAH cost constants
// TODO: hone these costs more. The relative difference between them should be the
// difference in measured time to perform a triangle intersection vs traversing
// bounds.
const TRIANGLE_INTERSECT_COST = 1.25;
const TRAVERSAL_COST = 1;
class MeshBVHNode {
constructor() {
// internal nodes have boundingData, left, right, and splitAxis
// leaf nodes have offset and count (referring to primitives in the mesh geometry)
}
}
// Returns a Float32Array representing the bounds data for box.
function boxToArray( bx ) {
const arr = new Float32Array( 6 );
arr[ 0 ] = bx.min.x;
arr[ 1 ] = bx.min.y;
arr[ 2 ] = bx.min.z;
arr[ 3 ] = bx.max.x;
arr[ 4 ] = bx.max.y;
arr[ 5 ] = bx.max.z;
return arr;
}
function arrayToBox( arr, target ) {
target.min.x = arr[ 0 ];
target.min.y = arr[ 1 ];
target.min.z = arr[ 2 ];
target.max.x = arr[ 3 ];
target.max.y = arr[ 4 ];
target.max.z = arr[ 5 ];
return target;
}
function getLongestEdgeIndex( bounds ) {
let splitDimIdx = - 1;
let splitDist = - Infinity;
for ( let i = 0; i < 3; i ++ ) {
const dist = bounds[ i + 3 ] - bounds[ i ];
if ( dist > splitDist ) {
splitDist = dist;
splitDimIdx = i;
}
}
return splitDimIdx;
}
// copys bounds a into bounds b
function copyBounds( source, target ) {
target.set( source );
}
// sets bounds target to the union of bounds a and b
function unionBounds( a, b, target ) {
let aVal, bVal;
for ( let d = 0; d < 3; d ++ ) {
const d3 = d + 3;
// set the minimum values
aVal = a[ d ];
bVal = b[ d ];
target[ d ] = aVal < bVal ? aVal : bVal;
// set the max values
aVal = a[ d3 ];
bVal = b[ d3 ];
target[ d3 ] = aVal > bVal ? aVal : bVal;
}
}
// compute bounds surface area
function computeSurfaceArea( bounds ) {
const d0 = bounds[ 3 ] - bounds[ 0 ];
const d1 = bounds[ 4 ] - bounds[ 1 ];
const d2 = bounds[ 5 ] - bounds[ 2 ];
return 2 * ( d0 * d1 + d1 * d2 + d2 * d0 );
}
// https://en.wikipedia.org/wiki/Machine_epsilon#Values_for_standard_hardware_floating_point_arithmetics
const FLOAT32_EPSILON = Math.pow( 2, - 24 );
function ensureIndex( geo ) {
if ( ! geo.index ) {
const vertexCount = geo.attributes.position.count;
const index = new ( vertexCount > 65535 ? Uint32Array : Uint16Array )( vertexCount );
geo.setIndex( new three.BufferAttribute( index, 1 ) );
for ( let i = 0; i < vertexCount; i ++ ) {
index[ i ] = i;
}
}
}
// Computes the set of { offset, count } ranges which need independent BVH roots. Each
// region in the geometry index that belongs to a different set of material groups requires
// a separate BVH root, so that triangles indices belonging to one group never get swapped
// with triangle indices belongs to another group. For example, if the groups were like this:
//
// [-------------------------------------------------------------]
// |__________________|
// g0 = [0, 20] |______________________||_____________________|
// g1 = [16, 40] g2 = [41, 60]
//
// we would need four BVH roots: [0, 15], [16, 20], [21, 40], [41, 60].
function getRootIndexRanges( geo ) {
if ( ! geo.groups || ! geo.groups.length ) {
return [ { offset: 0, count: geo.index.count / 3 } ];
}
const ranges = [];
const rangeBoundaries = new Set();
for ( const group of geo.groups ) {
rangeBoundaries.add( group.start );
rangeBoundaries.add( group.start + group.count );
}
// note that if you don't pass in a comparator, it sorts them lexicographically as strings :-(
const sortedBoundaries = Array.from( rangeBoundaries.values() ).sort( ( a, b ) => a - b );
for ( let i = 0; i < sortedBoundaries.length - 1; i ++ ) {
const start = sortedBoundaries[ i ], end = sortedBoundaries[ i + 1 ];
ranges.push( { offset: ( start / 3 ), count: ( end - start ) / 3 } );
}
return ranges;
}
// computes the union of the bounds of all of the given triangles and puts the resulting box in target. If
// centroidTarget is provided then a bounding box is computed for the centroids of the triangles, as well.
// These are computed together to avoid redundant accesses to bounds array.
function getBounds( triangleBounds, offset, count, target, centroidTarget = null ) {
let minx = Infinity;
let miny = Infinity;
let minz = Infinity;
let maxx = - Infinity;
let maxy = - Infinity;
let maxz = - Infinity;
let cminx = Infinity;
let cminy = Infinity;
let cminz = Infinity;
let cmaxx = - Infinity;
let cmaxy = - Infinity;
let cmaxz = - Infinity;
const includeCentroid = centroidTarget !== null;
for ( let i = offset * 6, end = ( offset + count ) * 6; i < end; i += 6 ) {
const cx = triangleBounds[ i + 0 ];
const hx = triangleBounds[ i + 1 ];
const lx = cx - hx;
const rx = cx + hx;
if ( lx < minx ) minx = lx;
if ( rx > maxx ) maxx = rx;
if ( includeCentroid && cx < cminx ) cminx = cx;
if ( includeCentroid && cx > cmaxx ) cmaxx = cx;
const cy = triangleBounds[ i + 2 ];
const hy = triangleBounds[ i + 3 ];
const ly = cy - hy;
const ry = cy + hy;
if ( ly < miny ) miny = ly;
if ( ry > maxy ) maxy = ry;
if ( includeCentroid && cy < cminy ) cminy = cy;
if ( includeCentroid && cy > cmaxy ) cmaxy = cy;
const cz = triangleBounds[ i + 4 ];
const hz = triangleBounds[ i + 5 ];
const lz = cz - hz;
const rz = cz + hz;
if ( lz < minz ) minz = lz;
if ( rz > maxz ) maxz = rz;
if ( includeCentroid && cz < cminz ) cminz = cz;
if ( includeCentroid && cz > cmaxz ) cmaxz = cz;
}
target[ 0 ] = minx;
target[ 1 ] = miny;
target[ 2 ] = minz;
target[ 3 ] = maxx;
target[ 4 ] = maxy;
target[ 5 ] = maxz;
if ( includeCentroid ) {
centroidTarget[ 0 ] = cminx;
centroidTarget[ 1 ] = cminy;
centroidTarget[ 2 ] = cminz;
centroidTarget[ 3 ] = cmaxx;
centroidTarget[ 4 ] = cmaxy;
centroidTarget[ 5 ] = cmaxz;
}
}
// A stand alone function for retrieving the centroid bounds.
function getCentroidBounds( triangleBounds, offset, count, centroidTarget ) {
let cminx = Infinity;
let cminy = Infinity;
let cminz = Infinity;
let cmaxx = - Infinity;
let cmaxy = - Infinity;
let cmaxz = - Infinity;
for ( let i = offset * 6, end = ( offset + count ) * 6; i < end; i += 6 ) {
const cx = triangleBounds[ i + 0 ];
if ( cx < cminx ) cminx = cx;
if ( cx > cmaxx ) cmaxx = cx;
const cy = triangleBounds[ i + 2 ];
if ( cy < cminy ) cminy = cy;
if ( cy > cmaxy ) cmaxy = cy;
const cz = triangleBounds[ i + 4 ];
if ( cz < cminz ) cminz = cz;
if ( cz > cmaxz ) cmaxz = cz;
}
centroidTarget[ 0 ] = cminx;
centroidTarget[ 1 ] = cminy;
centroidTarget[ 2 ] = cminz;
centroidTarget[ 3 ] = cmaxx;
centroidTarget[ 4 ] = cmaxy;
centroidTarget[ 5 ] = cmaxz;
}
// reorders `tris` such that for `count` elements after `offset`, elements on the left side of the split
// will be on the left and elements on the right side of the split will be on the right. returns the index
// of the first element on the right side, or offset + count if there are no elements on the right side.
function partition( index, triangleBounds, offset, count, split ) {
let left = offset;
let right = offset + count - 1;
const pos = split.pos;
const axisOffset = split.axis * 2;
// hoare partitioning, see e.g. https://en.wikipedia.org/wiki/Quicksort#Hoare_partition_scheme
while ( true ) {
while ( left <= right && triangleBounds[ left * 6 + axisOffset ] < pos ) {
left ++;
}
// if a triangle center lies on the partition plane it is considered to be on the right side
while ( left <= right && triangleBounds[ right * 6 + axisOffset ] >= pos ) {
right --;
}
if ( left < right ) {
// we need to swap all of the information associated with the triangles at index
// left and right; that's the verts in the geometry index, the bounds,
// and perhaps the SAH planes
for ( let i = 0; i < 3; i ++ ) {
let t0 = index[ left * 3 + i ];
index[ left * 3 + i ] = index[ right * 3 + i ];
index[ right * 3 + i ] = t0;
let t1 = triangleBounds[ left * 6 + i * 2 + 0 ];
triangleBounds[ left * 6 + i * 2 + 0 ] = triangleBounds[ right * 6 + i * 2 + 0 ];
triangleBounds[ right * 6 + i * 2 + 0 ] = t1;
let t2 = triangleBounds[ left * 6 + i * 2 + 1 ];
triangleBounds[ left * 6 + i * 2 + 1 ] = triangleBounds[ right * 6 + i * 2 + 1 ];
triangleBounds[ right * 6 + i * 2 + 1 ] = t2;
}
left ++;
right --;
} else {
return left;
}
}
}
const BIN_COUNT = 32;
const sahBins = new Array( BIN_COUNT ).fill().map( () => {
return {
count: 0,
bounds: new Float32Array( 6 ),
rightCacheBounds: new Float32Array( 6 ),
candidate: 0,
};
} );
const leftBounds = new Float32Array( 6 );
function getOptimalSplit( nodeBoundingData, centroidBoundingData, triangleBounds, offset, count, strategy ) {
let axis = - 1;
let pos = 0;
// Center
if ( strategy === CENTER ) {
axis = getLongestEdgeIndex( centroidBoundingData );
if ( axis !== - 1 ) {
pos = ( centroidBoundingData[ axis ] + centroidBoundingData[ axis + 3 ] ) / 2;
}
} else if ( strategy === AVERAGE ) {
axis = getLongestEdgeIndex( nodeBoundingData );
if ( axis !== - 1 ) {
pos = getAverage( triangleBounds, offset, count, axis );
}
} else if ( strategy === SAH ) {
const rootSurfaceArea = computeSurfaceArea( nodeBoundingData );
let bestCost = TRIANGLE_INTERSECT_COST * count;
// iterate over all axes
const cStart = offset * 6;
const cEnd = ( offset + count ) * 6;
for ( let a = 0; a < 3; a ++ ) {
const axisLeft = centroidBoundingData[ a ];
const axisRight = centroidBoundingData[ a + 3 ];
const axisLength = axisRight - axisLeft;
const binWidth = axisLength / BIN_COUNT;
// reset the bins
for ( let i = 0; i < BIN_COUNT; i ++ ) {
const bin = sahBins[ i ];
bin.count = 0;
bin.candidate = axisLeft + binWidth + i * binWidth;
const bounds = bin.bounds;
for ( let d = 0; d < 3; d ++ ) {
bounds[ d ] = Infinity;
bounds[ d + 3 ] = - Infinity;
}
}
// iterate over all center positions
for ( let c = cStart; c < cEnd; c += 6 ) {
const triCenter = triangleBounds[ c + 2 * a ];
const relativeCenter = triCenter - axisLeft;
// in the partition function if the centroid lies on the split plane then it is
// considered to be on the right side of the split
let binIndex = ~ ~ ( relativeCenter / binWidth );
if ( binIndex >= BIN_COUNT ) binIndex = BIN_COUNT - 1;
const bin = sahBins[ binIndex ];
bin.count ++;
const bounds = bin.bounds;
for ( let d = 0; d < 3; d ++ ) {
const tCenter = triangleBounds[ c + 2 * d ];
const tHalf = triangleBounds[ c + 2 * d + 1 ];
const tMin = tCenter - tHalf;
const tMax = tCenter + tHalf;
if ( tMin < bounds[ d ] ) {
bounds[ d ] = tMin;
}
if ( tMax > bounds[ d + 3 ] ) {
bounds[ d + 3 ] = tMax;
}
}
}
// cache the unioned bounds from right to left so we don't have to regenerate them each time
const lastBin = sahBins[ BIN_COUNT - 1 ];
copyBounds( lastBin.bounds, lastBin.rightCacheBounds );
for ( let i = BIN_COUNT - 2; i >= 0; i -- ) {
const bin = sahBins[ i ];
const nextBin = sahBins[ i + 1 ];
unionBounds( bin.bounds, nextBin.rightCacheBounds, bin.rightCacheBounds );
}
let leftCount = 0;
for ( let i = 0; i < BIN_COUNT - 1; i ++ ) {
const bin = sahBins[ i ];
const binCount = bin.count;
const bounds = bin.bounds;
const nextBin = sahBins[ i + 1 ];
const rightBounds = nextBin.rightCacheBounds;
// dont do anything with the bounds if the new bounds have no triangles
if ( binCount !== 0 ) {
if ( leftCount === 0 ) {
copyBounds( bounds, leftBounds );
} else {
unionBounds( bounds, leftBounds, leftBounds );
}
}
leftCount += binCount;
// check the cost of this split
let leftProb = 0;
let rightProb = 0;
if ( leftCount !== 0 ) {
leftProb = computeSurfaceArea( leftBounds ) / rootSurfaceArea;
}
const rightCount = count - leftCount;
if ( rightCount !== 0 ) {
rightProb = computeSurfaceArea( rightBounds ) / rootSurfaceArea;
}
const cost = TRAVERSAL_COST + TRIANGLE_INTERSECT_COST * (
leftProb * leftCount + rightProb * rightCount
);
if ( cost < bestCost ) {
axis = a;
bestCost = cost;
pos = bin.candidate;
}
}
}
}
return { axis, pos };
}
// returns the average coordinate on the specified axis of the all the provided triangles
function getAverage( triangleBounds, offset, count, axis ) {
let avg = 0;
for ( let i = offset, end = offset + count; i < end; i ++ ) {
avg += triangleBounds[ i * 6 + axis * 2 ];
}
return avg / count;
}
// precomputes the bounding box for each triangle; required for quickly calculating tree splits.
// result is an array of size tris.length * 6 where triangle i maps to a
// [x_center, x_delta, y_center, y_delta, z_center, z_delta] tuple starting at index i * 6,
// representing the center and half-extent in each dimension of triangle i
function computeTriangleBounds( geo ) {
const posAttr = geo.attributes.position;
const posArr = posAttr.array;
const index = geo.index.array;
const triCount = index.length / 3;
const triangleBounds = new Float32Array( triCount * 6 );
// support for an interleaved position buffer
const bufferOffset = posAttr.offset || 0;
let stride = 3;
if ( posAttr.isInterleavedBufferAttribute ) {
stride = posAttr.data.stride;
}
for ( let tri = 0; tri < triCount; tri ++ ) {
const tri3 = tri * 3;
const tri6 = tri * 6;
const ai = index[ tri3 + 0 ] * stride + bufferOffset;
const bi = index[ tri3 + 1 ] * stride + bufferOffset;
const ci = index[ tri3 + 2 ] * stride + bufferOffset;
for ( let el = 0; el < 3; el ++ ) {
const a = posArr[ ai + el ];
const b = posArr[ bi + el ];
const c = posArr[ ci + el ];
let min = a;
if ( b < min ) min = b;
if ( c < min ) min = c;
let max = a;
if ( b > max ) max = b;
if ( c > max ) max = c;
// Increase the bounds size by float32 epsilon to avoid precision errors when
// converting to 32 bit float. Scale the epsilon by the size of the numbers being
// worked with.
const halfExtents = ( max - min ) / 2;
const el2 = el * 2;
triangleBounds[ tri6 + el2 + 0 ] = min + halfExtents;
triangleBounds[ tri6 + el2 + 1 ] = halfExtents + ( Math.abs( min ) + halfExtents ) * FLOAT32_EPSILON;
}
}
return triangleBounds;
}
function buildTree( geo, options ) {
// either recursively splits the given node, creating left and right subtrees for it, or makes it a leaf node,
// recording the offset and count of its triangles and writing them into the reordered geometry index.
function splitNode( node, offset, count, centroidBoundingData = null, depth = 0 ) {
if ( ! reachedMaxDepth && depth >= maxDepth ) {
reachedMaxDepth = true;
if ( verbose ) {
console.warn( `MeshBVH: Max depth of ${ maxDepth } reached when generating BVH. Consider increasing maxDepth.` );
console.warn( this, geo );
}
}
// early out if we've met our capacity
if ( count <= maxLeafTris || depth >= maxDepth ) {
node.offset = offset;
node.count = count;
return node;
}
// Find where to split the volume
const split = getOptimalSplit( node.boundingData, centroidBoundingData, triangleBounds, offset, count, strategy );
if ( split.axis === - 1 ) {
node.offset = offset;
node.count = count;
return node;
}
const splitOffset = partition( indexArray, triangleBounds, offset, count, split );
// create the two new child nodes
if ( splitOffset === offset || splitOffset === offset + count ) {
node.offset = offset;
node.count = count;
} else {
node.splitAxis = split.axis;
// create the left child and compute its bounding box
const left = new MeshBVHNode();
const lstart = offset;
const lcount = splitOffset - offset;
node.left = left;
left.boundingData = new Float32Array( 6 );
getBounds( triangleBounds, lstart, lcount, left.boundingData, cacheCentroidBoundingData );
splitNode( left, lstart, lcount, cacheCentroidBoundingData, depth + 1 );
// repeat for right
const right = new MeshBVHNode();
const rstart = splitOffset;
const rcount = count - lcount;
node.right = right;
right.boundingData = new Float32Array( 6 );
getBounds( triangleBounds, rstart, rcount, right.boundingData, cacheCentroidBoundingData );
splitNode( right, rstart, rcount, cacheCentroidBoundingData, depth + 1 );
}
return node;
}
ensureIndex( geo );
const cacheCentroidBoundingData = new Float32Array( 6 );
const triangleBounds = computeTriangleBounds( geo );
const indexArray = geo.index.array;
const maxDepth = options.maxDepth;
const verbose = options.verbose;
const maxLeafTris = options.maxLeafTris;
const strategy = options.strategy;
let reachedMaxDepth = false;
const roots = [];
const ranges = getRootIndexRanges( geo );
if ( ranges.length === 1 ) {
const root = new MeshBVHNode();
const range = ranges[ 0 ];
if ( geo.boundingBox != null ) {
root.boundingData = boxToArray( geo.boundingBox );
getCentroidBounds( triangleBounds, range.offset, range.count, cacheCentroidBoundingData );
} else {
root.boundingData = new Float32Array( 6 );
getBounds( triangleBounds, range.offset, range.count, root.boundingData, cacheCentroidBoundingData );
}
splitNode( root, range.offset, range.count, cacheCentroidBoundingData );
roots.push( root );
} else {
for ( let range of ranges ) {
const root = new MeshBVHNode();
root.boundingData = new Float32Array( 6 );
getBounds( triangleBounds, range.offset, range.count, root.boundingData, cacheCentroidBoundingData );
splitNode( root, range.offset, range.count, cacheCentroidBoundingData );
roots.push( root );
}
}
return roots;
}
const BYTES_PER_NODE = 6 * 4 + 4 + 4;
const IS_LEAFNODE_FLAG = 0xFFFF;
function buildPackedTree( geo, options ) {
// boundingData : 6 float32
// right / offset : 1 uint32
// splitAxis / isLeaf + count : 1 uint32 / 2 uint16
const roots = buildTree( geo, options );
let float32Array;
let uint32Array;
let uint16Array;
const packedRoots = [];
for ( let i = 0; i < roots.length; i ++ ) {
const root = roots[ i ];
let nodeCount = countNodes( root );
const buffer = new ArrayBuffer( BYTES_PER_NODE * nodeCount );
float32Array = new Float32Array( buffer );
uint32Array = new Uint32Array( buffer );
uint16Array = new Uint16Array( buffer );
populateBuffer( 0, root );
packedRoots.push( buffer );
}
return packedRoots;
function countNodes( node ) {
if ( node.count ) {
return 1;
} else {
return 1 + countNodes( node.left ) + countNodes( node.right );
}
}
function populateBuffer( byteOffset, node ) {
const stride4Offset = byteOffset / 4;
const stride2Offset = byteOffset / 2;
const isLeaf = ! ! node.count;
const boundingData = node.boundingData;
for ( let i = 0; i < 6; i ++ ) {
float32Array[ stride4Offset + i ] = boundingData[ i ];
}
if ( isLeaf ) {
const offset = node.offset;
const count = node.count;
uint32Array[ stride4Offset + 6 ] = offset;
uint16Array[ stride2Offset + 14 ] = count;
uint16Array[ stride2Offset + 15 ] = IS_LEAFNODE_FLAG;
return byteOffset + BYTES_PER_NODE;
} else {
const left = node.left;
const right = node.right;
const splitAxis = node.splitAxis;
let nextUnusedPointer;
nextUnusedPointer = populateBuffer( byteOffset + BYTES_PER_NODE, left );
if ( ( nextUnusedPointer / 4 ) > Math.pow( 2, 32 ) ) {
throw new Error( 'MeshBVH: Cannot store child pointer greater than 32 bits.' );
}
uint32Array[ stride4Offset + 6 ] = nextUnusedPointer / 4;
nextUnusedPointer = populateBuffer( nextUnusedPointer, right );
uint32Array[ stride4Offset + 7 ] = splitAxis;
return nextUnusedPointer;
}
}
}
class SeparatingAxisBounds {
constructor() {
this.min = Infinity;
this.max = - Infinity;
}
setFromPointsField( points, field ) {
let min = Infinity;
let max = - Infinity;
for ( let i = 0, l = points.length; i < l; i ++ ) {
const p = points[ i ];
const val = p[ field ];
min = Math.min( val, min );
max = Math.max( val, max );
}
this.min = min;
this.max = max;
}
setFromPoints( axis, points ) {
let min = Infinity;
let max = - Infinity;
for ( let i = 0, l = points.length; i < l; i ++ ) {
const p = points[ i ];
const val = axis.dot( p );
min = Math.min( val, min );
max = Math.max( val, max );
}
this.min = min;
this.max = max;
}
isSeparated( other ) {
return this.min > other.max || other.min > this.max;
}
}
SeparatingAxisBounds.prototype.setFromBox = ( function () {
const p = new three.Vector3();
return function setFromBox( axis, box ) {
const boxMin = box.min;
const boxMax = box.max;
let min = Infinity;
let max = - Infinity;
for ( let x = 0; x <= 1; x ++ ) {
for ( let y = 0; y <= 1; y ++ ) {
for ( let z = 0; z <= 1; z ++ ) {
p.x = boxMin.x * x + boxMax.x * ( 1 - x );
p.y = boxMin.y * y + boxMax.y * ( 1 - y );
p.z = boxMin.z * z + boxMax.z * ( 1 - z );
const val = axis.dot( p );
min = Math.min( val, min );
max = Math.max( val, max );
}
}
}
this.min = min;
this.max = max;
};
} )();
const areIntersecting = ( function () {
const cacheSatBounds = new SeparatingAxisBounds();
return function areIntersecting( shape1, shape2 ) {
const points1 = shape1.points;
const satAxes1 = shape1.satAxes;
const satBounds1 = shape1.satBounds;
const points2 = shape2.points;
const satAxes2 = shape2.satAxes;
const satBounds2 = shape2.satBounds;
// check axes of the first shape
for ( let i = 0; i < 3; i ++ ) {
const sb = satBounds1[ i ];
const sa = satAxes1[ i ];
cacheSatBounds.setFromPoints( sa, points2 );
if ( sb.isSeparated( cacheSatBounds ) ) return false;
}
// check axes of the second shape
for ( let i = 0; i < 3; i ++ ) {
const sb = satBounds2[ i ];
const sa = satAxes2[ i ];
cacheSatBounds.setFromPoints( sa, points1 );
if ( sb.isSeparated( cacheSatBounds ) ) return false;
}
};
} )();
const closestPointLineToLine = ( function () {
// https://github.com/juj/MathGeoLib/blob/master/src/Geometry/Line.cpp#L56
const dir1 = new three.Vector3();
const dir2 = new three.Vector3();
const v02 = new three.Vector3();
return function closestPointLineToLine( l1, l2, result ) {
const v0 = l1.start;
const v10 = dir1;
const v2 = l2.start;
const v32 = dir2;
v02.subVectors( v0, v2 );
dir1.subVectors( l1.end, l2.start );
dir2.subVectors( l2.end, l2.start );
// float d0232 = v02.Dot(v32);
const d0232 = v02.dot( v32 );
// float d3210 = v32.Dot(v10);
const d3210 = v32.dot( v10 );
// float d3232 = v32.Dot(v32);
const d3232 = v32.dot( v32 );
// float d0210 = v02.Dot(v10);
const d0210 = v02.dot( v10 );
// float d1010 = v10.Dot(v10);
const d1010 = v10.dot( v10 );
// float denom = d1010*d3232 - d3210*d3210;
const denom = d1010 * d3232 - d3210 * d3210;
let d, d2;
if ( denom !== 0 ) {
d = ( d0232 * d3210 - d0210 * d3232 ) / denom;
} else {
d = 0;
}
d2 = ( d0232 + d * d3210 ) / d3232;
result.x = d;
result.y = d2;
};
} )();
const closestPointsSegmentToSegment = ( function () {
// https://github.com/juj/MathGeoLib/blob/master/src/Geometry/LineSegment.cpp#L187
const paramResult = new three.Vector2();
const temp1 = new three.Vector3();
const temp2 = new three.Vector3();
return function closestPointsSegmentToSegment( l1, l2, target1, target2 ) {
closestPointLineToLine( l1, l2, paramResult );
let d = paramResult.x;
let d2 = paramResult.y;
if ( d >= 0 && d <= 1 && d2 >= 0 && d2 <= 1 ) {
l1.at( d, target1 );
l2.at( d2, target2 );
return;
} else if ( d >= 0 && d <= 1 ) {
// Only d2 is out of bounds.
if ( d2 < 0 ) {
l2.at( 0, target2 );
} else {
l2.at( 1, target2 );
}
l1.closestPointToPoint( target2, true, target1 );
return;
} else if ( d2 >= 0 && d2 <= 1 ) {
// Only d is out of bounds.
if ( d < 0 ) {
l1.at( 0, target1 );
} else {
l1.at( 1, target1 );
}
l2.closestPointToPoint( target1, true, target2 );
return;
} else {
// Both u and u2 are out of bounds.
let p;
if ( d < 0 ) {
p = l1.start;
} else {
p = l1.end;
}
let p2;
if ( d2 < 0 ) {
p2 = l2.start;
} else {
p2 = l2.end;
}
const closestPoint = temp1;
const closestPoint2 = temp2;
l1.closestPointToPoint( p2, true, temp1 );
l2.closestPointToPoint( p, true, temp2 );
if ( closestPoint.distanceToSquared( p2 ) <= closestPoint2.distanceToSquared( p ) ) {
target1.copy( closestPoint );
target2.copy( p2 );
return;
} else {
target1.copy( p );
target2.copy( closestPoint2 );
return;
}
}
};
} )();
const sphereIntersectTriangle = ( function () {
// https://stackoverflow.com/questions/34043955/detect-collision-between-sphere-and-triangle-in-three-js
const closestPointTemp = new three.Vector3();
const projectedPointTemp = new three.Vector3();
const planeTemp = new three.Plane();
const lineTemp = new three.Line3();
return function sphereIntersectTriangle( sphere, triangle ) {
const { radius, center } = sphere;
const { a, b, c } = triangle;
// phase 1
lineTemp.start = a;
lineTemp.end = b;
const closestPoint1 = lineTemp.closestPointToPoint( center, true, closestPointTemp );
if ( closestPoint1.distanceTo( center ) <= radius ) return true;
lineTemp.start = a;
lineTemp.end = c;
const closestPoint2 = lineTemp.closestPointToPoint( center, true, closestPointTemp );
if ( closestPoint2.distanceTo( center ) <= radius ) return true;
lineTemp.start = b;
lineTemp.end = c;
const closestPoint3 = lineTemp.closestPointToPoint( center, true, closestPointTemp );
if ( closestPoint3.distanceTo( center ) <= radius ) return true;
// phase 2
const plane = triangle.getPlane( planeTemp );
const dp = Math.abs( plane.distanceToPoint( center ) );
if ( dp <= radius ) {
const pp = plane.projectPoint( center, projectedPointTemp );
const cp = triangle.containsPoint( pp );
if ( cp ) return true;
}
return false;
};
} )();
class SeparatingAxisTriangle extends three.Triangle {
constructor( ...args ) {
super( ...args );
this.isSeparatingAxisTriangle = true;
this.satAxes = new Array( 4 ).fill().map( () => new three.Vector3() );
this.satBounds = new Array( 4 ).fill().map( () => new SeparatingAxisBounds() );
this.points = [ this.a, this.b, this.c ];
this.sphere = new three.Sphere();
this.needsUpdate = false;
}
intersectsSphere( sphere ) {
return sphereIntersectTriangle( sphere, this );
}
update() {
const a = this.a;
const b = this.b;
const c = this.c;
const points = this.points;
const satAxes = this.satAxes;
const satBounds = this.satBounds;
const axis0 = satAxes[ 0 ];
const sab0 = satBounds[ 0 ];
this.getNormal( axis0 );
sab0.setFromPoints( axis0, points );
const axis1 = satAxes[ 1 ];
const sab1 = satBounds[ 1 ];
axis1.subVectors( a, b );
sab1.setFromPoints( axis1, points );
const axis2 = satAxes[ 2 ];
const sab2 = satBounds[ 2 ];
axis2.subVectors( b, c );
sab2.setFromPoints( axis2, points );
const axis3 = satAxes[ 3 ];
const sab3 = satBounds[ 3 ];
axis3.subVectors( c, a );
sab3.setFromPoints( axis3, points );
this.sphere.setFromPoints( this.points );
this.needsUpdate = false;
}
}
SeparatingAxisTriangle.prototype.closestPointToSegment = ( function () {
const point1 = new three.Vector3();
const point2 = new three.Vector3();
const edge = new three.Line3();
return function distanceToSegment( segment, target1 = null, target2 = null ) {
const { start, end } = segment;
const points = this.points;
let distSq;
let closestDistanceSq = Infinity;
// check the triangle edges
for ( let i = 0; i < 3; i ++ ) {
const nexti = ( i + 1 ) % 3;
edge.start.copy( points[ i ] );
edge.end.copy( points[ nexti ] );
closestPointsSegmentToSegment( edge, segment, point1, point2 );
distSq = point1.distanceToSquared( point2 );
if ( distSq < closestDistanceSq ) {
closestDistanceSq = distSq;
if ( target1 ) target1.copy( point1 );
if ( target2 ) target2.copy( point2 );
}
}
// check end points
this.closestPointToPoint( start, point1 );
distSq = start.distanceToSquared( point1 );
if ( distSq < closestDistanceSq ) {
closestDistanceSq = distSq;
if ( target1 ) target1.copy( point1 );
if ( target2 ) target2.copy( start );
}
this.closestPointToPoint( end, point1 );
distSq = end.distanceToSquared( point1 );
if ( distSq < closestDistanceSq ) {
closestDistanceSq = distSq;
if ( target1 ) target1.copy( point1 );
if ( target2 ) target2.copy( end );
}
return Math.sqrt( closestDistanceSq );
};
} )();
SeparatingAxisTriangle.prototype.intersectsTriangle = ( function () {
const saTri2 = new SeparatingAxisTriangle();
const arr1 = new Array( 3 );
const arr2 = new Array( 3 );
const cachedSatBounds = new SeparatingAxisBounds();
const cachedSatBounds2 = new SeparatingAxisBounds();
const cachedAxis = new three.Vector3();
return function intersectsTriangle( other ) {
if ( this.needsUpdate ) {
this.update();
}
if ( ! other.isSeparatingAxisTriangle ) {
saTri2.copy( other );
saTri2.update();
other = saTri2;
} else if ( other.needsUpdate ) {
other.update();
}
const satBounds1 = this.satBounds;
const satAxes1 = this.satAxes;
arr2[ 0 ] = other.a;
arr2[ 1 ] = other.b;
arr2[ 2 ] = other.c;
for ( let i = 0; i < 4; i ++ ) {
const sb = satBounds1[ i ];
const sa = satAxes1[ i ];
cachedSatBounds.setFromPoints( sa, arr2 );
if ( sb.isSeparated( cachedSatBounds ) ) return false;
}
const satBounds2 = other.satBounds;
const satAxes2 = other.satAxes;
arr1[ 0 ] = this.a;
arr1[ 1 ] = this.b;
arr1[ 2 ] = this.c;
for ( let i = 0; i < 4; i ++ ) {
const sb = satBounds2[ i ];
const sa = satAxes2[ i ];
cachedSatBounds.setFromPoints( sa, arr1 );
if ( sb.isSeparated( cachedSatBounds ) ) return false;
}
// check crossed axes
for ( let i = 0; i < 4; i ++ ) {
const sa1 = satAxes1[ i ];
for ( let i2 = 0; i2 < 4; i2 ++ ) {
const sa2 = satAxes2[ i2 ];
cachedAxis.crossVectors( sa1, sa2 );
cachedSatBounds.setFromPoints( cachedAxis, arr1 );
cachedSatBounds2.setFromPoints( cachedAxis, arr2 );
if ( cachedSatBounds.isSeparated( cachedSatBounds2 ) ) return false;
}
}
return true;
};
} )();
SeparatingAxisTriangle.prototype.distanceToPoint = ( function () {
const target = new three.Vector3();
return function distanceToPoint( point ) {
this.closestPointToPoint( point, target );
return point.distanceTo( target );
};
} )();
SeparatingAxisTriangle.prototype.distanceToTriangle = ( function () {
const point = new three.Vector3();
const point2 = new three.Vector3();
const cornerFields = [ 'a', 'b', 'c' ];
const line1 = new three.Line3();
const line2 = new three.Line3();
return function distanceToTriangle( other, target1 = null, target2 = null ) {
if ( this.intersectsTriangle( other ) ) {
// TODO: This will not result in a point that lies on
// the intersection line of the triangles
if ( target1 || target2 ) {
this.getMidpoint( point );
other.closestPointToPoint( point, point2 );
this.closestPointToPoint( point2, point );
if ( target1 ) target1.copy( point );
if ( target2 ) target2.copy( point2 );
}
return 0;
}
let closestDistanceSq = Infinity;
// check all point distances
for ( let i = 0; i < 3; i ++ ) {
let dist;
const field = cornerFields[ i ];
const otherVec = other[ field ];
this.closestPointToPoint( otherVec, point );
dist = otherVec.distanceToSquared( point );
if ( dist < closestDistanceSq ) {
closestDistanceSq = dist;
if ( target1 ) target1.copy( point );
if ( target2 ) target2.copy( otherVec );
}
const thisVec = this[ field ];
other.closestPointToPoint( thisVec, point );
dist = thisVec.distanceToSquared( point );
if ( dist < closestDistanceSq ) {
closestDistanceSq = dist;
if ( target1 ) target1.copy( thisVec );
if ( target2 ) target2.copy( point );
}
}
for ( let i = 0; i < 3; i ++ ) {
const f11 = cornerFields[ i ];
const f12 = cornerFields[ ( i + 1 ) % 3 ];
line1.set( this[ f11 ], this[ f12 ] );
for ( let i2 = 0; i2 < 3; i2 ++ ) {
const f21 = cornerFields[ i2 ];
const f22 = cornerFields[ ( i2 + 1 ) % 3 ];
line2.set( other[ f21 ], other[ f22 ] );
closestPointsSegmentToSegment( line1, line2, point, point2 );
const dist = point.distanceToSquared( point2 );
if ( dist < closestDistanceSq ) {
closestDistanceSq = dist;
if ( target1 ) target1.copy( point );
if ( target2 ) target2.copy( point2 );
}
}
}
return Math.sqrt( closestDistanceSq );
};
} )();
class OrientedBox extends three.Box3 {
constructor( ...args ) {
super( ...args );
this.isOrientedBox = true;
this.matrix = new three.Matrix4();
this.invMatrix = new three.Matrix4();
this.points = new Array( 8 ).fill().map( () => new three.Vector3() );
this.satAxes = new Array( 3 ).fill().map( () => new three.Vector3() );
this.satBounds = new Array( 3 ).fill().map( () => new SeparatingAxisBounds() );
this.alignedSatBounds = new Array( 3 ).fill().map( () => new SeparatingAxisBounds() );
this.sphere = new three.Sphere();
this.needsUpdate = false;
}
set( min, max, matrix ) {
super.set( min, max );
this.matrix = matrix;
this.needsUpdate = true;
}
copy( other ) {
super.copy( other );
this.matrix.copy( other.matrix );
this.needsUpdate = true;
}
}
OrientedBox.prototype.update = ( function () {
return function update() {
const matrix = this.matrix;
const min = this.min;
const max = this.max;
const points = this.points;
for ( let x = 0; x <= 1; x ++ ) {
for ( let y = 0; y <= 1; y ++ ) {
for ( let z = 0; z <= 1; z ++ ) {
const i = ( ( 1 << 0 ) * x ) | ( ( 1 << 1 ) * y ) | ( ( 1 << 2 ) * z );
const v = points[ i ];
v.x = x ? max.x : min.x;
v.y = y ? max.y : min.y;
v.z = z ? max.z : min.z;
v.applyMatrix4( matrix );
}
}
}
this.sphere.setFromPoints( this.points );
const satBounds = this.satBounds;
const satAxes = this.satAxes;
const minVec = points[ 0 ];
for ( let i = 0; i < 3; i ++ ) {
const axis = satAxes[ i ];
const sb = satBounds[ i ];
const index = 1 << i;
const pi = points[ index ];
axis.subVectors( minVec, pi );
sb.setFromPoints( axis, points );
}
const alignedSatBounds = this.alignedSatBounds;
alignedSatBounds[ 0 ].setFromPointsField( points, 'x' );
alignedSatBounds[ 1 ].setFromPointsField( points, 'y' );
alignedSatBounds[ 2 ].setFromPointsField( points, 'z' );
this.invMatrix.copy( this.matrix ).invert();
this.needsUpdate = false;
};
} )();
OrientedBox.prototype.intersectsBox = ( function () {
const aabbBounds = new SeparatingAxisBounds();
return function intersectsBox( box ) {
if ( this.needsUpdate ) {
this.update();
}
if ( ! box.intersectsSphere( this.sphere ) ) return false;
const min = box.min;
const max = box.max;
const satBounds = this.satBounds;
const satAxes = this.satAxes;
const alignedSatBounds = this.alignedSatBounds;
aabbBounds.min = min.x;
aabbBounds.max = max.x;
if ( alignedSatBounds[ 0 ].isSeparated( aabbBounds ) ) return false;
aabbBounds.min = min.y;
aabbBounds.max = max.y;
if ( alignedSatBounds[ 1 ].isSeparated( aabbBounds ) ) return false;
aabbBounds.min = min.z;
aabbBounds.max = max.z;
if ( alignedSatBounds[ 2 ].isSeparated( aabbBounds ) ) return false;
for ( let i = 0; i < 3; i ++ ) {
const axis = satAxes[ i ];
const sb = satBounds[ i ];
aabbBounds.setFromBox( axis, box );
if ( sb.isSeparated( aabbBounds ) ) return false;
}
return true;
};
} )();
OrientedBox.prototype.intersectsTriangle = ( function () {
const saTri = new SeparatingAxisTriangle();
const pointsArr = new Array( 3 );
const cachedSatBounds = new SeparatingAxisBounds();
const cachedSatBounds2 = new SeparatingAxisBounds();
const cachedAxis = new three.Vector3();
return function intersectsTriangle( triangle ) {
if ( this.needsUpdate ) {
this.update();
}
if ( ! triangle.isSeparatingAxisTriangle ) {
saTri.copy( triangle );
saTri.update();
triangle = saTri;
} else if ( triangle.needsUpdate ) {
triangle.update();
}
const satBounds = this.satBounds;
const satAxes = this.satAxes;
pointsArr[ 0 ] = triangle.a;
pointsArr[ 1 ] = triangle.b;
pointsArr[ 2 ] = triangle.c;
for ( let i = 0; i < 3; i ++ ) {
const sb = satBounds[ i ];
const sa = satAxes[ i ];
cachedSatBounds.setFromPoints( sa, pointsArr );
if ( sb.isSeparated( cachedSatBounds ) ) return false;
}
const triSatBounds = triangle.satBounds;
const triSatAxes = triangle.satAxes;
const points = this.points;
for ( let i = 0; i < 3; i ++ ) {
const sb = triSatBounds[ i ];
const sa = triSatAxes[ i ];
cachedSatBounds.setFromPoints( sa, points );
if ( sb.isSeparated( cachedSatBounds ) ) return false;
}
// check crossed axes
for ( let i = 0; i < 3; i ++ ) {
const sa1 = satAxes[ i ];
for ( let i2 = 0; i2 < 4; i2 ++ ) {
const sa2 = triSatAxes[ i2 ];
cachedAxis.crossVectors( sa1, sa2 );
cachedSatBounds.setFromPoints( cachedAxis, pointsArr );
cachedSatBounds2.setFromPoints( cachedAxis, points );
if ( cachedSatBounds.isSeparated( cachedSatBounds2 ) ) return false;
}
}
return true;
};
} )();
OrientedBox.prototype.closestPointToPoint = ( function () {
return function closestPointToPoint( point, target1 ) {
if ( this.needsUpdate ) {
this.update();
}
target1
.copy( point )
.applyMatrix4( this.invMatrix )
.clamp( this.min, this.max )
.applyMatrix4( this.matrix );
return target1;
};
} )();
OrientedBox.prototype.distanceToPoint = ( function () {
const target = new three.Vector3();
return function distanceToPoint( point ) {
this.closestPointToPoint( point, target );
return point.distanceTo( target );
};
} )();
OrientedBox.prototype.distanceToBox = ( function () {
const xyzFields = [ 'x', 'y', 'z' ];
const segments1 = new Array( 12 ).fill().map( () => new three.Line3() );
const segments2 = new Array( 12 ).fill().map( () => new three.Line3() );
const point1 = new three.Vector3();
const point2 = new three.Vector3();
// early out if we find a value below threshold
return function distanceToBox( box, threshold = 0, target1 = null, target2 = null ) {
if ( this.needsUpdate ) {
this.update();
}
if ( this.intersectsBox( box ) ) {
if ( target1 || target2 ) {
box.getCenter( point2 );
this.closestPointToPoint( point2, point1 );
box.closestPointToPoint( point1, point2 );
if ( target1 ) target1.copy( point1 );
if ( target2 ) target2.copy( point2 );
}
return 0;
}
const threshold2 = threshold * threshold;
const min = box.min;
const max = box.max;
const points = this.points;
// iterate over every edge and compare distances
let closestDistanceSq = Infinity;
// check over all these points
for ( let i = 0; i < 8; i ++ ) {
const p = points[ i ];
point2.copy( p ).clamp( min, max );
const dist = p.distanceToSquared( point2 );
if ( dist < closestDistanceSq ) {
closestDistanceSq = dist;
if ( target1 ) target1.copy( p );
if ( target2 ) target2.copy( point2 );
if ( dist < threshold2 ) return Math.sqrt( dist );
}
}
// generate and check all line segment distances
let count = 0;
for ( let i = 0; i < 3; i ++ ) {
for ( let i1 = 0; i1 <= 1; i1 ++ ) {
for ( let i2 = 0; i2 <= 1; i2 ++ ) {
const nextIndex = ( i + 1 ) % 3;
const nextIndex2 = ( i + 2 ) % 3;
// get obb line segments
const index = i1 << nextIndex | i2 << nextIndex2;
const index2 = 1 << i | i1 << nextIndex | i2 << nextIndex2;
const p1 = points[ index ];
const p2 = points[ index2 ];
const line1 = segments1[ count ];
line1.set( p1, p2 );
// get aabb line segments
const f1 = xyzFields[ i ];
const f2 = xyzFields[ nextIndex ];
const f3 = xyzFields[ nextIndex2 ];
const line2 = segments2[ count ];
const start = line2.start;
const end = line2.end;
start[ f1 ] = min[ f1 ];
start[ f2 ] = i1 ? min[ f2 ] : max[ f2 ];
start[ f3 ] = i2 ? min[ f3 ] : max[ f2 ];
end[ f1 ] = max[ f1 ];
end[ f2 ] = i1 ? min[ f2 ] : max[ f2 ];
end[ f3 ] = i2 ? min[ f3 ] : max[ f2 ];
count ++;
}
}
}
// check all the other boxes point
for ( let x = 0; x <= 1; x ++ ) {
for ( let y = 0; y <= 1; y ++ ) {
for ( let z = 0; z <= 1; z ++ ) {
point2.x = x ? max.x : min.x;
point2.y = y ? max.y : min.y;
point2.z = z ? max.z : min.z;
this.closestPointToPoint( point2, point1 );
const dist = point2.distanceToSquared( point1 );
if ( dist < closestDistanceSq ) {
closestDistanceSq = dist;
if ( target1 ) target1.copy( point1 );
if ( target2 ) target2.copy( point2 );
if ( dist < threshold2 ) return Math.sqrt( dist );
}
}
}
}
for ( let i = 0; i < 12; i ++ ) {
const l1 = segments1[ i ];
for ( let i2 = 0; i2 < 12; i2 ++ ) {
const l2 = segments2[ i2 ];
closestPointsSegmentToSegment( l1, l2, point1, point2 );
const dist = point1.distanceToSquared( point2 );
if ( dist < closestDistanceSq ) {
closestDistanceSq = dist;
if ( target1 ) target1.copy( point1 );
if ( target2 ) target2.copy( point2 );
if ( dist < threshold2 ) return Math.sqrt( dist );
}
}
}
return Math.sqrt( closestDistanceSq );
};
} )();
// sets the vertices of triangle `tri` with the 3 vertices after i
function setTriangle( tri, i, index, pos ) {
const ta = tri.a;
const tb = tri.b;
const tc = tri.c;
let i0 = i;
let i1 = i + 1;
let i2 = i + 2;
if ( index ) {
i0 = index.getX( i );
i1 = index.getX( i + 1 );
i2 = index.getX( i + 2 );
}
ta.x = pos.getX( i0 );
ta.y = pos.getY( i0 );
ta.z = pos.getZ( i0 );
tb.x = pos.getX( i1 );
tb.y = pos.getY( i1 );
tb.z = pos.getZ( i1 );
tc.x = pos.getX( i2 );
tc.y = pos.getY( i2 );
tc.z = pos.getZ( i2 );
}
// Ripped and modified From THREE.js Mesh raycast
// https://github.com/mrdoob/three.js/blob/0aa87c999fe61e216c1133fba7a95772b503eddf/src/objects/Mesh.js#L115
var vA = new three.Vector3();
var vB = new three.Vector3();
var vC = new three.Vector3();
var uvA = new three.Vector2();
var uvB = new three.Vector2();
var uvC = new three.Vector2();
var intersectionPoint = new three.Vector3();
var intersectionPointWorld = new three.Vector3();
function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
var intersect;
if ( material.side === three.BackSide ) {
intersect = ray.intersectTriangle( pC, pB, pA, true, point );
} else {
intersect = ray.intersectTriangle( pA, pB, pC, material.side !== three.DoubleSide, point );
}
if ( intersect === null ) return null;
intersectionPointWorld.copy( point );
intersectionPointWorld.applyMatrix4( object.matrixWorld );
var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
if ( distance < raycaster.near || distance > raycaster.far ) return null;
return {
// EDITED
// Including the local-space point so it can be used to accelerate raycasting
localPoint: point,
distance: distance,
point: intersectionPointWorld.clone(),
object: object
};
}
function checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) {
vA.fromBufferAttribute( position, a );
vB.fromBufferAttribute( position, b );
vC.fromBufferAttribute( position, c );
var intersection = checkIntersection( object, object.material, raycaster, ray, vA, vB, vC, intersectionPoint );
if ( intersection ) {
if ( uv ) {
uvA.fromBufferAttribute( uv, a );
uvB.fromBufferAttribute( uv, b );
uvC.fromBufferAttribute( uv, c );
intersection.uv = three.Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new three.Vector2( ) );
}
const face = {
a: a,
b: b,
c: c,
normal: new three.Vector3( ),
materialIndex: 0
};
three.Triangle.getNormal( vA, vB, vC, face.normal );
intersection.face = face;
intersection.faceIndex = a;
}
return intersection;
}
// https://github.com/mrdoob/three.js/blob/0aa87c999fe61e216c1133fba7a95772b503eddf/src/objects/Mesh.js#L258
function intersectTri( mesh, geo, raycaster, ray, tri, intersections ) {
const triOffset = tri * 3;
const a = geo.index.getX( triOffset );
const b = geo.index.getX( triOffset + 1 );
const c = geo.index.getX( triOffset + 2 );
const intersection = checkBufferGeometryIntersection( mesh, raycaster, ray, geo.attributes.position, geo.attributes.uv, a, b, c );
if ( intersection ) {
intersection.faceIndex = tri;
if ( intersections ) intersections.push( intersection );
return intersection;
}
return null;
}
function intersectTris( mesh, geo, raycaster, ray, offset, count, intersections ) {
for ( let i = offset, end = offset + count; i < end; i ++ ) {
intersectTri( mesh, geo, raycaster, ray, i, intersections );
}
}
function intersectClosestTri( mesh, geo, raycaster, ray, offset, count ) {
let dist = Infinity;
let res = null;
for ( let i = offset, end = offset + count; i < end; i ++ ) {
const intersection = intersectTri( mesh, geo, raycaster, ray, i );
if ( intersection && intersection.distance < dist ) {
res = intersection;
dist = intersection.distance;
}
}
return res;
}
function arrayToBox$1( nodeIndex32, array, target ) {
target.min.x = array[ nodeIndex32 ];
target.min.y = array[ nodeIndex32 + 1 ];
target.min.z = array[ nodeIndex32 + 2 ];
target.max.x = array[ nodeIndex32 + 3 ];
target.max.y = array[ nodeIndex32 + 4 ];
target.max.z = array[ nodeIndex32 + 5 ];
}
function iterateOverTriangles(
offset,
count,
geometry,
intersectsTriangleFunc,
contained,
depth,
triangle
) {
const index = geometry.index;
const pos = geometry.attributes.position;
for ( let i = offset, l = count + offset; i < l; i ++ ) {
setTriangle( triangle, i * 3, index, pos );
triangle.needsUpdate = true;
if ( intersectsTriangleFunc( triangle, i, contained, depth ) ) {
return true;
}
}
return false;
}
// For speed and readability this script is processed to replace the macro-like calls
const boundingBox = new three.Box3();
const boxIntersection = new three.Vector3();
const xyzFields = [ 'x', 'y', 'z' ];
function IS_LEAF( n16, uint16Array ) {
return uint16Array[ n16 + 15 ] === 0xFFFF;
}
function OFFSET( n32, uint32Array ) {
return uint32Array[ n32 + 6 ];
}
function COUNT( n32, uint16Array ) {
return uint16Array[ n32 + 14 ];
}
function LEFT_NODE( n32 ) {
return n32 + 8;
}
function RIGHT_NODE( n32, uint32Array ) {
return uint32Array[ n32 + 6 ];
}
function SPLIT_AXIS( n32, uint32Array ) {
return uint32Array[ n32 + 7 ];
}
function BOUNDING_DATA_INDEX( n32 ) {
return n32;
}
function raycast( nodeIndex32, mesh, geometry, raycaster, ray, intersects ) {
let nodeIndex16 = nodeIndex32 * 2, float32Array = _float32Array, uint16Array = _uint16Array, uint32Array = _uint32Array;
const isLeaf = IS_LEAF( nodeIndex16, uint16Array );
if ( isLeaf ) {
const offset = OFFSET( nodeIndex32, uint32Array );
const count = COUNT( nodeIndex16, uint16Array );
intersectTris( mesh, geometry, raycaster, ray, offset, count, intersects );
} else {
const leftIndex = LEFT_NODE( nodeIndex32 );
if ( intersectRay( leftIndex, float32Array, ray, boxIntersection ) ) {
raycast( leftIndex, mesh, geometry, raycaster, ray, intersects );
}
const rightIndex = RIGHT_NODE( nodeIndex32, uint32Array );
if ( intersectRay( rightIndex, float32Array, ray, boxIntersection ) ) {
raycast( rightIndex, mesh, geometry, raycaster, ray, intersects );
}
}
}
function raycastFirst( nodeIndex32, mesh, geometry, raycaster, ray ) {
let nodeIndex16 = nodeIndex32 * 2, float32Array = _float32Array, uint16Array = _uint16Array, uint32Array = _uint32Array;
const isLeaf = IS_LEAF( nodeIndex16, uint16Array );
if ( isLeaf ) {
const offset = OFFSET( nodeIndex32, uint32Array );
const count = COUNT( nodeIndex16, uint16Array );
return intersectClosestTri( mesh, geometry, raycaster, ray, offset, count );
} else {
// consider the position of the split plane with respect to the oncoming ray; whichever direction
// the ray is coming from, look for an intersection among that side of the tree first
const splitAxis = SPLIT_AXIS( nodeIndex32, uint32Array );
const xyzAxis = xyzFields[ splitAxis ];
const rayDir = ray.direction[ xyzAxis ];
const leftToRight = rayDir >= 0;
// c1 is the child to check first
let c1, c2;
if ( leftToRight ) {
c1 = LEFT_NODE( nodeIndex32 );
c2 = RIGHT_NODE( nodeIndex32, uint32Array );
} else {
c1 = RIGHT_NODE( nodeIndex32, uint32Array );
c2 = LEFT_NODE( nodeIndex32 );
}
const c1Intersection = intersectRay( c1, float32Array, ray, boxIntersection );
const c1Result = c1Intersection ? raycastFirst( c1, mesh, geometry, raycaster, ray ) : null;
// if we got an intersection in the first node and it's closer than the second node's bounding
// box, we don't need to consider the second node because it couldn't possibly be a better result
if ( c1Result ) {
// check if the point is within the second bounds
const point = c1Result.localPoint[ xyzAxis ];
const isOutside = leftToRight ?
point <= float32Array[ c2 + splitAxis ] : // min bounding data
point >= float32Array[ c2 + splitAxis + 3 ]; // max bounding data
if ( isOutside ) {
return c1Result;
}
}
// either there was no intersection in the first node, or there could still be a closer
// intersection in the second, so check the second node and then take the better of the two
const c2Intersection = intersectRay( c2, float32Array, ray, boxIntersection );
const c2Result = c2Intersection ? raycastFirst( c2, mesh, geometry, raycaster, ray ) : null;
if ( c1Result && c2Result ) {
return c1Result.distance <= c2Result.distance ? c1Result : c2Result;
} else {
return c1Result || c2Result || null;
}
}
}
const shapecast = ( function () {
const _box1 = new three.Box3();
const _box2 = new three.Box3();
return function shapecast(
nodeIndex32,
geometry,
intersectsBoundsFunc,
intersectsRangeFunc,
nodeScoreFunc = null,
nodeIndexByteOffset = 0, // offset for unique node identifier
depth = 0
) {
// Define these inside the function so it has access to the local variables needed
// when converting to the buffer equivalents
function getLeftOffset( nodeIndex32 ) {
let nodeIndex16 = nodeIndex32 * 2, uint16Array = _uint16Array, uint32Array = _uint32Array;
// traverse until we find a leaf
while ( ! IS_LEAF( nodeIndex16, uint16Array ) ) {
nodeIndex32 = LEFT_NODE( nodeIndex32 );
nodeIndex16 = nodeIndex32 * 2;
}
return OFFSET( nodeIndex32, uint32Array );
}
function getRightEndOffset( nodeIndex32 ) {
let nodeIndex16 = nodeIndex32 * 2, uint16Array = _uint16Array, uint32Array = _uint32Array;
// traverse until we find a leaf
while ( ! IS_LEAF( nodeIndex16, uint16Array ) ) {
// adjust offset to point to the right node
nodeIndex32 = RIGHT_NODE( nodeIndex32, uint32Array );
nodeIndex16 = nodeIndex32 * 2;
}
// return the end offset of the triangle range
return OFFSET( nodeIndex32, uint32Array ) + COUNT( nodeIndex16, uint16Array );
}
let nodeIndex16 = nodeIndex32 * 2, float32Array = _float32Array, uint16Array = _uint16Array, uint32Array = _uint32Array;
const isLeaf = IS_LEAF( nodeIndex16, uint16Array );
if ( isLeaf ) {
const offset = OFFSET( nodeIndex32, uint32Array );
const count = COUNT( nodeIndex16, uint16Array );
return intersectsRangeFunc( offset, count, false, depth, nodeIndexByteOffset + nodeIndex32 );
} else {
const left = LEFT_NODE( nodeIndex32 );
const right = RIGHT_NODE( nodeIndex32, uint32Array );
let c1 = left;
let c2 = right;
let score1, score2;
let box1, box2;
if ( nodeScoreFunc ) {
box1 = _box1;
box2 = _box2;
// bounding data is not offset
arrayToBox$1( BOUNDING_DATA_INDEX( c1 ), float32Array, box1 );
arrayToBox$1( BOUNDING_DATA_INDEX( c2 ), float32Array, box2 );
score1 = nodeScoreFunc( box1 );
score2 = nodeScoreFunc( box2 );
if ( score2 < score1 ) {
c1 = right;
c2 = left;
const temp = score1;
score1 = score2;
score2 = temp;
box1 = box2;
// box2 is always set before use below
}
}
// Check box 1 intersection
if ( ! box1 ) {
box1 = _box1;
arrayToBox$1( BOUNDING_DATA_INDEX( c1 ), float32Array, box1 );
}
const isC1Leaf = IS_LEAF( c1 * 2, uint16Array );
const c1Intersection = intersectsBoundsFunc( box1, isC1Leaf, score1, depth + 1, nodeIndexByteOffset + c1 );
let c1StopTraversal;
if ( c1Intersection === CONTAINED ) {
const offset = getLeftOffset( c1 );
const end = getRightEndOffset( c1 );
const count = end - offset;
c1StopTraversal = intersectsRangeFunc( offset, count, true, depth + 1, nodeIndexByteOffset + c1 );
} else {
c1StopTraversal =
c1Intersection &&
shapecast(
c1,
geometry,
intersectsBoundsFunc,
intersectsRangeFunc,
nodeScoreFunc,
nodeIndexByteOffset,
depth + 1
);
}
if ( c1StopTraversal ) return true;
// Check box 2 intersection
// cached box2 will have been overwritten by previous traversal
box2 = _box2;
arrayToBox$1( BOUNDING_DATA_INDEX( c2 ), float32Array, box2 );
const isC2Leaf = IS_LEAF( c2 * 2, uint16Array );
const c2Intersection = intersectsBoundsFunc( box2, isC2Leaf, score2, depth + 1, nodeIndexByteOffset + c2 );
let c2StopTraversal;
if ( c2Intersection === CONTAINED ) {
const offset = getLeftOffset( c2 );
const end = getRightEndOffset( c2 );
const count = end - offset;
c2StopTraversal = intersectsRangeFunc( offset, count, true, depth + 1, nodeIndexByteOffset + c2 );
} else {
c2StopTraversal =
c2Intersection &&
shapecast(
c2,
geometry,
intersectsBoundsFunc,
intersectsRangeFunc,
nodeScoreFunc,
nodeIndexByteOffset,
depth + 1
);
}
if ( c2StopTraversal ) return true;
return false;
}
};
} )();
const intersectsGeometry = ( function () {
const triangle = new SeparatingAxisTriangle();
const triangle2 = new SeparatingAxisTriangle();
const cachedMesh = new three.Mesh();
const invertedMat = new three.Matrix4();
const obb = new OrientedBox();
const obb2 = new OrientedBox();
return function intersectsGeometry( nodeIndex32, mesh, geometry, otherGeometry, geometryToBvh, cachedObb = null ) {
let nodeIndex16 = nodeIndex32 * 2, float32Array = _float32Array, uint16Array = _uint16Array, uint32Array = _uint32Array;
if ( cachedObb === null ) {
if ( ! otherGeometry.boundingBox ) {
otherGeometry.computeBoundingBox();
}
obb.set( otherGeometry.boundingBox.min, otherGeometry.boundingBox.max, geometryToBvh );
cachedObb = obb;
}
const isLeaf = IS_LEAF( nodeIndex16, uint16Array );
if ( isLeaf ) {
const thisGeometry = geometry;
const thisIndex = thisGeometry.index;
const thisPos = thisGeometry.attributes.position;
const index = otherGeometry.index;
const pos = otherGeometry.attributes.position;
const offset = OFFSET( nodeIndex32, uint32Array );
const count = COUNT( nodeIndex16, uint16Array );
// get the inverse of the geometry matrix so we can transform our triangles into the
// geometry space we're trying to test. We assume there are fewer triangles being checked
// here.
invertedMat.copy( geometryToBvh ).invert();
if ( otherGeometry.boundsTree ) {
arrayToBox$1( BOUNDING_DATA_INDEX( nodeIndex32 ), float32Array, obb2 );
obb2.matrix.copy( invertedMat );
obb2.needsUpdate = true;
cachedMesh.geometry = otherGeometry;
const res = otherGeometry.boundsTree.shapecast( cachedMesh, {
intersectsBounds: box => obb2.intersectsBox( box ),
intersectsTriangle: tri => {
tri.a.applyMatrix4( geometryToBvh );
tri.b.applyMatrix4( geometryToBvh );
tri.c.applyMatrix4( geometryToBvh );
tri.needsUpdate = true;
for ( let i = offset * 3, l = ( count + offset ) * 3; i < l; i += 3 ) {
// this triangle needs to be transformed into the current BVH coordinate frame
setTriangle( triangle2, i, thisIndex, thisPos );
triangle2.needsUpdate = true;
if ( tri.intersectsTriangle( triangle2 ) ) {
return true;
}
}
return false;
}
} );
cachedMesh.geometry = null;
return res;
} else {
for ( let i = offset * 3, l = ( count + offset * 3 ); i < l; i += 3 ) {
// this triangle needs to be transformed into the current BVH coordinate frame
setTriangle( triangle, i, thisIndex, thisPos );
triangle.a.applyMatrix4( invertedMat );
triangle.b.applyMatrix4( invertedMat );
triangle.c.applyMatrix4( invertedMat );
triangle.needsUpdate = true;
for ( let i2 = 0, l2 = index.count; i2 < l2; i2 += 3 ) {
setTriangle( triangle2, i2, index, pos );
triangle2.needsUpdate = true;
if ( triangle.intersectsTriangle( triangle2 ) ) {
return true;
}
}
}
}
} else {
const left = nodeIndex32 + 8;
const right = uint32Array[ nodeIndex32 + 6 ];
arrayToBox$1( BOUNDING_DATA_INDEX( left ), float32Array, boundingBox );
const leftIntersection =
cachedObb.intersectsBox( boundingBox ) &&
intersectsGeometry( left, mesh, geometry, otherGeometry, geometryToBvh, cachedObb );
if ( leftIntersection ) return true;
arrayToBox$1( BOUNDING_DATA_INDEX( right ), float32Array, boundingBox );
const rightIntersection =
cachedObb.intersectsBox( boundingBox ) &&
intersectsGeometry( right, mesh, geometry, otherGeometry, geometryToBvh, cachedObb );
if ( rightIntersection ) return true;
return false;
}
};
} )();
function intersectRay( nodeIndex32, array, ray, target ) {
arrayToBox$1( nodeIndex32, array, boundingBox );
return ray.intersectBox( boundingBox, target );
}
const bufferStack = [];
let _prevBuffer;
let _float32Array;
let _uint16Array;
let _uint32Array;
function setBuffer( buffer ) {
if ( _prevBuffer ) {
bufferStack.push( _prevBuffer );
}
_prevBuffer = buffer;
_float32Array = new Float32Array( buffer );
_uint16Array = new Uint16Array( buffer );
_uint32Array = new Uint32Array( buffer );
}
function clearBuffer() {
_prevBuffer = null;
_float32Array = null;
_uint16Array = null;
_uint32Array = null;
if ( bufferStack.length ) {
setBuffer( bufferStack.pop() );
}
}
const SKIP_GENERATION = Symbol( 'skip tree generation' );
const obb = new OrientedBox();
const obb2 = new OrientedBox();
const temp = new three.Vector3();
const temp1 = new three.Vector3();
const temp2 = new three.Vector3();
const tempBox = new three.Box3();
const triangle = new SeparatingAxisTriangle();
const triangle2 = new SeparatingAxisTriangle();
class MeshBVH {
static serialize( bvh, geometry, copyIndexBuffer = true ) {
const rootData = bvh._roots;
const indexAttribute = geometry.getIndex();
const result = {
roots: rootData,
index: copyIndexBuffer ? indexAttribute.array.slice() : indexAttribute.array,
};
return result;
}
static deserialize( data, geometry, setIndex = true ) {
const { index, roots } = data;
const bvh = new MeshBVH( geometry, { [ SKIP_GENERATION ]: true } );
bvh._roots = roots;
if ( setIndex ) {
const indexAttribute = geometry.getIndex();
if ( indexAttribute === null ) {
const newIndex = new three.BufferAttribute( data.index, 1, false );
geometry.setIndex( newIndex );
} else if ( indexAttribute.array !== index ) {
indexAttribute.array.set( index );
indexAttribute.needsUpdate = true;
}
}
return bvh;
}
constructor( geometry, options = {} ) {
if ( ! geometry.isBufferGeometry ) {
throw new Error( 'MeshBVH: Only BufferGeometries are supported.' );
} else if ( geometry.index && geometry.index.isInterleavedBufferAttribute ) {
throw new Error( 'MeshBVH: InterleavedBufferAttribute is not supported for the index attribute.' );
}
// default options
options = Object.assign( {
strategy: CENTER,
maxDepth: 40,
maxLeafTris: 10,
verbose: true,
setBoundingBox: true,
// undocumented options
// Whether to skip generating the tree. Used for deserialization.
[ SKIP_GENERATION ]: false
}, options );
options.strategy = Math.max( 0, Math.min( 2, options.strategy ) );
this._roots = null;
if ( ! options[ SKIP_GENERATION ] ) {
this._roots = buildPackedTree( geometry, options );
if ( ! geometry.boundingBox && options.setBoundingBox ) {
geometry.boundingBox = this.getBoundingBox( new three.Box3() );
}
}
// retain references to the geometry so we can use them it without having to
// take a geometry reference in every function.
this.geometry = geometry;
}
refit( nodeIndices = null, terminationIndices = null ) {
if ( nodeIndices && Array.isArray( nodeIndices ) ) {
nodeIndices = new Set( nodeIndices );
}
if ( terminationIndices && Array.isArray( terminationIndices ) ) {
terminationIndices = new Set( terminationIndices );
}
const geometry = this.geometry;
const indexArr = geometry.index.array;
const posAttr = geometry.attributes.position;
const posArr = posAttr.array;
// support for an interleaved position buffer
const bufferOffset = posAttr.offset || 0;
let stride = 3;
if ( posAttr.isInterleavedBufferAttribute ) {
stride = posAttr.data.stride;
}
let buffer, uint32Array, uint16Array, float32Array;
let byteOffset = 0;
const roots = this._roots;
for ( let i = 0, l = roots.length; i < l; i ++ ) {
buffer = roots[ i ];
uint32Array = new Uint32Array( buffer );
uint16Array = new Uint16Array( buffer );
float32Array = new Float32Array( buffer );
_traverse( 0, byteOffset );
byteOffset += buffer.byteLength;
}
function _traverse( node32Index, byteOffset, force = false ) {
const node16Index = node32Index * 2;
const isLeaf = uint16Array[ node16Index + 15 ] === IS_LEAFNODE_FLAG;
if ( isLeaf ) {
const offset = uint32Array[ node32Index + 6 ];
const count = uint16Array[ node16Index + 14 ];
let minx = Infinity;
let miny = Infinity;
let minz = Infinity;
let maxx = - Infinity;
let maxy = - Infinity;
let maxz = - Infinity;
for ( let i = 3 * offset, l = 3 * ( offset + count ); i < l; i ++ ) {
const index = indexArr[ i ] * stride + bufferOffset;
const x = posArr[ index + 0 ];
const y = posArr[ index + 1 ];
const z = posArr[ index + 2 ];
if ( x < minx ) minx = x;
if ( x > maxx ) maxx = x;
if ( y < miny ) miny = y;
if ( y > maxy ) maxy = y;
if ( z < minz ) minz = z;
if ( z > maxz ) maxz = z;
}
if (
float32Array[ node32Index + 0 ] !== minx ||
float32Array[ node32Index + 1 ] !== miny ||
float32Array[ node32Index + 2 ] !== minz ||
float32Array[ node32Index + 3 ] !== maxx ||
float32Array[ node32Index + 4 ] !== maxy ||
float32Array[ node32Index + 5 ] !== maxz
) {
float32Array[ node32Index + 0 ] = minx;
float32Array[ node32Index + 1 ] = miny;
float32Array[ node32Index + 2 ] = minz;
float32Array[ node32Index + 3 ] = maxx;
float32Array[ node32Index + 4 ] = maxy;
float32Array[ node32Index + 5 ] = maxz;
return true;
} else {
return false;
}
} else {
const left = node32Index + 8;
const right = uint32Array[ node32Index + 6 ];
// the indentifying node indices provided by the shapecast function include offsets of all
// root buffers to guarantee they're unique between roots so offset left and right indices here.
const offsetLeft = left + byteOffset;
const offsetRight = right + byteOffset;
let leftChange = false;
let forceLeft = force || terminationIndices && terminationIndices.has( offsetLeft );
let traverseLeft = forceLeft || ( nodeIndices ? nodeIndices.has( offsetLeft ) : true );
if ( traverseLeft ) {
leftChange = _traverse( left, byteOffset, forceLeft );
}
let rightChange = false;
let forceRight = force || terminationIndices && terminationIndices.has( offsetRight );
let traverseRight = forceRight || ( nodeIndices ? nodeIndices.has( offsetRight ) : true );
if ( traverseRight ) {
rightChange = _traverse( right, byteOffset, forceRight );
}
const didChange = leftChange || rightChange;
if ( didChange ) {
for ( let i = 0; i < 3; i ++ ) {
const lefti = left + i;
const righti = right + i;
const minLeftValue = float32Array[ lefti ];
const maxLeftValue = float32Array[ lefti + 3 ];
const minRightValue = float32Array[ righti ];
const maxRightValue = float32Array[ righti + 3 ];
float32Array[ node32Index + i ] = minLeftValue < minRightValue ? minLeftValue : minRightValue;
float32Array[ node32Index + i + 3 ] = maxLeftValue > maxRightValue ? maxLeftValue : maxRightValue;
}
}
return didChange;
}
}
}
traverse( callback, rootIndex = 0 ) {
const buffer = this._roots[ rootIndex ];
const uint32Array = new Uint32Array( buffer );
const uint16Array = new Uint16Array( buffer );
_traverse( 0 );
function _traverse( node32Index, depth = 0 ) {
const node16Index = node32Index * 2;
const isLeaf = uint16Array[ node16Index + 15 ] === IS_LEAFNODE_FLAG;
if ( isLeaf ) {
const offset = uint32Array[ node32Index + 6 ];
const count = uint16Array[ node16Index + 14 ];
callback( depth, isLeaf, new Float32Array( buffer, node32Index * 4, 6 ), offset, count );
} else {
const left = node32Index + BYTES_PER_NODE / 4;
const right = uint32Array[ node32Index + 6 ];
const splitAxis = uint32Array[ node32Index + 7 ];
const stopTraversal = callback( depth, isLeaf, new Float32Array( buffer, node32Index * 4, 6 ), splitAxis );
if ( ! stopTraversal ) {
_traverse( left, depth + 1 );
_traverse( right, depth + 1 );
}
}
}
}
/* Core Cast Functions */
raycast( mesh, raycaster, ray, intersects ) {
const geometry = this.geometry;
const localIntersects = intersects ? [] : null;
for ( const root of this._roots ) {
setBuffer( root );
raycast( 0, mesh, geometry, raycaster, ray, localIntersects );
clearBuffer();
}
if ( intersects ) {
for ( let i = 0, l = localIntersects.length; i < l; i ++ ) {
delete localIntersects[ i ].localPoint;
}
intersects.push( ...localIntersects );
}
}
raycastFirst( mesh, raycaster, ray ) {
const geometry = this.geometry;
let closestResult = null;
for ( const root of this._roots ) {
setBuffer( root );
const result = raycastFirst( 0, mesh, geometry, raycaster, ray );
clearBuffer();
if ( result != null && ( closestResult == null || result.distance < closestResult.distance ) ) {
closestResult = result;
}
}
if ( closestResult ) {
delete closestResult.localPoint;
}
return closestResult;
}
intersectsGeometry( mesh, otherGeometry, geomToMesh ) {
const geometry = this.geometry;
let result = false;
for ( const root of this._roots ) {
setBuffer( root );
result = intersectsGeometry( 0, mesh, geometry, otherGeometry, geomToMesh );
clearBuffer();
if ( result ) {
break;
}
}
return result;
}
shapecast( mesh, callbacks, _intersectsTriangleFunc, _orderNodesFunc ) {
const geometry = this.geometry;
if ( callbacks instanceof Function ) {
if ( _intersectsTriangleFunc ) {
// Support the previous function signature that provided three sequential index buffer
// indices here.
const originalTriangleFunc = _intersectsTriangleFunc;
_intersectsTriangleFunc = ( tri, index, contained, depth ) => {
const i3 = index * 3;
return originalTriangleFunc( tri, i3, i3 + 1, i3 + 2, contained, depth );
};
}
callbacks = {
boundsTraverseOrder: _orderNodesFunc,
intersectsBounds: callbacks,
intersectsTriangle: _intersectsTriangleFunc,
intersectsRange: null,
};
console.warn( 'MeshBVH: Shapecast function signature has changed and now takes an object of callbacks as a second argument. See docs for new signature.' );
}
let {
boundsTraverseOrder,
intersectsBounds,
intersectsRange,
intersectsTriangle,
} = callbacks;
if ( intersectsRange && intersectsTriangle ) {
const originalIntersectsRange = intersectsRange;
intersectsRange = ( offset, count, contained, depth, nodeIndex ) => {
if ( ! originalIntersectsRange( offset, count, contained, depth, nodeIndex ) ) {
return iterateOverTriangles( offset, count, geometry, intersectsTriangle, contained, depth, triangle );
}
return true;
};
} else if ( ! intersectsRange ) {
if ( intersectsTriangle ) {
intersectsRange = ( offset, count, contained, depth ) => {
return iterateOverTriangles( offset, count, geometry, intersectsTriangle, contained, depth, triangle );
};
} else {
intersectsRange = ( offset, count, contained ) => {
return contained;
};
}
}
let result = false;
let byteOffset = 0;
for ( const root of this._roots ) {
setBuffer( root );
result = shapecast( 0, geometry, intersectsBounds, intersectsRange, boundsTraverseOrder, byteOffset );
clearBuffer();
if ( result ) {
break;
}
byteOffset += root.byteLength;
}
return result;
}
/* Derived Cast Functions */
intersectsBox( mesh, box, boxToMesh ) {
obb.set( box.min, box.max, boxToMesh );
obb.needsUpdate = true;
return this.shapecast(
mesh,
{
intersectsBounds: box => obb.intersectsBox( box ),
intersectsTriangle: tri => obb.intersectsTriangle( tri )
}
);
}
intersectsSphere( mesh, sphere ) {
return this.shapecast(
mesh,
{
intersectsBounds: box => sphere.intersectsBox( box ),
intersectsTriangle: tri => tri.intersectsSphere( sphere )
}
);
}
closestPointToGeometry( mesh, otherGeometry, geometryToBvh, target1 = null, target2 = null, minThreshold = 0, maxThreshold = Infinity ) {
if ( ! otherGeometry.boundingBox ) {
otherGeometry.computeBoundingBox();
}
obb.set( otherGeometry.boundingBox.min, otherGeometry.boundingBox.max, geometryToBvh );
obb.needsUpdate = true;
const geometry = this.geometry;
const pos = geometry.attributes.position;
const index = geometry.index;
const otherPos = otherGeometry.attributes.position;
const otherIndex = otherGeometry.index;
let tempTarget1 = null;
let tempTarget2 = null;
if ( target1 ) {
tempTarget1 = temp1;
}
if ( target2 ) {
tempTarget2 = temp2;
}
let closestDistance = Infinity;
obb2.matrix.copy( geometryToBvh ).invert();
this.shapecast(
mesh,
{
boundsTraverseOrder: box => {
return obb.distanceToBox( box, Math.min( closestDistance, maxThreshold ) );
},
intersectsBounds: ( box, isLeaf, score ) => {
if ( score < closestDistance && score < maxThreshold ) {
// if we know the triangles of this bounds will be intersected next then
// save the bounds to use during triangle checks.
if ( isLeaf ) {
obb2.min.copy( box.min );
obb2.max.copy( box.max );
obb2.needsUpdate = true;
}
return true;
}
return false;
},
intersectsRange: ( offset, count ) => {
if ( otherGeometry.boundsTree ) {
// if the other geometry has a bvh then use the accelerated path where we use shapecast to find
// the closest bounds in the other geometry to check.
return otherGeometry.boundsTree.shapecast(
null,
{
boundsTraverseOrder: box => {
return obb2.distanceToBox( box, Math.min( closestDistance, maxThreshold ) );
},
intersectsBounds: ( box, isLeaf, score ) => {
return score < closestDistance && score < maxThreshold;
},
intersectsRange: ( otherOffset, otherCount ) => {
for ( let i2 = otherOffset * 3, l2 = ( otherOffset + otherCount ) * 3; i2 < l2; i2 += 3 ) {
setTriangle( triangle2, i2, otherIndex, otherPos );
triangle2.a.applyMatrix4( geometryToBvh );
triangle2.b.applyMatrix4( geometryToBvh );
triangle2.c.applyMatrix4( geometryToBvh );
triangle2.needsUpdate = true;
for ( let i = offset * 3, l = ( offset + count ) * 3; i < l; i += 3 ) {
setTriangle( triangle, i, index, pos );
triangle.needsUpdate = true;
const dist = triangle.distanceToTriangle( triangle2, tempTarget1, tempTarget2 );
if ( dist < closestDistance ) {
if ( target1 ) {
target1.copy( tempTarget1 );
}
if ( target2 ) {
target2.copy( tempTarget2 );
}
closestDistance = dist;
}
// stop traversal if we find a point that's under the given threshold
if ( dist < minThreshold ) {
return true;
}
}
}
},
}
);
} else {
// If no bounds tree then we'll just check every triangle.
const triCount = otherIndex ? otherIndex.count : otherPos.count;
for ( let i2 = 0, l2 = triCount; i2 < l2; i2 += 3 ) {
setTriangle( triangle2, i2, otherIndex, otherPos );
triangle2.a.applyMatrix4( geometryToBvh );
triangle2.b.applyMatrix4( geometryToBvh );
triangle2.c.applyMatrix4( geometryToBvh );
triangle2.needsUpdate = true;
for ( let i = offset * 3, l = ( offset + count ) * 3; i < l; i += 3 ) {
setTriangle( triangle, i, index, pos );
triangle.needsUpdate = true;
const dist = triangle.distanceToTriangle( triangle2, tempTarget1, tempTarget2 );
if ( dist < closestDistance ) {
if ( target1 ) {
target1.copy( tempTarget1 );
}
if ( target2 ) {
target2.copy( tempTarget2 );
}
closestDistance = dist;
}
// stop traversal if we find a point that's under the given threshold
if ( dist < minThreshold ) {
return true;
}
}
}
}
},
}
);
return closestDistance;
}
distanceToGeometry( mesh, geom, matrix, minThreshold, maxThreshold ) {
return this.closestPointToGeometry( mesh, geom, matrix, null, null, minThreshold, maxThreshold );
}
closestPointToPoint( mesh, point, target, minThreshold = 0, maxThreshold = Infinity ) {
// early out if under minThreshold
// skip checking if over maxThreshold
// set minThreshold = maxThreshold to quickly check if a point is within a threshold
// returns Infinity if no value found
const minThresholdSq = minThreshold * minThreshold;
const maxThresholdSq = maxThreshold * maxThreshold;
let closestDistanceSq = Infinity;
this.shapecast(
mesh,
{
boundsTraverseOrder: box => {
temp.copy( point ).clamp( box.min, box.max );
return temp.distanceToSquared( point );
},
intersectsBounds: ( box, isLeaf, score ) => {
return score < closestDistanceSq && score < maxThresholdSq;
},
intersectsTriangle: tri => {
tri.closestPointToPoint( point, temp );
const distSq = point.distanceToSquared( temp );
if ( distSq < closestDistanceSq ) {
if ( target ) {
target.copy( temp );
}
closestDistanceSq = distSq;
}
if ( distSq < minThresholdSq ) {
return true;
} else {
return false;
}
},
}
);
return Math.sqrt( closestDistanceSq );
}
distanceToPoint( mesh, point, minThreshold, maxThreshold ) {
return this.closestPointToPoint( mesh, point, null, minThreshold, maxThreshold );
}
getBoundingBox( target ) {
target.makeEmpty();
const roots = this._roots;
roots.forEach( buffer => {
arrayToBox$1( 0, new Float32Array( buffer ), tempBox );
target.union( tempBox );
} );
return target;
}
}
const boundingBox$1 = new three.Box3();
class MeshBVHRootVisualizer extends three.Object3D {
get isMesh() {
return ! this.displayEdges;
}
get isLineSegments() {
return this.displayEdges;
}
get isLine() {
return this.displayEdges;
}
constructor( mesh, material, depth = 10, group = 0 ) {
super();
this.material = material;
this.geometry = new three.BufferGeometry();
this.name = 'MeshBVHRootVisualizer';
this.depth = depth;
this.displayParents = false;
this.mesh = mesh;
this.displayEdges = true;
this._group = group;
}
raycast() {}
update() {
const geometry = this.geometry;
const boundsTree = this.mesh.geometry.boundsTree;
const group = this._group;
geometry.dispose();
this.visible = false;
if ( boundsTree ) {
// count the number of bounds required
const targetDepth = this.depth - 1;
const displayParents = this.displayParents;
let boundsCount = 0;
boundsTree.traverse( ( depth, isLeaf ) => {
if ( depth === targetDepth || isLeaf ) {
boundsCount ++;
return true;
} else if ( displayParents ) {
boundsCount ++;
}
}, group );
// fill in the position buffer with the bounds corners
let posIndex = 0;
const positionArray = new Float32Array( 8 * 3 * boundsCount );
boundsTree.traverse( ( depth, isLeaf, boundingData ) => {
const terminate = depth === targetDepth || isLeaf;
if ( terminate || displayParents ) {
arrayToBox( boundingData, boundingBox$1 );
const { min, max } = boundingBox$1;
for ( let x = - 1; x <= 1; x += 2 ) {
const xVal = x < 0 ? min.x : max.x;
for ( let y = - 1; y <= 1; y += 2 ) {
const yVal = y < 0 ? min.y : max.y;
for ( let z = - 1; z <= 1; z += 2 ) {
const zVal = z < 0 ? min.z : max.z;
positionArray[ posIndex + 0 ] = xVal;
positionArray[ posIndex + 1 ] = yVal;
positionArray[ posIndex + 2 ] = zVal;
posIndex += 3;
}
}
}
return terminate;
}
}, group );
let indexArray;
let indices;
if ( this.displayEdges ) {
// fill in the index buffer to point to the corner points
indices = new Uint8Array( [
// x axis
0, 4,
1, 5,
2, 6,
3, 7,
// y axis
0, 2,
1, 3,
4, 6,
5, 7,
// z axis
0, 1,
2, 3,
4, 5,
6, 7,
] );
} else {
indices = new Uint8Array( [
// X-, X+
0, 1, 2,
2, 1, 3,
4, 6, 5,
6, 7, 5,
// Y-, Y+
1, 4, 5,
0, 4, 1,
2, 3, 6,
3, 7, 6,
// Z-, Z+
0, 2, 4,
2, 6, 4,
1, 5, 3,
3, 5, 7,
] );
}
if ( positionArray.length > 65535 ) {
indexArray = new Uint32Array( indices.length * boundsCount );
} else {
indexArray = new Uint16Array( indices.length * boundsCount );
}
const indexLength = indices.length;
for ( let i = 0; i < boundsCount; i ++ ) {
const posOffset = i * 8;
const indexOffset = i * indexLength;
for ( let j = 0; j < indexLength; j ++ ) {
indexArray[ indexOffset + j ] = posOffset + indices[ j ];
}
}
// update the geometry
geometry.setIndex(
new three.BufferAttribute( indexArray, 1, false ),
);
geometry.setAttribute(
'position',
new three.BufferAttribute( positionArray, 3, false ),
);
this.visible = true;
}
}
}
class MeshBVHVisualizer extends three.Group {
get color() {
return this.edgeMaterial.color;
}
get opacity() {
return this.edgeMaterial.opacity;
}
set opacity( v ) {
this.edgeMaterial.opacity = v;
this.meshMaterial.opacity = v;
}
constructor( mesh, depth = 10 ) {
super();
this.name = 'MeshBVHVisualizer';
this.depth = depth;
this.mesh = mesh;
this.displayParents = false;
this.displayEdges = true;
this._roots = [];
const edgeMaterial = new three.LineBasicMaterial( {
color: 0x00FF88,
transparent: true,
opacity: 0.3,
depthWrite: false,
} );
const meshMaterial = new three.MeshBasicMaterial( {
color: 0x00FF88,
transparent: true,
opacity: 0.3,
depthWrite: false,
} );
meshMaterial.color = edgeMaterial.color;
this.edgeMaterial = edgeMaterial;
this.meshMaterial = meshMaterial;
this.update();
}
update() {
const bvh = this.mesh.geometry.boundsTree;
const totalRoots = bvh ? bvh._roots.length : 0;
while ( this._roots.length > totalRoots ) {
this._roots.pop();
}
for ( let i = 0; i < totalRoots; i ++ ) {
if ( i >= this._roots.length ) {
const root = new MeshBVHRootVisualizer( this.mesh, this.edgeMaterial, this.depth, i );
this.add( root );
this._roots.push( root );
}
const root = this._roots[ i ];
root.depth = this.depth;
root.mesh = this.mesh;
root.displayParents = this.displayParents;
root.displayEdges = this.displayEdges;
root.material = this.displayEdges ? this.edgeMaterial : this.meshMaterial;
root.update();
}
}
updateMatrixWorld( ...args ) {
this.position.copy( this.mesh.position );
this.rotation.copy( this.mesh.rotation );
this.scale.copy( this.mesh.scale );
super.updateMatrixWorld( ...args );
}
copy( source ) {
this.depth = source.depth;
this.mesh = source.mesh;
}
clone() {
return new MeshBVHVisualizer( this.mesh, this.depth );
}
dispose() {
this.edgeMaterial.dispose();
this.meshMaterial.dispose();
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
children[ i ].geometry.dispose();
}
}
}
// https://stackoverflow.com/questions/1248302/how-to-get-the-size-of-a-javascript-object
function getPrimitiveSize( el ) {
switch ( typeof el ) {
case 'number':
return 8;
case 'string':
return el.length * 2;
case 'boolean':
return 4;
default:
return 0;
}
}
function isTypedArray( arr ) {
const regex = /(Uint|Int|Float)(8|16|32)Array/;
return regex.test( arr.constructor.name );
}
function getRootExtremes( bvh, group ) {
const result = {
get total() {
console.warn( 'getRootExtremes: "total" has been replaced by "nodeCount" and will be removed in the next release.' );
return this.nodeCount;
},
nodeCount: 0,
leafNodeCount: 0,
depth: {
min: Infinity, max: - Infinity
},
tris: {
min: Infinity, max: - Infinity
},
splits: [ 0, 0, 0 ],
surfaceAreaScore: 0,
};
bvh.traverse( ( depth, isLeaf, boundingData, offsetOrSplit, count ) => {
const l0 = boundingData[ 0 + 3 ] - boundingData[ 0 ];
const l1 = boundingData[ 1 + 3 ] - boundingData[ 1 ];
const l2 = boundingData[ 2 + 3 ] - boundingData[ 2 ];
const surfaceArea = 2 * ( l0 * l1 + l1 * l2 + l2 * l0 );
result.nodeCount ++;
if ( isLeaf ) {
result.leafNodeCount ++;
result.depth.min = Math.min( depth, result.depth.min );
result.depth.max = Math.max( depth, result.depth.max );
result.tris.min = Math.min( count, result.tris.min );
result.tris.max = Math.max( count, result.tris.max );
result.surfaceAreaScore += surfaceArea * TRIANGLE_INTERSECT_COST * count;
} else {
result.splits[ offsetOrSplit ] ++;
result.surfaceAreaScore += surfaceArea * TRAVERSAL_COST;
}
}, group );
// If there are no leaf nodes because the tree hasn't finished generating yet.
if ( result.tris.min === Infinity ) {
result.tris.min = 0;
result.tris.max = 0;
}
if ( result.depth.min === Infinity ) {
result.depth.min = 0;
result.depth.max = 0;
}
return result;
}
function getBVHExtremes( bvh ) {
return bvh._roots.map( ( root, i ) => getRootExtremes( bvh, i ) );
}
function estimateMemoryInBytes( obj ) {
const traversed = new Set();
const stack = [ obj ];
let bytes = 0;
while ( stack.length ) {
const curr = stack.pop();
if ( traversed.has( curr ) ) {
continue;
}
traversed.add( curr );
for ( let key in curr ) {
if ( ! curr.hasOwnProperty( key ) ) {
continue;
}
bytes += getPrimitiveSize( key );
const value = curr[ key ];
if ( value && ( typeof value === 'object' || typeof value === 'function' ) ) {
if ( isTypedArray( value ) ) {
bytes += value.byteLength;
} else if ( value instanceof ArrayBuffer ) {
bytes += value.byteLength;
} else {
stack.push( value );
}
} else {
bytes += getPrimitiveSize( value );
}
}
}
return bytes;
}
const box1 = new three.Box3();
const box2 = new three.Box3();
const vec = new three.Vector3();
class MeshBVHDebug {
constructor( bvh, geometry ) {
this.bvh = bvh;
this.geometry = geometry;
}
// Returns a simple, human readable object that represents the BVH.
getJSONStructure() {
const { bvh } = this;
const depthStack = [];
bvh.traverse( ( depth, isLeaf, boundingData, offset, count ) => {
const info = {
bounds: arrayToBox( boundingData, new three.Box3() ),
};
if ( isLeaf ) {
info.count = count;
info.offset = offset;
} else {
info.left = null;
info.right = null;
}
depthStack[ depth ] = info;
// traversal hits the left then right node
const parent = depthStack[ depth - 1 ];
if ( parent ) {
if ( parent.left === null ) {
parent.left = info;
} else {
parent.right = info;
}
}
} );
return depthStack[ 0 ];
}
validateBounds() {
const { bvh, geometry } = this;
const depthStack = [];
const index = geometry.index;
const position = geometry.getAttribute( 'position' );
let passes = true;
bvh.traverse( ( depth, isLeaf, boundingData, offset, count ) => {
const info = {
depth,
isLeaf,
boundingData,
offset,
count,
};
depthStack[ depth ] = info;
arrayToBox( boundingData, box1 );
const parent = depthStack[ depth - 1 ];
if ( isLeaf ) {
// check triangles
for ( let i = offset * 3, l = ( offset + count ) * 3; i < l; i += 3 ) {
const i0 = index.getX( i );
const i1 = index.getX( i + 1 );
const i2 = index.getX( i + 2 );
let isContained;
vec.fromBufferAttribute( position, i0 );
isContained = box1.containsPoint( vec );
vec.fromBufferAttribute( position, i1 );
isContained = isContained && box1.containsPoint( vec );
vec.fromBufferAttribute( position, i2 );
isContained = isContained && box1.containsPoint( vec );
console.assert( isContained, 'Leaf bounds does not fully contain triangle.' );
passes = passes && isContained;
}
}
if ( parent ) {
// check if my bounds fit in my parents
arrayToBox( boundingData, box2 );
const isContained = box2.containsBox( box1 );
console.assert( isContained, 'Parent bounds does not fully contain child.' );
passes = passes && isContained;
}
} );
return passes;
}
}
const ray = new three.Ray();
const tmpInverseMatrix = new three.Matrix4();
const origMeshRaycastFunc = three.Mesh.prototype.raycast;
function acceleratedRaycast( raycaster, intersects ) {
if ( this.geometry.boundsTree ) {
if ( this.material === undefined ) return;
tmpInverseMatrix.copy( this.matrixWorld ).invert();
ray.copy( raycaster.ray ).applyMatrix4( tmpInverseMatrix );
if ( raycaster.firstHitOnly === true ) {
const res = this.geometry.boundsTree.raycastFirst( this, raycaster, ray );
if ( res ) intersects.push( res );
} else {
this.geometry.boundsTree.raycast( this, raycaster, ray, intersects );
}
} else {
origMeshRaycastFunc.call( this, raycaster, intersects );
}
}
function computeBoundsTree( options ) {
this.boundsTree = new MeshBVH( this, options );
return this.boundsTree;
}
function disposeBoundsTree() {
this.boundsTree = null;
}
exports.MeshBVH = MeshBVH;
exports.Visualizer = MeshBVHVisualizer;
exports.MeshBVHVisualizer = MeshBVHVisualizer;
exports.MeshBVHDebug = MeshBVHDebug;
exports.acceleratedRaycast = acceleratedRaycast;
exports.computeBoundsTree = computeBoundsTree;
exports.disposeBoundsTree = disposeBoundsTree;
exports.CENTER = CENTER;
exports.AVERAGE = AVERAGE;
exports.SAH = SAH;
exports.NOT_INTERSECTED = NOT_INTERSECTED;
exports.INTERSECTED = INTERSECTED;
exports.CONTAINED = CONTAINED;
exports.estimateMemoryInBytes = estimateMemoryInBytes;
exports.getBVHExtremes = getBVHExtremes;
Object.defineProperty(exports, '__esModule', { value: true });
}));
//# sourceMappingURL=index.umd.cjs.map