Buckets:
| import { | |
| Box3, | |
| Line3, | |
| Plane, | |
| Sphere, | |
| Triangle, | |
| Vector3, | |
| Layers | |
| } from 'three'; | |
| import { Capsule } from '../math/Capsule.js'; | |
| const _v1 = new Vector3(); | |
| const _v2 = new Vector3(); | |
| const _point1 = new Vector3(); | |
| const _point2 = new Vector3(); | |
| const _plane = new Plane(); | |
| const _line1 = new Line3(); | |
| const _line2 = new Line3(); | |
| const _sphere = new Sphere(); | |
| const _capsule = new Capsule(); | |
| const _temp1 = new Vector3(); | |
| const _temp2 = new Vector3(); | |
| const _temp3 = new Vector3(); | |
| const EPS = 1e-10; | |
| function lineToLineClosestPoints( line1, line2, target1 = null, target2 = null ) { | |
| const r = _temp1.copy( line1.end ).sub( line1.start ); | |
| const s = _temp2.copy( line2.end ).sub( line2.start ); | |
| const w = _temp3.copy( line2.start ).sub( line1.start ); | |
| const a = r.dot( s ), | |
| b = r.dot( r ), | |
| c = s.dot( s ), | |
| d = s.dot( w ), | |
| e = r.dot( w ); | |
| let t1, t2; | |
| const divisor = b * c - a * a; | |
| if ( Math.abs( divisor ) < EPS ) { | |
| const d1 = - d / c; | |
| const d2 = ( a - d ) / c; | |
| if ( Math.abs( d1 - 0.5 ) < Math.abs( d2 - 0.5 ) ) { | |
| t1 = 0; | |
| t2 = d1; | |
| } else { | |
| t1 = 1; | |
| t2 = d2; | |
| } | |
| } else { | |
| t1 = ( d * a + e * c ) / divisor; | |
| t2 = ( t1 * a - d ) / c; | |
| } | |
| t2 = Math.max( 0, Math.min( 1, t2 ) ); | |
| t1 = Math.max( 0, Math.min( 1, t1 ) ); | |
| if ( target1 ) { | |
| target1.copy( r ).multiplyScalar( t1 ).add( line1.start ); | |
| } | |
| if ( target2 ) { | |
| target2.copy( s ).multiplyScalar( t2 ).add( line2.start ); | |
| } | |
| } | |
| /** | |
| * An octree is a hierarchical tree data structure used to partition a three-dimensional | |
| * space by recursively subdividing it into eight octants. | |
| * | |
| * This particular implementation can have up to sixteen levels and stores up to eight triangles | |
| * in leaf nodes. | |
| * | |
| * `Octree` can be used in games to compute collision between the game world and colliders from | |
| * the player or other dynamic 3D objects. | |
| * | |
| * | |
| * ```js | |
| * const octree = new Octree().fromGraphNode( scene ); | |
| * const result = octree.capsuleIntersect( playerCollider ); // collision detection | |
| * ``` | |
| * | |
| * @three_import import { Octree } from 'three/addons/math/Octree.js'; | |
| */ | |
| class Octree { | |
| /** | |
| * Constructs a new Octree. | |
| * | |
| * @param {Box3} [box] - The base box with enclose the entire Octree. | |
| */ | |
| constructor( box ) { | |
| /** | |
| * The base box with enclose the entire Octree. | |
| * | |
| * @type {Box3} | |
| */ | |
| this.box = box; | |
| /** | |
| * The bounds of the Octree. Compared to {@link Octree#box}, no | |
| * margin is applied. | |
| * | |
| * @type {Box3} | |
| */ | |
| this.bounds = new Box3(); | |
| /** | |
| * Can by used for layers configuration for refine testing. | |
| * | |
| * @type {Layers} | |
| */ | |
| this.layers = new Layers(); | |
| // private | |
| this.subTrees = []; | |
| this.triangles = []; | |
| } | |
| /** | |
| * Adds the given triangle to the Octree. The triangle vertices are clamped if they exceed | |
| * the bounds of the Octree. | |
| * | |
| * @param {Triangle} triangle - The triangle to add. | |
| * @return {Octree} A reference to this Octree. | |
| */ | |
| addTriangle( triangle ) { | |
| this.bounds.min.x = Math.min( this.bounds.min.x, triangle.a.x, triangle.b.x, triangle.c.x ); | |
| this.bounds.min.y = Math.min( this.bounds.min.y, triangle.a.y, triangle.b.y, triangle.c.y ); | |
| this.bounds.min.z = Math.min( this.bounds.min.z, triangle.a.z, triangle.b.z, triangle.c.z ); | |
| this.bounds.max.x = Math.max( this.bounds.max.x, triangle.a.x, triangle.b.x, triangle.c.x ); | |
| this.bounds.max.y = Math.max( this.bounds.max.y, triangle.a.y, triangle.b.y, triangle.c.y ); | |
| this.bounds.max.z = Math.max( this.bounds.max.z, triangle.a.z, triangle.b.z, triangle.c.z ); | |
| this.triangles.push( triangle ); | |
| return this; | |
| } | |
| /** | |
| * Prepares {@link Octree#box} for the build. | |
| * | |
| * @return {Octree} A reference to this Octree. | |
| */ | |
| calcBox() { | |
| this.box = this.bounds.clone(); | |
| // offset small amount to account for regular grid | |
| this.box.min.x -= 0.01; | |
| this.box.min.y -= 0.01; | |
| this.box.min.z -= 0.01; | |
| return this; | |
| } | |
| /** | |
| * Splits the Octree. This method is used recursively when | |
| * building the Octree. | |
| * | |
| * @param {number} level - The current level. | |
| * @return {Octree} A reference to this Octree. | |
| */ | |
| split( level ) { | |
| if ( ! this.box ) return; | |
| const subTrees = []; | |
| const halfsize = _v2.copy( this.box.max ).sub( this.box.min ).multiplyScalar( 0.5 ); | |
| for ( let x = 0; x < 2; x ++ ) { | |
| for ( let y = 0; y < 2; y ++ ) { | |
| for ( let z = 0; z < 2; z ++ ) { | |
| const box = new Box3(); | |
| const v = _v1.set( x, y, z ); | |
| box.min.copy( this.box.min ).add( v.multiply( halfsize ) ); | |
| box.max.copy( box.min ).add( halfsize ); | |
| subTrees.push( new Octree( box ) ); | |
| } | |
| } | |
| } | |
| let triangle; | |
| while ( triangle = this.triangles.pop() ) { | |
| for ( let i = 0; i < subTrees.length; i ++ ) { | |
| if ( subTrees[ i ].box.intersectsTriangle( triangle ) ) { | |
| subTrees[ i ].triangles.push( triangle ); | |
| } | |
| } | |
| } | |
| for ( let i = 0; i < subTrees.length; i ++ ) { | |
| const len = subTrees[ i ].triangles.length; | |
| if ( len > 8 && level < 16 ) { | |
| subTrees[ i ].split( level + 1 ); | |
| } | |
| if ( len !== 0 ) { | |
| this.subTrees.push( subTrees[ i ] ); | |
| } | |
| } | |
| return this; | |
| } | |
| /** | |
| * Builds the Octree. | |
| * | |
| * @return {Octree} A reference to this Octree. | |
| */ | |
| build() { | |
| this.calcBox(); | |
| this.split( 0 ); | |
| return this; | |
| } | |
| /** | |
| * Computes the triangles that potentially intersect with the given ray. | |
| * | |
| * @param {Ray} ray - The ray to test. | |
| * @param {Array<Triangle>} triangles - The target array that holds the triangles. | |
| */ | |
| getRayTriangles( ray, triangles ) { | |
| for ( let i = 0; i < this.subTrees.length; i ++ ) { | |
| const subTree = this.subTrees[ i ]; | |
| if ( ! ray.intersectsBox( subTree.box ) ) continue; | |
| if ( subTree.triangles.length > 0 ) { | |
| for ( let j = 0; j < subTree.triangles.length; j ++ ) { | |
| if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] ); | |
| } | |
| } else { | |
| subTree.getRayTriangles( ray, triangles ); | |
| } | |
| } | |
| } | |
| /** | |
| * Computes the intersection between the given capsule and triangle. | |
| * | |
| * @param {Capsule} capsule - The capsule to test. | |
| * @param {Triangle} triangle - The triangle to test. | |
| * @return {Object|false} The intersection object. If no intersection | |
| * is detected, the method returns `false`. | |
| */ | |
| triangleCapsuleIntersect( capsule, triangle ) { | |
| triangle.getPlane( _plane ); | |
| const d1 = _plane.distanceToPoint( capsule.start ) - capsule.radius; | |
| const d2 = _plane.distanceToPoint( capsule.end ) - capsule.radius; | |
| if ( ( d1 > 0 && d2 > 0 ) || ( d1 < - capsule.radius && d2 < - capsule.radius ) ) { | |
| return false; | |
| } | |
| const delta = Math.abs( d1 / ( Math.abs( d1 ) + Math.abs( d2 ) ) ); | |
| const intersectPoint = _v1.copy( capsule.start ).lerp( capsule.end, delta ); | |
| if ( triangle.containsPoint( intersectPoint ) ) { | |
| return { normal: _plane.normal.clone(), point: intersectPoint.clone(), depth: Math.abs( Math.min( d1, d2 ) ) }; | |
| } | |
| const r2 = capsule.radius * capsule.radius; | |
| const line1 = _line1.set( capsule.start, capsule.end ); | |
| const lines = [ | |
| [ triangle.a, triangle.b ], | |
| [ triangle.b, triangle.c ], | |
| [ triangle.c, triangle.a ] | |
| ]; | |
| for ( let i = 0; i < lines.length; i ++ ) { | |
| const line2 = _line2.set( lines[ i ][ 0 ], lines[ i ][ 1 ] ); | |
| lineToLineClosestPoints( line1, line2, _point1, _point2 ); | |
| if ( _point1.distanceToSquared( _point2 ) < r2 ) { | |
| return { | |
| normal: _point1.clone().sub( _point2 ).normalize(), | |
| point: _point2.clone(), | |
| depth: capsule.radius - _point1.distanceTo( _point2 ) | |
| }; | |
| } | |
| } | |
| return false; | |
| } | |
| /** | |
| * Computes the intersection between the given sphere and triangle. | |
| * | |
| * @param {Sphere} sphere - The sphere to test. | |
| * @param {Triangle} triangle - The triangle to test. | |
| * @return {Object|false} The intersection object. If no intersection | |
| * is detected, the method returns `false`. | |
| */ | |
| triangleSphereIntersect( sphere, triangle ) { | |
| triangle.getPlane( _plane ); | |
| if ( ! sphere.intersectsPlane( _plane ) ) return false; | |
| const depth = Math.abs( _plane.distanceToSphere( sphere ) ); | |
| const r2 = sphere.radius * sphere.radius - depth * depth; | |
| const plainPoint = _plane.projectPoint( sphere.center, _v1 ); | |
| if ( triangle.containsPoint( sphere.center ) ) { | |
| return { normal: _plane.normal.clone(), point: plainPoint.clone(), depth: Math.abs( _plane.distanceToSphere( sphere ) ) }; | |
| } | |
| const lines = [ | |
| [ triangle.a, triangle.b ], | |
| [ triangle.b, triangle.c ], | |
| [ triangle.c, triangle.a ] | |
| ]; | |
| for ( let i = 0; i < lines.length; i ++ ) { | |
| _line1.set( lines[ i ][ 0 ], lines[ i ][ 1 ] ); | |
| _line1.closestPointToPoint( plainPoint, true, _v2 ); | |
| const d = _v2.distanceToSquared( sphere.center ); | |
| if ( d < r2 ) { | |
| return { normal: sphere.center.clone().sub( _v2 ).normalize(), point: _v2.clone(), depth: sphere.radius - Math.sqrt( d ) }; | |
| } | |
| } | |
| return false; | |
| } | |
| /** | |
| * Computes the triangles that potentially intersect with the given bounding sphere. | |
| * | |
| * @param {Sphere} sphere - The sphere to test. | |
| * @param {Array<Triangle>} triangles - The target array that holds the triangles. | |
| */ | |
| getSphereTriangles( sphere, triangles ) { | |
| for ( let i = 0; i < this.subTrees.length; i ++ ) { | |
| const subTree = this.subTrees[ i ]; | |
| if ( ! sphere.intersectsBox( subTree.box ) ) continue; | |
| if ( subTree.triangles.length > 0 ) { | |
| for ( let j = 0; j < subTree.triangles.length; j ++ ) { | |
| if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] ); | |
| } | |
| } else { | |
| subTree.getSphereTriangles( sphere, triangles ); | |
| } | |
| } | |
| } | |
| /** | |
| * Computes the triangles that potentially intersect with the given capsule. | |
| * | |
| * @param {Capsule} capsule - The capsule to test. | |
| * @param {Array<Triangle>} triangles - The target array that holds the triangles. | |
| */ | |
| getCapsuleTriangles( capsule, triangles ) { | |
| for ( let i = 0; i < this.subTrees.length; i ++ ) { | |
| const subTree = this.subTrees[ i ]; | |
| if ( ! capsule.intersectsBox( subTree.box ) ) continue; | |
| if ( subTree.triangles.length > 0 ) { | |
| for ( let j = 0; j < subTree.triangles.length; j ++ ) { | |
| if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] ); | |
| } | |
| } else { | |
| subTree.getCapsuleTriangles( capsule, triangles ); | |
| } | |
| } | |
| } | |
| /** | |
| * Performs a bounding sphere intersection test with this Octree. | |
| * | |
| * @param {Sphere} sphere - The bounding sphere to test. | |
| * @return {Object|boolean} The intersection object. If no intersection | |
| * is detected, the method returns `false`. | |
| */ | |
| sphereIntersect( sphere ) { | |
| _sphere.copy( sphere ); | |
| const triangles = []; | |
| let result, hit = false; | |
| this.getSphereTriangles( sphere, triangles ); | |
| for ( let i = 0; i < triangles.length; i ++ ) { | |
| if ( result = this.triangleSphereIntersect( _sphere, triangles[ i ] ) ) { | |
| hit = true; | |
| _sphere.center.add( result.normal.multiplyScalar( result.depth ) ); | |
| } | |
| } | |
| if ( hit ) { | |
| const collisionVector = _sphere.center.clone().sub( sphere.center ); | |
| const depth = collisionVector.length(); | |
| return { normal: collisionVector.normalize(), depth: depth }; | |
| } | |
| return false; | |
| } | |
| /** | |
| * Performs a capsule intersection test with this Octree. | |
| * | |
| * @param {Capsule} capsule - The capsule to test. | |
| * @return {Object|boolean} The intersection object. If no intersection | |
| * is detected, the method returns `false`. | |
| */ | |
| capsuleIntersect( capsule ) { | |
| _capsule.copy( capsule ); | |
| const triangles = []; | |
| let result, hit = false; | |
| this.getCapsuleTriangles( _capsule, triangles ); | |
| for ( let i = 0; i < triangles.length; i ++ ) { | |
| if ( result = this.triangleCapsuleIntersect( _capsule, triangles[ i ] ) ) { | |
| hit = true; | |
| _capsule.translate( result.normal.multiplyScalar( result.depth ) ); | |
| } | |
| } | |
| if ( hit ) { | |
| const collisionVector = _capsule.getCenter( new Vector3() ).sub( capsule.getCenter( _v1 ) ); | |
| const depth = collisionVector.length(); | |
| return { normal: collisionVector.normalize(), depth: depth }; | |
| } | |
| return false; | |
| } | |
| /** | |
| * Performs a ray intersection test with this Octree. | |
| * | |
| * @param {Ray} ray - The ray to test. | |
| * @return {Object|boolean} The nearest intersection object. If no intersection | |
| * is detected, the method returns `false`. | |
| */ | |
| rayIntersect( ray ) { | |
| const triangles = []; | |
| let triangle, position, distance = 1e100; | |
| this.getRayTriangles( ray, triangles ); | |
| for ( let i = 0; i < triangles.length; i ++ ) { | |
| const result = ray.intersectTriangle( triangles[ i ].a, triangles[ i ].b, triangles[ i ].c, true, _v1 ); | |
| if ( result ) { | |
| const newdistance = result.sub( ray.origin ).length(); | |
| if ( distance > newdistance ) { | |
| position = result.clone().add( ray.origin ); | |
| distance = newdistance; | |
| triangle = triangles[ i ]; | |
| } | |
| } | |
| } | |
| return distance < 1e100 ? { distance: distance, triangle: triangle, position: position } : false; | |
| } | |
| /** | |
| * Constructs the Octree from the given 3D object. | |
| * | |
| * @param {Object3D} group - The scene graph node. | |
| * @return {Octree} A reference to this Octree. | |
| */ | |
| fromGraphNode( group ) { | |
| group.updateWorldMatrix( true, true ); | |
| group.traverse( ( obj ) => { | |
| if ( obj.isMesh === true ) { | |
| if ( this.layers.test( obj.layers ) ) { | |
| let geometry, isTemp = false; | |
| if ( obj.geometry.index !== null ) { | |
| isTemp = true; | |
| geometry = obj.geometry.toNonIndexed(); | |
| } else { | |
| geometry = obj.geometry; | |
| } | |
| const positionAttribute = geometry.getAttribute( 'position' ); | |
| for ( let i = 0; i < positionAttribute.count; i += 3 ) { | |
| const v1 = new Vector3().fromBufferAttribute( positionAttribute, i ); | |
| const v2 = new Vector3().fromBufferAttribute( positionAttribute, i + 1 ); | |
| const v3 = new Vector3().fromBufferAttribute( positionAttribute, i + 2 ); | |
| v1.applyMatrix4( obj.matrixWorld ); | |
| v2.applyMatrix4( obj.matrixWorld ); | |
| v3.applyMatrix4( obj.matrixWorld ); | |
| this.addTriangle( new Triangle( v1, v2, v3 ) ); | |
| } | |
| if ( isTemp ) { | |
| geometry.dispose(); | |
| } | |
| } | |
| } | |
| } ); | |
| this.build(); | |
| return this; | |
| } | |
| /** | |
| * Clears the Octree by making it empty. | |
| * | |
| * @return {Octree} A reference to this Octree. | |
| */ | |
| clear() { | |
| this.box = null; | |
| this.bounds.makeEmpty(); | |
| this.subTrees.length = 0; | |
| this.triangles.length = 0; | |
| return this; | |
| } | |
| } | |
| export { Octree }; | |
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