Buckets:
| import { Vector3 } from './Vector3.js'; | |
| class Box3 { | |
| constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) { | |
| this.isBox3 = true; | |
| this.min = min; | |
| this.max = max; | |
| } | |
| set( min, max ) { | |
| this.min.copy( min ); | |
| this.max.copy( max ); | |
| return this; | |
| } | |
| setFromArray( array ) { | |
| this.makeEmpty(); | |
| for ( let i = 0, il = array.length; i < il; i += 3 ) { | |
| this.expandByPoint( _vector.fromArray( array, i ) ); | |
| } | |
| return this; | |
| } | |
| setFromBufferAttribute( attribute ) { | |
| this.makeEmpty(); | |
| for ( let i = 0, il = attribute.count; i < il; i ++ ) { | |
| this.expandByPoint( _vector.fromBufferAttribute( attribute, i ) ); | |
| } | |
| return this; | |
| } | |
| setFromPoints( points ) { | |
| this.makeEmpty(); | |
| for ( let i = 0, il = points.length; i < il; i ++ ) { | |
| this.expandByPoint( points[ i ] ); | |
| } | |
| return this; | |
| } | |
| setFromCenterAndSize( center, size ) { | |
| const halfSize = _vector.copy( size ).multiplyScalar( 0.5 ); | |
| this.min.copy( center ).sub( halfSize ); | |
| this.max.copy( center ).add( halfSize ); | |
| return this; | |
| } | |
| setFromObject( object, precise = false ) { | |
| this.makeEmpty(); | |
| return this.expandByObject( object, precise ); | |
| } | |
| clone() { | |
| return new this.constructor().copy( this ); | |
| } | |
| copy( box ) { | |
| this.min.copy( box.min ); | |
| this.max.copy( box.max ); | |
| return this; | |
| } | |
| makeEmpty() { | |
| this.min.x = this.min.y = this.min.z = + Infinity; | |
| this.max.x = this.max.y = this.max.z = - Infinity; | |
| return this; | |
| } | |
| isEmpty() { | |
| // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes | |
| return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); | |
| } | |
| getCenter( target ) { | |
| return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); | |
| } | |
| getSize( target ) { | |
| return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); | |
| } | |
| expandByPoint( point ) { | |
| this.min.min( point ); | |
| this.max.max( point ); | |
| return this; | |
| } | |
| expandByVector( vector ) { | |
| this.min.sub( vector ); | |
| this.max.add( vector ); | |
| return this; | |
| } | |
| expandByScalar( scalar ) { | |
| this.min.addScalar( - scalar ); | |
| this.max.addScalar( scalar ); | |
| return this; | |
| } | |
| expandByObject( object, precise = false ) { | |
| // Computes the world-axis-aligned bounding box of an object (including its children), | |
| // accounting for both the object's, and children's, world transforms | |
| object.updateWorldMatrix( false, false ); | |
| const geometry = object.geometry; | |
| if ( geometry !== undefined ) { | |
| const positionAttribute = geometry.getAttribute( 'position' ); | |
| // precise AABB computation based on vertex data requires at least a position attribute. | |
| // instancing isn't supported so far and uses the normal (conservative) code path. | |
| if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) { | |
| for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) { | |
| if ( object.isMesh === true ) { | |
| object.getVertexPosition( i, _vector ); | |
| } else { | |
| _vector.fromBufferAttribute( positionAttribute, i ); | |
| } | |
| _vector.applyMatrix4( object.matrixWorld ); | |
| this.expandByPoint( _vector ); | |
| } | |
| } else { | |
| if ( object.boundingBox !== undefined ) { | |
| // object-level bounding box | |
| if ( object.boundingBox === null ) { | |
| object.computeBoundingBox(); | |
| } | |
| _box.copy( object.boundingBox ); | |
| } else { | |
| // geometry-level bounding box | |
| if ( geometry.boundingBox === null ) { | |
| geometry.computeBoundingBox(); | |
| } | |
| _box.copy( geometry.boundingBox ); | |
| } | |
| _box.applyMatrix4( object.matrixWorld ); | |
| this.union( _box ); | |
| } | |
| } | |
| const children = object.children; | |
| for ( let i = 0, l = children.length; i < l; i ++ ) { | |
| this.expandByObject( children[ i ], precise ); | |
| } | |
| return this; | |
| } | |
| containsPoint( point ) { | |
| return point.x < this.min.x || point.x > this.max.x || | |
| point.y < this.min.y || point.y > this.max.y || | |
| point.z < this.min.z || point.z > this.max.z ? false : true; | |
| } | |
| containsBox( box ) { | |
| return this.min.x <= box.min.x && box.max.x <= this.max.x && | |
| this.min.y <= box.min.y && box.max.y <= this.max.y && | |
| this.min.z <= box.min.z && box.max.z <= this.max.z; | |
| } | |
| getParameter( point, target ) { | |
| // This can potentially have a divide by zero if the box | |
| // has a size dimension of 0. | |
| return target.set( | |
| ( point.x - this.min.x ) / ( this.max.x - this.min.x ), | |
| ( point.y - this.min.y ) / ( this.max.y - this.min.y ), | |
| ( point.z - this.min.z ) / ( this.max.z - this.min.z ) | |
| ); | |
| } | |
| intersectsBox( box ) { | |
| // using 6 splitting planes to rule out intersections. | |
| return box.max.x < this.min.x || box.min.x > this.max.x || | |
| box.max.y < this.min.y || box.min.y > this.max.y || | |
| box.max.z < this.min.z || box.min.z > this.max.z ? false : true; | |
| } | |
| intersectsSphere( sphere ) { | |
| // Find the point on the AABB closest to the sphere center. | |
| this.clampPoint( sphere.center, _vector ); | |
| // If that point is inside the sphere, the AABB and sphere intersect. | |
| return _vector.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); | |
| } | |
| intersectsPlane( plane ) { | |
| // We compute the minimum and maximum dot product values. If those values | |
| // are on the same side (back or front) of the plane, then there is no intersection. | |
| let min, max; | |
| if ( plane.normal.x > 0 ) { | |
| min = plane.normal.x * this.min.x; | |
| max = plane.normal.x * this.max.x; | |
| } else { | |
| min = plane.normal.x * this.max.x; | |
| max = plane.normal.x * this.min.x; | |
| } | |
| if ( plane.normal.y > 0 ) { | |
| min += plane.normal.y * this.min.y; | |
| max += plane.normal.y * this.max.y; | |
| } else { | |
| min += plane.normal.y * this.max.y; | |
| max += plane.normal.y * this.min.y; | |
| } | |
| if ( plane.normal.z > 0 ) { | |
| min += plane.normal.z * this.min.z; | |
| max += plane.normal.z * this.max.z; | |
| } else { | |
| min += plane.normal.z * this.max.z; | |
| max += plane.normal.z * this.min.z; | |
| } | |
| return ( min <= - plane.constant && max >= - plane.constant ); | |
| } | |
| intersectsTriangle( triangle ) { | |
| if ( this.isEmpty() ) { | |
| return false; | |
| } | |
| // compute box center and extents | |
| this.getCenter( _center ); | |
| _extents.subVectors( this.max, _center ); | |
| // translate triangle to aabb origin | |
| _v0.subVectors( triangle.a, _center ); | |
| _v1.subVectors( triangle.b, _center ); | |
| _v2.subVectors( triangle.c, _center ); | |
| // compute edge vectors for triangle | |
| _f0.subVectors( _v1, _v0 ); | |
| _f1.subVectors( _v2, _v1 ); | |
| _f2.subVectors( _v0, _v2 ); | |
| // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb | |
| // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation | |
| // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) | |
| let axes = [ | |
| 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y, | |
| _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x, | |
| - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0 | |
| ]; | |
| if ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) { | |
| return false; | |
| } | |
| // test 3 face normals from the aabb | |
| axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; | |
| if ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) { | |
| return false; | |
| } | |
| // finally testing the face normal of the triangle | |
| // use already existing triangle edge vectors here | |
| _triangleNormal.crossVectors( _f0, _f1 ); | |
| axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ]; | |
| return satForAxes( axes, _v0, _v1, _v2, _extents ); | |
| } | |
| clampPoint( point, target ) { | |
| return target.copy( point ).clamp( this.min, this.max ); | |
| } | |
| distanceToPoint( point ) { | |
| return this.clampPoint( point, _vector ).distanceTo( point ); | |
| } | |
| getBoundingSphere( target ) { | |
| if ( this.isEmpty() ) { | |
| target.makeEmpty(); | |
| } else { | |
| this.getCenter( target.center ); | |
| target.radius = this.getSize( _vector ).length() * 0.5; | |
| } | |
| return target; | |
| } | |
| intersect( box ) { | |
| this.min.max( box.min ); | |
| this.max.min( box.max ); | |
| // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. | |
| if ( this.isEmpty() ) this.makeEmpty(); | |
| return this; | |
| } | |
| union( box ) { | |
| this.min.min( box.min ); | |
| this.max.max( box.max ); | |
| return this; | |
| } | |
| applyMatrix4( matrix ) { | |
| // transform of empty box is an empty box. | |
| if ( this.isEmpty() ) return this; | |
| // NOTE: I am using a binary pattern to specify all 2^3 combinations below | |
| _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 | |
| _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 | |
| _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 | |
| _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 | |
| _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 | |
| _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 | |
| _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 | |
| _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 | |
| this.setFromPoints( _points ); | |
| return this; | |
| } | |
| translate( offset ) { | |
| this.min.add( offset ); | |
| this.max.add( offset ); | |
| return this; | |
| } | |
| equals( box ) { | |
| return box.min.equals( this.min ) && box.max.equals( this.max ); | |
| } | |
| } | |
| const _points = [ | |
| /*@__PURE__*/ new Vector3(), | |
| /*@__PURE__*/ new Vector3(), | |
| /*@__PURE__*/ new Vector3(), | |
| /*@__PURE__*/ new Vector3(), | |
| /*@__PURE__*/ new Vector3(), | |
| /*@__PURE__*/ new Vector3(), | |
| /*@__PURE__*/ new Vector3(), | |
| /*@__PURE__*/ new Vector3() | |
| ]; | |
| const _vector = /*@__PURE__*/ new Vector3(); | |
| const _box = /*@__PURE__*/ new Box3(); | |
| // triangle centered vertices | |
| const _v0 = /*@__PURE__*/ new Vector3(); | |
| const _v1 = /*@__PURE__*/ new Vector3(); | |
| const _v2 = /*@__PURE__*/ new Vector3(); | |
| // triangle edge vectors | |
| const _f0 = /*@__PURE__*/ new Vector3(); | |
| const _f1 = /*@__PURE__*/ new Vector3(); | |
| const _f2 = /*@__PURE__*/ new Vector3(); | |
| const _center = /*@__PURE__*/ new Vector3(); | |
| const _extents = /*@__PURE__*/ new Vector3(); | |
| const _triangleNormal = /*@__PURE__*/ new Vector3(); | |
| const _testAxis = /*@__PURE__*/ new Vector3(); | |
| function satForAxes( axes, v0, v1, v2, extents ) { | |
| for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) { | |
| _testAxis.fromArray( axes, i ); | |
| // project the aabb onto the separating axis | |
| const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z ); | |
| // project all 3 vertices of the triangle onto the separating axis | |
| const p0 = v0.dot( _testAxis ); | |
| const p1 = v1.dot( _testAxis ); | |
| const p2 = v2.dot( _testAxis ); | |
| // actual test, basically see if either of the most extreme of the triangle points intersects r | |
| if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { | |
| // points of the projected triangle are outside the projected half-length of the aabb | |
| // the axis is separating and we can exit | |
| return false; | |
| } | |
| } | |
| return true; | |
| } | |
| export { Box3 }; | |
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