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2b7aae2 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 | import { Vector3 } from './Vector3.js';
const _v0 = /*@__PURE__*/ new Vector3();
const _v1 = /*@__PURE__*/ new Vector3();
const _v2 = /*@__PURE__*/ new Vector3();
const _v3 = /*@__PURE__*/ new Vector3();
const _vab = /*@__PURE__*/ new Vector3();
const _vac = /*@__PURE__*/ new Vector3();
const _vbc = /*@__PURE__*/ new Vector3();
const _vap = /*@__PURE__*/ new Vector3();
const _vbp = /*@__PURE__*/ new Vector3();
const _vcp = /*@__PURE__*/ new Vector3();
class Triangle {
constructor(a = new Vector3(), b = new Vector3(), c = new Vector3()) {
this.a = a;
this.b = b;
this.c = c;
}
static getNormal(a, b, c, target) {
target.subVectors(c, b);
_v0.subVectors(a, b);
target.cross(_v0);
const targetLengthSq = target.lengthSq();
if (targetLengthSq > 0) {
return target.multiplyScalar(1 / Math.sqrt(targetLengthSq));
}
return target.set(0, 0, 0);
}
// static/instance method to calculate barycentric coordinates
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
static getBarycoord(point, a, b, c, target) {
_v0.subVectors(c, a);
_v1.subVectors(b, a);
_v2.subVectors(point, a);
const dot00 = _v0.dot(_v0);
const dot01 = _v0.dot(_v1);
const dot02 = _v0.dot(_v2);
const dot11 = _v1.dot(_v1);
const dot12 = _v1.dot(_v2);
const denom = dot00 * dot11 - dot01 * dot01;
// collinear or singular triangle
if (denom === 0) {
// arbitrary location outside of triangle?
// not sure if this is the best idea, maybe should be returning undefined
return target.set(-2, -1, -1);
}
const invDenom = 1 / denom;
const u = (dot11 * dot02 - dot01 * dot12) * invDenom;
const v = (dot00 * dot12 - dot01 * dot02) * invDenom;
// barycentric coordinates must always sum to 1
return target.set(1 - u - v, v, u);
}
static containsPoint(point, a, b, c) {
this.getBarycoord(point, a, b, c, _v3);
return _v3.x >= 0 && _v3.y >= 0 && _v3.x + _v3.y <= 1;
}
static getUV(point, p1, p2, p3, uv1, uv2, uv3, target) {
this.getBarycoord(point, p1, p2, p3, _v3);
target.set(0, 0);
target.addScaledVector(uv1, _v3.x);
target.addScaledVector(uv2, _v3.y);
target.addScaledVector(uv3, _v3.z);
return target;
}
static isFrontFacing(a, b, c, direction) {
_v0.subVectors(c, b);
_v1.subVectors(a, b);
// strictly front facing
return _v0.cross(_v1).dot(direction) < 0 ? true : false;
}
set(a, b, c) {
this.a.copy(a);
this.b.copy(b);
this.c.copy(c);
return this;
}
setFromPointsAndIndices(points, i0, i1, i2) {
this.a.copy(points[i0]);
this.b.copy(points[i1]);
this.c.copy(points[i2]);
return this;
}
setFromAttributeAndIndices(attribute, i0, i1, i2) {
this.a.fromBufferAttribute(attribute, i0);
this.b.fromBufferAttribute(attribute, i1);
this.c.fromBufferAttribute(attribute, i2);
return this;
}
clone() {
return new this.constructor().copy(this);
}
copy(triangle) {
this.a.copy(triangle.a);
this.b.copy(triangle.b);
this.c.copy(triangle.c);
return this;
}
getArea() {
_v0.subVectors(this.c, this.b);
_v1.subVectors(this.a, this.b);
return _v0.cross(_v1).length() * 0.5;
}
getMidpoint(target) {
return target
.addVectors(this.a, this.b)
.add(this.c)
.multiplyScalar(1 / 3);
}
getNormal(target) {
return Triangle.getNormal(this.a, this.b, this.c, target);
}
getPlane(target) {
return target.setFromCoplanarPoints(this.a, this.b, this.c);
}
getBarycoord(point, target) {
return Triangle.getBarycoord(point, this.a, this.b, this.c, target);
}
getUV(point, uv1, uv2, uv3, target) {
return Triangle.getUV(point, this.a, this.b, this.c, uv1, uv2, uv3, target);
}
containsPoint(point) {
return Triangle.containsPoint(point, this.a, this.b, this.c);
}
isFrontFacing(direction) {
return Triangle.isFrontFacing(this.a, this.b, this.c, direction);
}
intersectsBox(box) {
return box.intersectsTriangle(this);
}
closestPointToPoint(p, target) {
const a = this.a,
b = this.b,
c = this.c;
let v, w;
// algorithm thanks to Real-Time Collision Detection by Christer Ericson,
// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
// under the accompanying license; see chapter 5.1.5 for detailed explanation.
// basically, we're distinguishing which of the voronoi regions of the triangle
// the point lies in with the minimum amount of redundant computation.
_vab.subVectors(b, a);
_vac.subVectors(c, a);
_vap.subVectors(p, a);
const d1 = _vab.dot(_vap);
const d2 = _vac.dot(_vap);
if (d1 <= 0 && d2 <= 0) {
// vertex region of A; barycentric coords (1, 0, 0)
return target.copy(a);
}
_vbp.subVectors(p, b);
const d3 = _vab.dot(_vbp);
const d4 = _vac.dot(_vbp);
if (d3 >= 0 && d4 <= d3) {
// vertex region of B; barycentric coords (0, 1, 0)
return target.copy(b);
}
const vc = d1 * d4 - d3 * d2;
if (vc <= 0 && d1 >= 0 && d3 <= 0) {
v = d1 / (d1 - d3);
// edge region of AB; barycentric coords (1-v, v, 0)
return target.copy(a).addScaledVector(_vab, v);
}
_vcp.subVectors(p, c);
const d5 = _vab.dot(_vcp);
const d6 = _vac.dot(_vcp);
if (d6 >= 0 && d5 <= d6) {
// vertex region of C; barycentric coords (0, 0, 1)
return target.copy(c);
}
const vb = d5 * d2 - d1 * d6;
if (vb <= 0 && d2 >= 0 && d6 <= 0) {
w = d2 / (d2 - d6);
// edge region of AC; barycentric coords (1-w, 0, w)
return target.copy(a).addScaledVector(_vac, w);
}
const va = d3 * d6 - d5 * d4;
if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
_vbc.subVectors(c, b);
w = (d4 - d3) / (d4 - d3 + (d5 - d6));
// edge region of BC; barycentric coords (0, 1-w, w)
return target.copy(b).addScaledVector(_vbc, w); // edge region of BC
}
// face region
const denom = 1 / (va + vb + vc);
// u = va * denom
v = vb * denom;
w = vc * denom;
return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w);
}
equals(triangle) {
return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);
}
}
export { Triangle };
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