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| import { Vector3 } from './Vector3.js'; | |
| class Box3 { | |
| constructor(min = new Vector3(+Infinity, +Infinity, +Infinity), max = new Vector3(-Infinity, -Infinity, -Infinity)) { | |
| this.min = min; | |
| this.max = max; | |
| } | |
| set(min, max) { | |
| this.min.copy(min); | |
| this.max.copy(max); | |
| return this; | |
| } | |
| setFromArray(array) { | |
| let minX = +Infinity; | |
| let minY = +Infinity; | |
| let minZ = +Infinity; | |
| let maxX = -Infinity; | |
| let maxY = -Infinity; | |
| let maxZ = -Infinity; | |
| for (let i = 0, l = array.length; i < l; i += 3) { | |
| const x = array[i]; | |
| const y = array[i + 1]; | |
| const z = array[i + 2]; | |
| if (x < minX) minX = x; | |
| if (y < minY) minY = y; | |
| if (z < minZ) minZ = z; | |
| if (x > maxX) maxX = x; | |
| if (y > maxY) maxY = y; | |
| if (z > maxZ) maxZ = z; | |
| } | |
| this.min.set(minX, minY, minZ); | |
| this.max.set(maxX, maxY, maxZ); | |
| return this; | |
| } | |
| setFromBufferAttribute(attribute) { | |
| let minX = +Infinity; | |
| let minY = +Infinity; | |
| let minZ = +Infinity; | |
| let maxX = -Infinity; | |
| let maxY = -Infinity; | |
| let maxZ = -Infinity; | |
| for (let i = 0, l = attribute.count; i < l; i++) { | |
| const x = attribute.getX(i); | |
| const y = attribute.getY(i); | |
| const z = attribute.getZ(i); | |
| if (x < minX) minX = x; | |
| if (y < minY) minY = y; | |
| if (z < minZ) minZ = z; | |
| if (x > maxX) maxX = x; | |
| if (y > maxY) maxY = y; | |
| if (z > maxZ) maxZ = z; | |
| } | |
| this.min.set(minX, minY, minZ); | |
| this.max.set(maxX, maxY, maxZ); | |
| 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) { | |
| this.makeEmpty(); | |
| return this.expandByObject(object); | |
| } | |
| 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) { | |
| // 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) { | |
| 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]); | |
| } | |
| 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) { | |
| const clampedPoint = _vector.copy(point).clamp(this.min, this.max); | |
| return clampedPoint.sub(point).length(); | |
| } | |
| getBoundingSphere(target) { | |
| 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); | |
| } | |
| } | |
| Box3.prototype.isBox3 = true; | |
| 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 seperating 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 seperating 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 seperating and we can exit | |
| return false; | |
| } | |
| } | |
| return true; | |
| } | |
| export { Box3 }; | |