k-l-lambda's picture
feat: add Python ML services (CPU mode) with model download
2b7aae2
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 };