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import { Vector3 } from './Vector3.js'; | |
/** | |
* @author bhouston / http://clara.io | |
* @author WestLangley / http://github.com/WestLangley | |
*/ | |
function Box3( min, max ) { | |
this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity ); | |
this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity ); | |
} | |
Object.assign( Box3.prototype, { | |
isBox3: true, | |
set: function ( min, max ) { | |
this.min.copy( min ); | |
this.max.copy( max ); | |
return this; | |
}, | |
setFromArray: function ( array ) { | |
var minX = + Infinity; | |
var minY = + Infinity; | |
var minZ = + Infinity; | |
var maxX = - Infinity; | |
var maxY = - Infinity; | |
var maxZ = - Infinity; | |
for ( var i = 0, l = array.length; i < l; i += 3 ) { | |
var x = array[ i ]; | |
var y = array[ i + 1 ]; | |
var 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: function ( attribute ) { | |
var minX = + Infinity; | |
var minY = + Infinity; | |
var minZ = + Infinity; | |
var maxX = - Infinity; | |
var maxY = - Infinity; | |
var maxZ = - Infinity; | |
for ( var i = 0, l = attribute.count; i < l; i ++ ) { | |
var x = attribute.getX( i ); | |
var y = attribute.getY( i ); | |
var 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: function ( points ) { | |
this.makeEmpty(); | |
for ( var i = 0, il = points.length; i < il; i ++ ) { | |
this.expandByPoint( points[ i ] ); | |
} | |
return this; | |
}, | |
setFromCenterAndSize: function () { | |
var v1 = new Vector3(); | |
return function setFromCenterAndSize( center, size ) { | |
var halfSize = v1.copy( size ).multiplyScalar( 0.5 ); | |
this.min.copy( center ).sub( halfSize ); | |
this.max.copy( center ).add( halfSize ); | |
return this; | |
}; | |
}(), | |
setFromObject: function ( object ) { | |
this.makeEmpty(); | |
return this.expandByObject( object ); | |
}, | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
copy: function ( box ) { | |
this.min.copy( box.min ); | |
this.max.copy( box.max ); | |
return this; | |
}, | |
makeEmpty: function () { | |
this.min.x = this.min.y = this.min.z = + Infinity; | |
this.max.x = this.max.y = this.max.z = - Infinity; | |
return this; | |
}, | |
isEmpty: function () { | |
// 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: function ( target ) { | |
if ( target === undefined ) { | |
console.warn( 'THREE.Box3: .getCenter() target is now required' ); | |
target = new Vector3(); | |
} | |
return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); | |
}, | |
getSize: function ( target ) { | |
if ( target === undefined ) { | |
console.warn( 'THREE.Box3: .getSize() target is now required' ); | |
target = new Vector3(); | |
} | |
return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); | |
}, | |
expandByPoint: function ( point ) { | |
this.min.min( point ); | |
this.max.max( point ); | |
return this; | |
}, | |
expandByVector: function ( vector ) { | |
this.min.sub( vector ); | |
this.max.add( vector ); | |
return this; | |
}, | |
expandByScalar: function ( scalar ) { | |
this.min.addScalar( - scalar ); | |
this.max.addScalar( scalar ); | |
return this; | |
}, | |
expandByObject: function () { | |
// Computes the world-axis-aligned bounding box of an object (including its children), | |
// accounting for both the object's, and children's, world transforms | |
var scope, i, l; | |
var v1 = new Vector3(); | |
function traverse( node ) { | |
var geometry = node.geometry; | |
if ( geometry !== undefined ) { | |
if ( geometry.isGeometry ) { | |
var vertices = geometry.vertices; | |
for ( i = 0, l = vertices.length; i < l; i ++ ) { | |
v1.copy( vertices[ i ] ); | |
v1.applyMatrix4( node.matrixWorld ); | |
scope.expandByPoint( v1 ); | |
} | |
} else if ( geometry.isBufferGeometry ) { | |
var attribute = geometry.attributes.position; | |
if ( attribute !== undefined ) { | |
for ( i = 0, l = attribute.count; i < l; i ++ ) { | |
v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld ); | |
scope.expandByPoint( v1 ); | |
} | |
} | |
} | |
} | |
} | |
return function expandByObject( object ) { | |
scope = this; | |
object.updateMatrixWorld( true ); | |
object.traverse( traverse ); | |
return this; | |
}; | |
}(), | |
containsPoint: function ( 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: function ( 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: function ( point, target ) { | |
// This can potentially have a divide by zero if the box | |
// has a size dimension of 0. | |
if ( target === undefined ) { | |
console.warn( 'THREE.Box3: .getParameter() target is now required' ); | |
target = new Vector3(); | |
} | |
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: function ( 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: ( function () { | |
var closestPoint = new Vector3(); | |
return function intersectsSphere( sphere ) { | |
// Find the point on the AABB closest to the sphere center. | |
this.clampPoint( sphere.center, closestPoint ); | |
// If that point is inside the sphere, the AABB and sphere intersect. | |
return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); | |
}; | |
} )(), | |
intersectsPlane: function ( 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. | |
var 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: ( function () { | |
// triangle centered vertices | |
var v0 = new Vector3(); | |
var v1 = new Vector3(); | |
var v2 = new Vector3(); | |
// triangle edge vectors | |
var f0 = new Vector3(); | |
var f1 = new Vector3(); | |
var f2 = new Vector3(); | |
var testAxis = new Vector3(); | |
var center = new Vector3(); | |
var extents = new Vector3(); | |
var triangleNormal = new Vector3(); | |
function satForAxes( axes ) { | |
var i, j; | |
for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) { | |
testAxis.fromArray( axes, i ); | |
// project the aabb onto the seperating axis | |
var 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 | |
var p0 = v0.dot( testAxis ); | |
var p1 = v1.dot( testAxis ); | |
var 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; | |
} | |
return function 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) | |
var 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 ) ) { | |
return false; | |
} | |
// test 3 face normals from the aabb | |
axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; | |
if ( ! satForAxes( axes ) ) { | |
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 ); | |
}; | |
} )(), | |
clampPoint: function ( point, target ) { | |
if ( target === undefined ) { | |
console.warn( 'THREE.Box3: .clampPoint() target is now required' ); | |
target = new Vector3(); | |
} | |
return target.copy( point ).clamp( this.min, this.max ); | |
}, | |
distanceToPoint: function () { | |
var v1 = new Vector3(); | |
return function distanceToPoint( point ) { | |
var clampedPoint = v1.copy( point ).clamp( this.min, this.max ); | |
return clampedPoint.sub( point ).length(); | |
}; | |
}(), | |
getBoundingSphere: function () { | |
var v1 = new Vector3(); | |
return function getBoundingSphere( target ) { | |
if ( target === undefined ) { | |
console.error( 'THREE.Box3: .getBoundingSphere() target is now required' ); | |
//target = new Sphere(); // removed to avoid cyclic dependency | |
} | |
this.getCenter( target.center ); | |
target.radius = this.getSize( v1 ).length() * 0.5; | |
return target; | |
}; | |
}(), | |
intersect: function ( 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: function ( box ) { | |
this.min.min( box.min ); | |
this.max.max( box.max ); | |
return this; | |
}, | |
applyMatrix4: function () { | |
var points = [ | |
new Vector3(), | |
new Vector3(), | |
new Vector3(), | |
new Vector3(), | |
new Vector3(), | |
new Vector3(), | |
new Vector3(), | |
new Vector3() | |
]; | |
return function 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: function ( offset ) { | |
this.min.add( offset ); | |
this.max.add( offset ); | |
return this; | |
}, | |
equals: function ( box ) { | |
return box.min.equals( this.min ) && box.max.equals( this.max ); | |
} | |
} ); | |
export { Box3 }; | |