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import { Vector3 } from './Vector3.js'; | |
/** | |
* @author bhouston / http://clara.io | |
* @author mrdoob / http://mrdoob.com/ | |
*/ | |
function Triangle( a, b, c ) { | |
this.a = ( a !== undefined ) ? a : new Vector3(); | |
this.b = ( b !== undefined ) ? b : new Vector3(); | |
this.c = ( c !== undefined ) ? c : new Vector3(); | |
} | |
Object.assign( Triangle, { | |
getNormal: function () { | |
var v0 = new Vector3(); | |
return function getNormal( a, b, c, target ) { | |
if ( target === undefined ) { | |
console.warn( 'THREE.Triangle: .getNormal() target is now required' ); | |
target = new Vector3(); | |
} | |
target.subVectors( c, b ); | |
v0.subVectors( a, b ); | |
target.cross( v0 ); | |
var 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 | |
getBarycoord: function () { | |
var v0 = new Vector3(); | |
var v1 = new Vector3(); | |
var v2 = new Vector3(); | |
return function getBarycoord( point, a, b, c, target ) { | |
v0.subVectors( c, a ); | |
v1.subVectors( b, a ); | |
v2.subVectors( point, a ); | |
var dot00 = v0.dot( v0 ); | |
var dot01 = v0.dot( v1 ); | |
var dot02 = v0.dot( v2 ); | |
var dot11 = v1.dot( v1 ); | |
var dot12 = v1.dot( v2 ); | |
var denom = ( dot00 * dot11 - dot01 * dot01 ); | |
if ( target === undefined ) { | |
console.warn( 'THREE.Triangle: .getBarycoord() target is now required' ); | |
target = new Vector3(); | |
} | |
// 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 ); | |
} | |
var invDenom = 1 / denom; | |
var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; | |
var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; | |
// barycentric coordinates must always sum to 1 | |
return target.set( 1 - u - v, v, u ); | |
}; | |
}(), | |
containsPoint: function () { | |
var v1 = new Vector3(); | |
return function containsPoint( point, a, b, c ) { | |
Triangle.getBarycoord( point, a, b, c, v1 ); | |
return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 ); | |
}; | |
}(), | |
getUV: function () { | |
var barycoord = new Vector3(); | |
return function getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) { | |
this.getBarycoord( point, p1, p2, p3, barycoord ); | |
target.set( 0, 0 ); | |
target.addScaledVector( uv1, barycoord.x ); | |
target.addScaledVector( uv2, barycoord.y ); | |
target.addScaledVector( uv3, barycoord.z ); | |
return target; | |
}; | |
}() | |
} ); | |
Object.assign( Triangle.prototype, { | |
set: function ( a, b, c ) { | |
this.a.copy( a ); | |
this.b.copy( b ); | |
this.c.copy( c ); | |
return this; | |
}, | |
setFromPointsAndIndices: function ( points, i0, i1, i2 ) { | |
this.a.copy( points[ i0 ] ); | |
this.b.copy( points[ i1 ] ); | |
this.c.copy( points[ i2 ] ); | |
return this; | |
}, | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
copy: function ( triangle ) { | |
this.a.copy( triangle.a ); | |
this.b.copy( triangle.b ); | |
this.c.copy( triangle.c ); | |
return this; | |
}, | |
getArea: function () { | |
var v0 = new Vector3(); | |
var v1 = new Vector3(); | |
return function getArea() { | |
v0.subVectors( this.c, this.b ); | |
v1.subVectors( this.a, this.b ); | |
return v0.cross( v1 ).length() * 0.5; | |
}; | |
}(), | |
getMidpoint: function ( target ) { | |
if ( target === undefined ) { | |
console.warn( 'THREE.Triangle: .getMidpoint() target is now required' ); | |
target = new Vector3(); | |
} | |
return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); | |
}, | |
getNormal: function ( target ) { | |
return Triangle.getNormal( this.a, this.b, this.c, target ); | |
}, | |
getPlane: function ( target ) { | |
if ( target === undefined ) { | |
console.warn( 'THREE.Triangle: .getPlane() target is now required' ); | |
target = new Vector3(); | |
} | |
return target.setFromCoplanarPoints( this.a, this.b, this.c ); | |
}, | |
getBarycoord: function ( point, target ) { | |
return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); | |
}, | |
containsPoint: function ( point ) { | |
return Triangle.containsPoint( point, this.a, this.b, this.c ); | |
}, | |
getUV: function ( point, uv1, uv2, uv3, result ) { | |
return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, result ); | |
}, | |
intersectsBox: function ( box ) { | |
return box.intersectsTriangle( this ); | |
}, | |
closestPointToPoint: function () { | |
var vab = new Vector3(); | |
var vac = new Vector3(); | |
var vbc = new Vector3(); | |
var vap = new Vector3(); | |
var vbp = new Vector3(); | |
var vcp = new Vector3(); | |
return function closestPointToPoint( p, target ) { | |
if ( target === undefined ) { | |
console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' ); | |
target = new Vector3(); | |
} | |
var a = this.a, b = this.b, c = this.c; | |
var 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 ); | |
var d1 = vab.dot( vap ); | |
var 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 ); | |
var d3 = vab.dot( vbp ); | |
var d4 = vac.dot( vbp ); | |
if ( d3 >= 0 && d4 <= d3 ) { | |
// vertex region of B; barycentric coords (0, 1, 0) | |
return target.copy( b ); | |
} | |
var 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 ); | |
var d5 = vab.dot( vcp ); | |
var d6 = vac.dot( vcp ); | |
if ( d6 >= 0 && d5 <= d6 ) { | |
// vertex region of C; barycentric coords (0, 0, 1) | |
return target.copy( c ); | |
} | |
var 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 ); | |
} | |
var 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 | |
var 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: function ( triangle ) { | |
return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); | |
} | |
} ); | |
export { Triangle }; | |