mirror of
https://github.com/tengge1/ShadowEditor.git
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411 lines
9.8 KiB
Go
411 lines
9.8 KiB
Go
// Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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// Use of this source code is governed by a MIT-style
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// license that can be found in the LICENSE file.
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//
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// For more information, please visit: https://github.com/tengge1/ShadowEditor
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// You can also visit: https://gitee.com/tengge1/ShadowEditor
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//
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// This package is translated from three.js, visit `https://github.com/mrdoob/three.js`
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// for more information.
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package three
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import (
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"math"
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)
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var _points = []Vector3{
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Vector3{},
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Vector3{},
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Vector3{},
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Vector3{},
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Vector3{},
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Vector3{},
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Vector3{},
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Vector3{},
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}
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var _vectorB3 = Vector3{}
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var _box = Box3{}
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// triangle centered vertices
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var _v0 = Vector3{}
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var _v1 = Vector3{}
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var _v2 = Vector3{}
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// triangle edge vectors
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var _f0 = Vector3{}
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var _f1 = Vector3{}
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var _f2 = Vector3{}
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var _center = Vector3{}
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var _extents = Vector3{}
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var _triangleNormal = Vector3{}
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var _testAxis = Vector3{}
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// NewBox3 :
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func NewBox3(min, max Vector3) *Box3 {
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return &Box3{min, max}
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}
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// Box3 :
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type Box3 struct {
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Min Vector3
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Max Vector3
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}
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// Set :
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func (b Box3) Set(min, max Vector3) *Box3 {
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b.Min.Copy(min)
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b.Max.Copy(max)
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return &b
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}
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// SetFromArray :
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func (b Box3) SetFromArray(array []float64) *Box3 {
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minX := math.Inf(1)
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minY := math.Inf(1)
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minZ := math.Inf(1)
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maxX := math.Inf(-1)
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maxY := math.Inf(-1)
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maxZ := math.Inf(-1)
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for i, l := 0, len(array); i < l; i += 3 {
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x := array[i]
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y := array[i+1]
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z := array[i+2]
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if x < minX {
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minX = x
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}
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if y < minY {
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minY = y
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}
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if z < minZ {
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minZ = z
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}
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if x > maxX {
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maxX = x
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}
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if y > maxY {
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maxY = y
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}
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if z > maxZ {
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maxZ = z
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}
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}
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b.Min.Set(minX, minY, minZ)
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b.Max.Set(maxX, maxY, maxZ)
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return &b
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}
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// SetFromPoints :
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func (b Box3) SetFromPoints(points []Vector3) *Box3 {
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b.MakeEmpty()
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for i, il := 0, len(points); i < il; i++ {
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b.ExpandByPoint(points[i])
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}
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return &b
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}
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// SetFromCenterAndSize :
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func (b Box3) SetFromCenterAndSize(center, size Vector3) *Box3 {
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halfSize := _vectorB3.Copy(size).MultiplyScalar(0.5)
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b.Min.Copy(center).Sub(*halfSize)
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b.Max.Copy(center).Add(*halfSize)
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return &b
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}
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// Clone :
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func (b Box3) Clone() *Box3 {
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return NewBox3(Vector3{}, Vector3{}).Copy(b)
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}
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// Copy :
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func (b Box3) Copy(box Box3) *Box3 {
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b.Min.Copy(box.Min)
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b.Max.Copy(box.Max)
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return &b
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}
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// MakeEmpty :
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func (b Box3) MakeEmpty() *Box3 {
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b.Min.X = math.Inf(1)
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b.Min.Y = math.Inf(1)
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b.Min.Z = math.Inf(1)
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b.Max.X = math.Inf(-1)
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b.Max.Y = math.Inf(-1)
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b.Max.Z = math.Inf(-1)
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return &b
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}
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// IsEmpty :
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func (b Box3) IsEmpty() bool {
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// b is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
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return (b.Max.X < b.Min.X) || (b.Max.Y < b.Min.Y) || (b.Max.Z < b.Min.Z)
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}
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// GetCenter :
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func (b Box3) GetCenter(target Vector3) *Vector3 {
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if b.IsEmpty() {
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return target.Set(0, 0, 0)
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}
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return target.AddVectors(b.Min, b.Max).MultiplyScalar(0.5)
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}
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// GetSize :
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func (b Box3) GetSize(target Vector3) *Vector3 {
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if b.IsEmpty() {
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return target.Set(0, 0, 0)
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}
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return target.SubVectors(b.Max, b.Min)
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}
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// ExpandByPoint :
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func (b Box3) ExpandByPoint(point Vector3) *Box3 {
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b.Min.Min(point)
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b.Max.Max(point)
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return &b
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}
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// ExpandByVector :
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func (b Box3) ExpandByVector(vector Vector3) *Box3 {
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b.Min.Sub(vector)
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b.Max.Add(vector)
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return &b
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}
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// ExpandByScalar :
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func (b Box3) ExpandByScalar(scalar float64) *Box3 {
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b.Min.AddScalar(-scalar)
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b.Max.AddScalar(scalar)
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return &b
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}
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// ContainsPoint :
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func (b Box3) ContainsPoint(point Vector3) bool {
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return !(point.X < b.Min.X || point.X > b.Max.X ||
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point.Y < b.Min.Y || point.Y > b.Max.Y ||
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point.Z < b.Min.Z || point.Z > b.Max.Z)
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}
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// ContainsBox :
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func (b Box3) ContainsBox(box Box3) bool {
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return b.Min.X <= box.Min.X && box.Max.X <= b.Max.X &&
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b.Min.Y <= box.Min.Y && box.Max.Y <= b.Max.Y &&
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b.Min.Z <= box.Min.Z && box.Max.Z <= b.Max.Z
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}
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// GetParameter :
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func (b Box3) GetParameter(point, target Vector3) *Vector3 {
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// b can potentially have a divide by zero if the box
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// has a size dimension of 0.
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return target.Set(
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(point.X-b.Min.X)/(b.Max.X-b.Min.X),
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(point.Y-b.Min.Y)/(b.Max.Y-b.Min.Y),
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(point.Z-b.Min.Z)/(b.Max.Z-b.Min.Z),
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)
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}
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// IntersectsBox :
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func (b Box3) IntersectsBox(box Box3) bool {
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// using 6 splitting planes to rule out intersections.
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return !(box.Max.X < b.Min.X || box.Min.X > b.Max.X ||
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box.Max.Y < b.Min.Y || box.Min.Y > b.Max.Y ||
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box.Max.Z < b.Min.Z || box.Min.Z > b.Max.Z)
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}
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// IntersectsSphere :
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func (b Box3) IntersectsSphere(sphere Sphere) bool {
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// Find the point on the AABB closest to the sphere center.
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b.ClampPoint(sphere.Center, _vectorB3)
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// If that point is inside the sphere, the AABB and sphere intersect.
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return _vectorB3.DistanceToSquared(sphere.Center) <= sphere.Radius*sphere.Radius
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}
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// IntersectsPlane :
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func (b Box3) IntersectsPlane(plane Plane) bool {
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// We compute the minimum and maximum dot product values. If those values
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// are on the same side (back or front) of the plane, then there is no intersection.
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var min, max float64
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if plane.Normal.X > 0 {
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min = plane.Normal.X * b.Min.X
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max = plane.Normal.X * b.Max.X
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} else {
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min = plane.Normal.X * b.Max.X
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max = plane.Normal.X * b.Min.X
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}
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if plane.Normal.Y > 0 {
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min += plane.Normal.Y * b.Min.Y
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max += plane.Normal.Y * b.Max.Y
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} else {
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min += plane.Normal.Y * b.Max.Y
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max += plane.Normal.Y * b.Min.Y
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}
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if plane.Normal.Z > 0 {
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min += plane.Normal.Z * b.Min.Z
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max += plane.Normal.Z * b.Max.Z
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} else {
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min += plane.Normal.Z * b.Max.Z
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max += plane.Normal.Z * b.Min.Z
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}
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return (min <= -plane.Constant && max >= -plane.Constant)
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}
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// IntersectsTriangle :
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func (b Box3) IntersectsTriangle(triangle Triangle) bool {
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if b.IsEmpty() {
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return false
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}
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// compute box center and extents
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b.GetCenter(_center)
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_extents.SubVectors(b.Max, _center)
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// translate triangle to aabb origin
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_v0.SubVectors(triangle.A, _center)
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_v1.SubVectors(triangle.B, _center)
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_v2.SubVectors(triangle.C, _center)
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// compute edge vectors for triangle
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_f0.SubVectors(_v1, _v0)
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_f1.SubVectors(_v2, _v1)
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_f2.SubVectors(_v0, _v2)
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// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
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// 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
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// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
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var axes = []float64{
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0, -_f0.Z, _f0.Y, 0, -_f1.Z, _f1.Y, 0, -_f2.Z, _f2.Y,
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_f0.Z, 0, -_f0.X, _f1.Z, 0, -_f1.X, _f2.Z, 0, -_f2.X,
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-_f0.Y, _f0.X, 0, -_f1.Y, _f1.X, 0, -_f2.Y, _f2.X, 0,
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}
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if !satForAxes(axes, _v0, _v1, _v2, _extents) {
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return false
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}
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// test 3 face normals from the aabb
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axes = []float64{1, 0, 0, 0, 1, 0, 0, 0, 1}
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if !satForAxes(axes, _v0, _v1, _v2, _extents) {
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return false
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}
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// finally testing the face normal of the triangle
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// use already existing triangle edge vectors here
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_triangleNormal.CrossVectors(_f0, _f1)
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axes = []float64{_triangleNormal.X, _triangleNormal.Y, _triangleNormal.Z}
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return satForAxes(axes, _v0, _v1, _v2, _extents)
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}
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// ClampPoint :
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func (b Box3) ClampPoint(point Vector3, target Vector3) *Vector3 {
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return target.Copy(point).Clamp(b.Min, b.Max)
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}
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// DistanceToPoint :
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func (b Box3) DistanceToPoint(point Vector3) float64 {
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clampedPoint := _vectorB3.Copy(point).Clamp(b.Min, b.Max)
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return clampedPoint.Sub(point).Length()
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}
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// GetBoundingSphere :
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func (b Box3) GetBoundingSphere(target Sphere) *Sphere {
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b.GetCenter(target.Center)
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target.Radius = b.GetSize(_vectorB3).Length() * 0.5
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return &target
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}
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// Intersect :
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func (b Box3) Intersect(box Box3) *Box3 {
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b.Min.Max(box.Min)
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b.Max.Min(box.Max)
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// 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.
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if b.IsEmpty() {
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b.MakeEmpty()
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}
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return &b
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}
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// Union :
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func (b Box3) Union(box Box3) *Box3 {
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b.Min.Min(box.Min)
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b.Max.Max(box.Max)
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return &b
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}
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// ApplyMatrix4 :
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func (b Box3) ApplyMatrix4(matrix Matrix4) *Box3 {
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// transform of empty box is an empty box.
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if b.IsEmpty() {
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return &b
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}
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// NOTE: I am using a binary pattern to specify all 2^3 combinations below
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_points[0].Set(b.Min.X, b.Min.Y, b.Min.Z).ApplyMatrix4(matrix) // 000
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_points[1].Set(b.Min.X, b.Min.Y, b.Max.Z).ApplyMatrix4(matrix) // 001
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_points[2].Set(b.Min.X, b.Max.Y, b.Min.Z).ApplyMatrix4(matrix) // 010
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_points[3].Set(b.Min.X, b.Max.Y, b.Max.Z).ApplyMatrix4(matrix) // 011
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_points[4].Set(b.Max.X, b.Min.Y, b.Min.Z).ApplyMatrix4(matrix) // 100
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_points[5].Set(b.Max.X, b.Min.Y, b.Max.Z).ApplyMatrix4(matrix) // 101
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_points[6].Set(b.Max.X, b.Max.Y, b.Min.Z).ApplyMatrix4(matrix) // 110
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_points[7].Set(b.Max.X, b.Max.Y, b.Max.Z).ApplyMatrix4(matrix) // 111
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b.SetFromPoints(_points)
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return &b
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}
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// Translate :
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func (b Box3) Translate(offset Vector3) *Box3 {
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b.Min.Add(offset)
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b.Max.Add(offset)
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return &b
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}
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// Equals :
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func (b Box3) Equals(box Box3) bool {
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return box.Min.Equals(b.Min) && box.Max.Equals(b.Max)
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}
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// satForAxes :
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func satForAxes(axes []float64, v0, v1, v2, extents Vector3) bool {
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for i, j := 0, len(axes)-3; i <= j; i += 3 {
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_testAxis.FromArray(axes, i)
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// project the aabb onto the seperating axis
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r := extents.X*math.Abs(_testAxis.X) + extents.Y*math.Abs(_testAxis.Y) + extents.Z*math.Abs(_testAxis.Z)
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// project all 3 vertices of the triangle onto the seperating axis
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p0 := v0.Dot(_testAxis)
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p1 := v1.Dot(_testAxis)
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p2 := v2.Dot(_testAxis)
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// actual test, basically see if either of the most extreme of the triangle points intersects r
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if math.Max(-math.Max(p0, math.Max(p1, p2)), math.Min(p0, math.Min(p1, p2))) > r {
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// points of the projected triangle are outside the projected half-length of the aabb
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// the axis is seperating and we can exit
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return false
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}
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}
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return true
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}
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