2018-12-08 07:44:06 +08:00

682 lines
15 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace THREE
{
public class Box3
{
public Box3(min, max )
{
this.min = (min !== undefined) ? min : new Vector3(+Infinity, +Infinity, +Infinity);
this.max = (max !== undefined) ? max : new Vector3(-Infinity, -Infinity, -Infinity);
}
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.warn('THREE.Box3: .getBoundingSphere() target is now required');
target = new Sphere();
}
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);
}
}
}