617 lines
13 KiB
JavaScript
617 lines
13 KiB
JavaScript
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import { Vector3 } from './Vector3.js';
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import { Sphere } from './Sphere.js';
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/**
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* @author bhouston / http://clara.io
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* @author WestLangley / http://github.com/WestLangley
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*/
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function Box3( min, max ) {
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this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
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this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
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}
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Object.assign( Box3.prototype, {
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isBox3: true,
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set: function ( min, max ) {
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this.min.copy( min );
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this.max.copy( max );
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return this;
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},
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setFromArray: function ( array ) {
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var minX = + Infinity;
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var minY = + Infinity;
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var minZ = + Infinity;
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var maxX = - Infinity;
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var maxY = - Infinity;
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var maxZ = - Infinity;
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for ( var i = 0, l = array.length; i < l; i += 3 ) {
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var x = array[ i ];
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var y = array[ i + 1 ];
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var z = array[ i + 2 ];
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if ( x < minX ) minX = x;
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if ( y < minY ) minY = y;
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if ( z < minZ ) minZ = z;
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if ( x > maxX ) maxX = x;
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if ( y > maxY ) maxY = y;
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if ( z > maxZ ) maxZ = z;
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}
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this.min.set( minX, minY, minZ );
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this.max.set( maxX, maxY, maxZ );
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return this;
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},
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setFromBufferAttribute: function ( attribute ) {
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var minX = + Infinity;
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var minY = + Infinity;
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var minZ = + Infinity;
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var maxX = - Infinity;
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var maxY = - Infinity;
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var maxZ = - Infinity;
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for ( var i = 0, l = attribute.count; i < l; i ++ ) {
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var x = attribute.getX( i );
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var y = attribute.getY( i );
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var z = attribute.getZ( i );
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if ( x < minX ) minX = x;
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if ( y < minY ) minY = y;
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if ( z < minZ ) minZ = z;
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if ( x > maxX ) maxX = x;
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if ( y > maxY ) maxY = y;
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if ( z > maxZ ) maxZ = z;
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}
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this.min.set( minX, minY, minZ );
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this.max.set( maxX, maxY, maxZ );
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return this;
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},
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setFromPoints: function ( points ) {
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this.makeEmpty();
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for ( var i = 0, il = points.length; i < il; i ++ ) {
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this.expandByPoint( points[ i ] );
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}
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return this;
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},
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setFromCenterAndSize: function () {
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var v1 = new Vector3();
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return function setFromCenterAndSize( center, size ) {
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var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
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this.min.copy( center ).sub( halfSize );
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this.max.copy( center ).add( halfSize );
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return this;
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};
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}(),
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setFromObject: function ( object ) {
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this.makeEmpty();
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return this.expandByObject( object );
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},
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clone: function () {
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return new this.constructor().copy( this );
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},
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copy: function ( box ) {
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this.min.copy( box.min );
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this.max.copy( box.max );
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return this;
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},
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makeEmpty: function () {
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this.min.x = this.min.y = this.min.z = + Infinity;
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this.max.x = this.max.y = this.max.z = - Infinity;
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return this;
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},
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isEmpty: function () {
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// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
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return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
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},
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getCenter: function ( target ) {
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if ( target === undefined ) {
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console.warn( 'THREE.Box3: .getCenter() target is now required' );
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target = new Vector3();
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}
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return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
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},
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getSize: function ( target ) {
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if ( target === undefined ) {
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console.warn( 'THREE.Box3: .getSize() target is now required' );
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target = new Vector3();
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}
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return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
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},
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expandByPoint: function ( point ) {
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this.min.min( point );
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this.max.max( point );
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return this;
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},
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expandByVector: function ( vector ) {
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this.min.sub( vector );
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this.max.add( vector );
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return this;
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},
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expandByScalar: function ( scalar ) {
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this.min.addScalar( - scalar );
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this.max.addScalar( scalar );
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return this;
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},
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expandByObject: function () {
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// Computes the world-axis-aligned bounding box of an object (including its children),
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// accounting for both the object's, and children's, world transforms
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var scope, i, l;
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var v1 = new Vector3();
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function traverse( node ) {
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var geometry = node.geometry;
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if ( geometry !== undefined ) {
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if ( geometry.isGeometry ) {
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var vertices = geometry.vertices;
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for ( i = 0, l = vertices.length; i < l; i ++ ) {
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v1.copy( vertices[ i ] );
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v1.applyMatrix4( node.matrixWorld );
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scope.expandByPoint( v1 );
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}
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} else if ( geometry.isBufferGeometry ) {
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var attribute = geometry.attributes.position;
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if ( attribute !== undefined ) {
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for ( i = 0, l = attribute.count; i < l; i ++ ) {
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v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
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scope.expandByPoint( v1 );
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}
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}
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}
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}
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}
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return function expandByObject( object ) {
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scope = this;
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object.updateMatrixWorld( true );
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object.traverse( traverse );
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return this;
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};
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}(),
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containsPoint: function ( point ) {
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return point.x < this.min.x || point.x > this.max.x ||
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point.y < this.min.y || point.y > this.max.y ||
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point.z < this.min.z || point.z > this.max.z ? false : true;
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},
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containsBox: function ( box ) {
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return this.min.x <= box.min.x && box.max.x <= this.max.x &&
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this.min.y <= box.min.y && box.max.y <= this.max.y &&
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this.min.z <= box.min.z && box.max.z <= this.max.z;
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},
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getParameter: function ( point, target ) {
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// This can potentially have a divide by zero if the box
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// has a size dimension of 0.
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if ( target === undefined ) {
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console.warn( 'THREE.Box3: .getParameter() target is now required' );
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target = new Vector3();
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}
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return target.set(
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( point.x - this.min.x ) / ( this.max.x - this.min.x ),
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( point.y - this.min.y ) / ( this.max.y - this.min.y ),
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( point.z - this.min.z ) / ( this.max.z - this.min.z )
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);
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},
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intersectsBox: function ( box ) {
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// using 6 splitting planes to rule out intersections.
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return box.max.x < this.min.x || box.min.x > this.max.x ||
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box.max.y < this.min.y || box.min.y > this.max.y ||
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box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
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},
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intersectsSphere: ( function () {
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var closestPoint = new Vector3();
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return function intersectsSphere( sphere ) {
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// Find the point on the AABB closest to the sphere center.
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this.clampPoint( sphere.center, closestPoint );
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// If that point is inside the sphere, the AABB and sphere intersect.
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return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
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};
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} )(),
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intersectsPlane: function ( plane ) {
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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;
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if ( plane.normal.x > 0 ) {
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min = plane.normal.x * this.min.x;
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max = plane.normal.x * this.max.x;
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} else {
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min = plane.normal.x * this.max.x;
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max = plane.normal.x * this.min.x;
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}
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if ( plane.normal.y > 0 ) {
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min += plane.normal.y * this.min.y;
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max += plane.normal.y * this.max.y;
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} else {
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min += plane.normal.y * this.max.y;
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max += plane.normal.y * this.min.y;
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}
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if ( plane.normal.z > 0 ) {
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min += plane.normal.z * this.min.z;
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max += plane.normal.z * this.max.z;
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} else {
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min += plane.normal.z * this.max.z;
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max += plane.normal.z * this.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: ( function () {
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// triangle centered vertices
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var v0 = new Vector3();
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var v1 = new Vector3();
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var v2 = new Vector3();
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// triangle edge vectors
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var f0 = new Vector3();
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var f1 = new Vector3();
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var f2 = new Vector3();
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var testAxis = new Vector3();
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var center = new Vector3();
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var extents = new Vector3();
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var triangleNormal = new Vector3();
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function satForAxes( axes ) {
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var i, j;
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for ( i = 0, j = axes.length - 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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var 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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var p0 = v0.dot( testAxis );
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var p1 = v1.dot( testAxis );
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var 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, p1, p2 ), Math.min( p0, 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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return function intersectsTriangle( triangle ) {
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if ( this.isEmpty() ) {
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return false;
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}
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// compute box center and extents
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this.getCenter( center );
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extents.subVectors( this.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 = [
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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 ) ) {
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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 = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
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if ( ! satForAxes( axes ) ) {
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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 = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ];
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return satForAxes( axes );
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};
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} )(),
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clampPoint: function ( point, target ) {
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if ( target === undefined ) {
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console.warn( 'THREE.Box3: .clampPoint() target is now required' );
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target = new Vector3();
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|
||
|
}
|
||
|
|
||
|
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 );
|
||
|
|
||
|
}
|
||
|
|
||
|
} );
|
||
|
|
||
|
|
||
|
export { Box3 };
|