未验证 提交 22d07c8e 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #20836 from supereggbert/octree-collision

Simple collision example
......@@ -384,7 +384,8 @@
"misc_exporter_ply",
"misc_exporter_stl",
"misc_legacy",
"misc_lookat"
"misc_lookat",
"misc_octree_collisions"
],
"css2d": [
"css2d_label"
......
THREE.Capsule = ( function () {
var _v1 = new THREE.Vector3();
var _v2 = new THREE.Vector3();
var _v3 = new THREE.Vector3();
var EPS = 1e-10;
function Capsule( start, end, radius ) {
this.start = start == undefined ? new THREE.Vector3( 0, 0, 0 ) : start;
this.end = end == undefined ? new THREE.Vector3( 0, 1, 0 ) : end;
this.radius = radius == undefined ? 1 : radius;
}
Object.assign( Capsule.prototype, {
clone: function () {
return new Capsule( this.start.clone(), this.end.clone(), this.radius );
},
set: function ( start, end, radius ) {
this.start.copy( start );
this.end.copy( end );
this.radius = radius;
},
copy: function ( capsule ) {
this.start.copy( capsule.start );
this.end.copy( capsule.end );
this.radius = capsule.radius;
},
getCenter: function ( target ) {
return target.copy( this.end ).add( this.start ).multiplyScalar( 0.5 );
},
translate: function ( v ) {
this.start.add( v );
this.end.add( v );
},
checkAABBAxis: function ( p1x, p1y, p2x, p2y, minx, maxx, miny, maxy, radius ) {
return (
( minx - p1x < radius || minx - p2x < radius ) &&
( p1x - maxx < radius || p2x - maxx < radius ) &&
( miny - p1y < radius || miny - p2y < radius ) &&
( p1y - maxy < radius || p2y - maxy < radius )
);
},
intersectsBox: function ( box ) {
return (
this.checkAABBAxis(
this.start.x, this.start.y, this.end.x, this.end.y,
box.min.x, box.max.x, box.min.y, box.max.y,
this.radius ) &&
this.checkAABBAxis(
this.start.x, this.start.z, this.end.x, this.end.z,
box.min.x, box.max.x, box.min.z, box.max.z,
this.radius ) &&
this.checkAABBAxis(
this.start.y, this.start.z, this.end.y, this.end.z,
box.min.y, box.max.y, box.min.z, box.max.z,
this.radius )
);
},
lineLineMinimumPoints: function ( line1, line2 ) {
var r = _v1.copy( line1.end ).sub( line1.start );
var s = _v2.copy( line2.end ).sub( line2.start );
var w = _v3.copy( line2.start ).sub( line1.start );
var a = r.dot( s ),
b = r.dot( r ),
c = s.dot( s ),
d = s.dot( w ),
e = r.dot( w );
var t1, t2, divisor = b * c - a * a;
if ( Math.abs( divisor ) < EPS ) {
var d1 = - d / c;
var d2 = ( a - d ) / c;
if ( Math.abs( d1 - 0.5 ) < Math.abs( d2 - 0.5 ) ) {
t1 = 0;
t2 = d1;
} else {
t1 = 1;
t2 = d2;
}
} else {
t1 = ( d * a + e * c ) / divisor;
t2 = ( t1 * a - d ) / c;
}
t2 = Math.max( 0, Math.min( 1, t2 ) );
t1 = Math.max( 0, Math.min( 1, t1 ) );
var point1 = r.multiplyScalar( t1 ).add( line1.start );
var point2 = s.multiplyScalar( t2 ).add( line2.start );
return [ point1, point2 ];
}
} );
return Capsule;
} )();
THREE.Octree = ( function () {
var _v1 = new THREE.Vector3();
var _v2 = new THREE.Vector3();
var _plane = new THREE.Plane();
var _line1 = new THREE.Line3();
var _line2 = new THREE.Line3();
var _sphere = new THREE.Sphere();
var _capsule = new THREE.Capsule();
function Octree( box ) {
this.triangles = [];
this.box = box;
this.subTrees = [];
}
Object.assign( Octree.prototype, {
addTriangle: function ( triangle ) {
if ( ! this.bounds ) this.bounds = new THREE.Box3();
this.bounds.min.x = Math.min( this.bounds.min.x, triangle.a.x, triangle.b.x, triangle.c.x );
this.bounds.min.y = Math.min( this.bounds.min.y, triangle.a.y, triangle.b.y, triangle.c.y );
this.bounds.min.z = Math.min( this.bounds.min.z, triangle.a.z, triangle.b.z, triangle.c.z );
this.bounds.max.x = Math.max( this.bounds.max.x, triangle.a.x, triangle.b.x, triangle.c.x );
this.bounds.max.y = Math.max( this.bounds.max.y, triangle.a.y, triangle.b.y, triangle.c.y );
this.bounds.max.z = Math.max( this.bounds.max.z, triangle.a.z, triangle.b.z, triangle.c.z );
this.triangles.push( triangle );
return this;
},
calcBox: function () {
this.box = this.bounds.clone();
// offset small ammount to account for regular grid
this.box.min.x -= 0.01;
this.box.min.y -= 0.01;
this.box.min.z -= 0.01;
return this;
},
split: function ( level ) {
if ( ! this.box ) return;
var subTrees = [],
halfsize = _v2.copy( this.box.max ).sub( this.box.min ).multiplyScalar( 0.5 ),
box, v, triangle;
for ( var x = 0; x < 2; x ++ ) {
for ( var y = 0; y < 2; y ++ ) {
for ( var z = 0; z < 2; z ++ ) {
box = new THREE.Box3();
v = _v1.set( x, y, z );
box.min.copy( this.box.min ).add( v.multiply( halfsize ) );
box.max.copy( box.min ).add( halfsize );
subTrees.push( new Octree( box ) );
}
}
}
while ( triangle = this.triangles.pop() ) {
for ( var i = 0; i < subTrees.length; i ++ ) {
if ( subTrees[ i ].box.intersectsTriangle( triangle ) ) {
subTrees[ i ].triangles.push( triangle );
}
}
}
for ( var i = 0; i < subTrees.length; i ++ ) {
var len = subTrees[ i ].triangles.length;
if ( len > 8 && level < 16 ) {
subTrees[ i ].split( level + 1 );
}
if ( len != 0 ) {
this.subTrees.push( subTrees[ i ] );
}
}
return this;
},
build: function () {
this.calcBox();
this.split( 0 );
return this;
},
getRayTriangles: function ( ray, triangles ) {
for ( var i = 0; i < this.subTrees.length; i ++ ) {
var subTree = this.subTrees[ i ];
if ( ! ray.intersectsBox( subTree.box ) ) continue;
if ( subTree.triangles.length > 0 ) {
for ( var j = 0; j < subTree.triangles.length; j ++ ) {
if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] );
}
} else {
subTree.getRayTriangles( ray, triangles );
}
}
return triangles;
},
triangleCapsuleIntersect: function ( capsule, triangle ) {
var point1, point2, line1, line2;
triangle.getPlane( _plane );
var d1 = _plane.distanceToPoint( capsule.start ) - capsule.radius;
var d2 = _plane.distanceToPoint( capsule.end ) - capsule.radius;
if ( ( d1 > 0 && d2 > 0 ) || ( d1 < - capsule.radius && d2 < - capsule.radius ) ) {
return false;
}
var delta = Math.abs( d1 / ( Math.abs( d1 ) + Math.abs( d2 ) ) );
var intersectPoint = _v1.copy( capsule.start ).lerp( capsule.end, delta );
if ( triangle.containsPoint( intersectPoint ) ) {
return { normal: _plane.normal.clone(), point: intersectPoint.clone(), depth: Math.abs( Math.min( d1, d2 ) ) };
}
var r2 = capsule.radius * capsule.radius;
line1 = _line1.set( capsule.start, capsule.end );
var lines = [
[ triangle.a, triangle.b ],
[ triangle.b, triangle.c ],
[ triangle.c, triangle.a ]
];
for ( var i = 0; i < lines.length; i ++ ) {
line2 = _line2.set( lines[ i ][ 0 ], lines[ i ][ 1 ] );
[ point1, point2 ] = capsule.lineLineMinimumPoints( line1, line2 );
if ( point1.distanceToSquared( point2 ) < r2 ) {
return { normal: point1.clone().sub( point2 ).normalize(), point: point2.clone(), depth: capsule.radius - point1.distanceTo( point2 ) };
}
}
return false;
},
triangleSphereIntersect: function ( sphere, triangle ) {
triangle.getPlane( _plane );
if ( ! sphere.intersectsPlane( _plane ) ) return false;
var depth = Math.abs( _plane.distanceToSphere( sphere ) );
var r2 = sphere.radius * sphere.radius - depth * depth;
var plainPoint = _plane.projectPoint( sphere.center, _v1 );
if ( triangle.containsPoint( sphere.center ) ) {
return { normal: _plane.normal.clone(), point: plainPoint.clone(), depth: Math.abs( _plane.distanceToSphere( sphere ) ) };
}
var lines = [
[ triangle.a, triangle.b ],
[ triangle.b, triangle.c ],
[ triangle.c, triangle.a ]
];
for ( var i = 0; i < lines.length; i ++ ) {
_line1.set( lines[ i ][ 0 ], lines[ i ][ 1 ] );
_line1.closestPointToPoint( plainPoint, true, _v2 );
var d = _v2.distanceToSquared( sphere.center );
if ( d < r2 ) {
return { normal: sphere.center.clone().sub( _v2 ).normalize(), point: _v2.clone(), depth: sphere.radius - Math.sqrt( d ) };
}
}
return false;
},
getSphereTriangles: function ( sphere, triangles ) {
for ( var i = 0; i < this.subTrees.length; i ++ ) {
var subTree = this.subTrees[ i ];
if ( ! sphere.intersectsBox( subTree.box ) ) continue;
if ( subTree.triangles.length > 0 ) {
for ( var j = 0; j < subTree.triangles.length; j ++ ) {
if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] );
}
} else {
subTree.getSphereTriangles( sphere, triangles );
}
}
},
getCapsuleTriangles: function ( capsule, triangles ) {
for ( var i = 0; i < this.subTrees.length; i ++ ) {
var subTree = this.subTrees[ i ];
if ( ! capsule.intersectsBox( subTree.box ) ) continue;
if ( subTree.triangles.length > 0 ) {
for ( var j = 0; j < subTree.triangles.length; j ++ ) {
if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] );
}
} else {
subTree.getCapsuleTriangles( capsule, triangles );
}
}
},
sphereIntersect( sphere ) {
_sphere.copy( sphere );
var triangles = [], result, hit = false;
this.getSphereTriangles( sphere, triangles );
for ( var i = 0; i < triangles.length; i ++ ) {
if ( result = this.triangleSphereIntersect( _sphere, triangles[ i ] ) ) {
hit = true;
_sphere.center.add( result.normal.multiplyScalar( result.depth ) );
}
}
if ( hit ) {
var collisionVector = _sphere.center.clone().sub( sphere.center );
var depth = collisionVector.length();
return { normal: collisionVector.normalize(), depth: depth };
}
return false;
},
capsuleIntersect: function ( capsule ) {
_capsule.copy( capsule );
var triangles = [], result, hit = false;
this.getCapsuleTriangles( _capsule, triangles );
for ( var i = 0; i < triangles.length; i ++ ) {
if ( result = this.triangleCapsuleIntersect( _capsule, triangles[ i ] ) ) {
hit = true;
_capsule.translate( result.normal.multiplyScalar( result.depth ) );
}
}
if ( hit ) {
var collisionVector = _capsule.getCenter( new THREE.Vector3() ).sub( capsule.getCenter( _v1 ) );
var depth = collisionVector.length();
return { normal: collisionVector.normalize(), depth: depth };
}
return false;
},
rayIntersect: function ( ray ) {
if ( ray.direction.length() === 0 ) return;
var triangles = [], triangle, position,
distance = 1e100,
result;
this.getRayTriangles( ray, triangles );
for ( var i = 0; i < triangles.length; i ++ ) {
result = ray.intersectTriangle( triangles[ i ].a, triangles[ i ].b, triangles[ i ].c, true, _v1 );
if ( result ) {
var newdistance = result.sub( ray.origin ).length();
if ( distance > newdistance ) {
position = result.clone().add( ray.origin );
distance = newdistance;
triangle = triangles[ i ];
}
}
}
return distance < 1e100 ? { distance: distance, triangle: triangle, position: position } : false;
},
fromGraphNode: function ( group ) {
group.traverse( ( obj ) => {
if ( obj.type === 'Mesh' ) {
obj.updateMatrix();
obj.updateWorldMatrix();
var geometry, isTemp = false;
if ( obj.geometry.index ) {
isTemp = true;
geometry = obj.geometry.clone().toNonIndexed();
} else {
geometry = obj.geometry;
}
var positions = geometry.attributes.position.array;
var transform = obj.matrixWorld;
for ( var i = 0; i < positions.length; i += 9 ) {
var v1 = new THREE.Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
var v2 = new THREE.Vector3( positions[ i + 3 ], positions[ i + 4 ], positions[ i + 5 ] );
var v3 = new THREE.Vector3( positions[ i + 6 ], positions[ i + 7 ], positions[ i + 8 ] );
v1.applyMatrix4( transform );
v2.applyMatrix4( transform );
v3.applyMatrix4( transform );
this.addTriangle( new THREE.Triangle( v1, v2, v3 ) );
}
if ( isTemp ) {
geometry.dispose();
}
}
} );
this.build();
return this;
}
} );
return Octree;
} )();
import {
Vector3,
Line3,
Box3
} from '../../../src/Three';
export class Capsule {
constructor( start?: Vector3, end?: Vector3, radius?: number );
start: Vector3;
end: Vector3;
radius: number;
set( start: Vector3, end: Vector3, radius: number ): this;
clone(): Capsule;
copy( capsule: Capsule ): this;
getCenter( target: number ): Vector3;
translate( v: Vector3 ): this;
checkAABBAxis( p1x: number, p1y: number, p2x: number, p2y: number, minx: number, maxx: number, miny: number, maxy: number, radius: number ): boolean;
intersectsBox( box: Box3 ): boolean;
lineLineMinimumPoints( line1: Line3, line2: Line3 ): Vector3[];
}
import {
Vector3
} from "../../../build/three.module.js";
var Capsule = ( function () {
var _v1 = new Vector3();
var _v2 = new Vector3();
var _v3 = new Vector3();
var EPS = 1e-10;
function Capsule( start, end, radius ) {
this.start = start == undefined ? new Vector3( 0, 0, 0 ) : start;
this.end = end == undefined ? new Vector3( 0, 1, 0 ) : end;
this.radius = radius == undefined ? 1 : radius;
}
Object.assign( Capsule.prototype, {
clone: function () {
return new Capsule( this.start.clone(), this.end.clone(), this.radius );
},
set: function ( start, end, radius ) {
this.start.copy( start );
this.end.copy( end );
this.radius = radius;
},
copy: function ( capsule ) {
this.start.copy( capsule.start );
this.end.copy( capsule.end );
this.radius = capsule.radius;
},
getCenter: function ( target ) {
return target.copy( this.end ).add( this.start ).multiplyScalar( 0.5 );
},
translate: function ( v ) {
this.start.add( v );
this.end.add( v );
},
checkAABBAxis: function ( p1x, p1y, p2x, p2y, minx, maxx, miny, maxy, radius ) {
return (
( minx - p1x < radius || minx - p2x < radius ) &&
( p1x - maxx < radius || p2x - maxx < radius ) &&
( miny - p1y < radius || miny - p2y < radius ) &&
( p1y - maxy < radius || p2y - maxy < radius )
);
},
intersectsBox: function ( box ) {
return (
this.checkAABBAxis(
this.start.x, this.start.y, this.end.x, this.end.y,
box.min.x, box.max.x, box.min.y, box.max.y,
this.radius ) &&
this.checkAABBAxis(
this.start.x, this.start.z, this.end.x, this.end.z,
box.min.x, box.max.x, box.min.z, box.max.z,
this.radius ) &&
this.checkAABBAxis(
this.start.y, this.start.z, this.end.y, this.end.z,
box.min.y, box.max.y, box.min.z, box.max.z,
this.radius )
);
},
lineLineMinimumPoints: function ( line1, line2 ) {
var r = _v1.copy( line1.end ).sub( line1.start );
var s = _v2.copy( line2.end ).sub( line2.start );
var w = _v3.copy( line2.start ).sub( line1.start );
var a = r.dot( s ),
b = r.dot( r ),
c = s.dot( s ),
d = s.dot( w ),
e = r.dot( w );
var t1, t2, divisor = b * c - a * a;
if ( Math.abs( divisor ) < EPS ) {
var d1 = - d / c;
var d2 = ( a - d ) / c;
if ( Math.abs( d1 - 0.5 ) < Math.abs( d2 - 0.5 ) ) {
t1 = 0;
t2 = d1;
} else {
t1 = 1;
t2 = d2;
}
} else {
t1 = ( d * a + e * c ) / divisor;
t2 = ( t1 * a - d ) / c;
}
t2 = Math.max( 0, Math.min( 1, t2 ) );
t1 = Math.max( 0, Math.min( 1, t1 ) );
var point1 = r.multiplyScalar( t1 ).add( line1.start );
var point2 = s.multiplyScalar( t2 ).add( line2.start );
return [ point1, point2 ];
}
} );
return Capsule;
} )();
export { Capsule };
import {
Triangle,
Box3,
Ray,
Sphere,
Object3D
} from '../../../src/Three';
import { Capsule } from './Capsule';
export class Octree {
constructor( box?: Box3 );
triangles: Triangle[];
box: Box3;
subTrees: Octree[];
addTriangle( triangle: Triangle ): this;
calcBox(): this;
split( level: number ): this;
build(): this;
getRayTriangles( ray: Ray, triangles: Triangle[] ): Triangle[];
triangleCapsuleIntersect( capsule: Capsule, triangle: Triangle ): any;
triangleSphereIntersect( sphere: Sphere, triangle: Triangle ): any;
getSphereTriangles( sphere: Sphere, triangles: Triangle[] ): Triangle[];
getCapsuleTriangles( capsule: Capsule, triangles: Triangle[] ): Triangle[];
sphereIntersect( sphere: Sphere ): any;
capsuleIntersect( capsule: Capsule ): any;
rayIntersect( ray: Ray ): any;
fromGraphNode( group: Object3D ): this;
}
import {
Box3,
Line3,
Plane,
Sphere,
Triangle,
Vector3
} from "../../../build/three.module.js";
import { Capsule } from "../math/Capsule.js";
var Octree = ( function () {
var _v1 = new Vector3();
var _v2 = new Vector3();
var _plane = new Plane();
var _line1 = new Line3();
var _line2 = new Line3();
var _sphere = new Sphere();
var _capsule = new Capsule();
function Octree( box ) {
this.triangles = [];
this.box = box;
this.subTrees = [];
}
Object.assign( Octree.prototype, {
addTriangle: function ( triangle ) {
if ( ! this.bounds ) this.bounds = new Box3();
this.bounds.min.x = Math.min( this.bounds.min.x, triangle.a.x, triangle.b.x, triangle.c.x );
this.bounds.min.y = Math.min( this.bounds.min.y, triangle.a.y, triangle.b.y, triangle.c.y );
this.bounds.min.z = Math.min( this.bounds.min.z, triangle.a.z, triangle.b.z, triangle.c.z );
this.bounds.max.x = Math.max( this.bounds.max.x, triangle.a.x, triangle.b.x, triangle.c.x );
this.bounds.max.y = Math.max( this.bounds.max.y, triangle.a.y, triangle.b.y, triangle.c.y );
this.bounds.max.z = Math.max( this.bounds.max.z, triangle.a.z, triangle.b.z, triangle.c.z );
this.triangles.push( triangle );
return this;
},
calcBox: function () {
this.box = this.bounds.clone();
// offset small ammount to account for regular grid
this.box.min.x -= 0.01;
this.box.min.y -= 0.01;
this.box.min.z -= 0.01;
return this;
},
split: function ( level ) {
if ( ! this.box ) return;
var subTrees = [],
halfsize = _v2.copy( this.box.max ).sub( this.box.min ).multiplyScalar( 0.5 ),
box, v, triangle;
for ( var x = 0; x < 2; x ++ ) {
for ( var y = 0; y < 2; y ++ ) {
for ( var z = 0; z < 2; z ++ ) {
box = new Box3();
v = _v1.set( x, y, z );
box.min.copy( this.box.min ).add( v.multiply( halfsize ) );
box.max.copy( box.min ).add( halfsize );
subTrees.push( new Octree( box ) );
}
}
}
while ( triangle = this.triangles.pop() ) {
for ( var i = 0; i < subTrees.length; i ++ ) {
if ( subTrees[ i ].box.intersectsTriangle( triangle ) ) {
subTrees[ i ].triangles.push( triangle );
}
}
}
for ( var i = 0; i < subTrees.length; i ++ ) {
var len = subTrees[ i ].triangles.length;
if ( len > 8 && level < 16 ) {
subTrees[ i ].split( level + 1 );
}
if ( len != 0 ) {
this.subTrees.push( subTrees[ i ] );
}
}
return this;
},
build: function () {
this.calcBox();
this.split( 0 );
return this;
},
getRayTriangles: function ( ray, triangles ) {
for ( var i = 0; i < this.subTrees.length; i ++ ) {
var subTree = this.subTrees[ i ];
if ( ! ray.intersectsBox( subTree.box ) ) continue;
if ( subTree.triangles.length > 0 ) {
for ( var j = 0; j < subTree.triangles.length; j ++ ) {
if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] );
}
} else {
subTree.getRayTriangles( ray, triangles );
}
}
return triangles;
},
triangleCapsuleIntersect: function ( capsule, triangle ) {
var point1, point2, line1, line2;
triangle.getPlane( _plane );
var d1 = _plane.distanceToPoint( capsule.start ) - capsule.radius;
var d2 = _plane.distanceToPoint( capsule.end ) - capsule.radius;
if ( ( d1 > 0 && d2 > 0 ) || ( d1 < - capsule.radius && d2 < - capsule.radius ) ) {
return false;
}
var delta = Math.abs( d1 / ( Math.abs( d1 ) + Math.abs( d2 ) ) );
var intersectPoint = _v1.copy( capsule.start ).lerp( capsule.end, delta );
if ( triangle.containsPoint( intersectPoint ) ) {
return { normal: _plane.normal.clone(), point: intersectPoint.clone(), depth: Math.abs( Math.min( d1, d2 ) ) };
}
var r2 = capsule.radius * capsule.radius;
line1 = _line1.set( capsule.start, capsule.end );
var lines = [
[ triangle.a, triangle.b ],
[ triangle.b, triangle.c ],
[ triangle.c, triangle.a ]
];
for ( var i = 0; i < lines.length; i ++ ) {
line2 = _line2.set( lines[ i ][ 0 ], lines[ i ][ 1 ] );
[ point1, point2 ] = capsule.lineLineMinimumPoints( line1, line2 );
if ( point1.distanceToSquared( point2 ) < r2 ) {
return { normal: point1.clone().sub( point2 ).normalize(), point: point2.clone(), depth: capsule.radius - point1.distanceTo( point2 ) };
}
}
return false;
},
triangleSphereIntersect: function ( sphere, triangle ) {
triangle.getPlane( _plane );
if ( ! sphere.intersectsPlane( _plane ) ) return false;
var depth = Math.abs( _plane.distanceToSphere( sphere ) );
var r2 = sphere.radius * sphere.radius - depth * depth;
var plainPoint = _plane.projectPoint( sphere.center, _v1 );
if ( triangle.containsPoint( sphere.center ) ) {
return { normal: _plane.normal.clone(), point: plainPoint.clone(), depth: Math.abs( _plane.distanceToSphere( sphere ) ) };
}
var lines = [
[ triangle.a, triangle.b ],
[ triangle.b, triangle.c ],
[ triangle.c, triangle.a ]
];
for ( var i = 0; i < lines.length; i ++ ) {
_line1.set( lines[ i ][ 0 ], lines[ i ][ 1 ] );
_line1.closestPointToPoint( plainPoint, true, _v2 );
var d = _v2.distanceToSquared( sphere.center );
if ( d < r2 ) {
return { normal: sphere.center.clone().sub( _v2 ).normalize(), point: _v2.clone(), depth: sphere.radius - Math.sqrt( d ) };
}
}
return false;
},
getSphereTriangles: function ( sphere, triangles ) {
for ( var i = 0; i < this.subTrees.length; i ++ ) {
var subTree = this.subTrees[ i ];
if ( ! sphere.intersectsBox( subTree.box ) ) continue;
if ( subTree.triangles.length > 0 ) {
for ( var j = 0; j < subTree.triangles.length; j ++ ) {
if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] );
}
} else {
subTree.getSphereTriangles( sphere, triangles );
}
}
},
getCapsuleTriangles: function ( capsule, triangles ) {
for ( var i = 0; i < this.subTrees.length; i ++ ) {
var subTree = this.subTrees[ i ];
if ( ! capsule.intersectsBox( subTree.box ) ) continue;
if ( subTree.triangles.length > 0 ) {
for ( var j = 0; j < subTree.triangles.length; j ++ ) {
if ( triangles.indexOf( subTree.triangles[ j ] ) === - 1 ) triangles.push( subTree.triangles[ j ] );
}
} else {
subTree.getCapsuleTriangles( capsule, triangles );
}
}
},
sphereIntersect( sphere ) {
_sphere.copy( sphere );
var triangles = [], result, hit = false;
this.getSphereTriangles( sphere, triangles );
for ( var i = 0; i < triangles.length; i ++ ) {
if ( result = this.triangleSphereIntersect( _sphere, triangles[ i ] ) ) {
hit = true;
_sphere.center.add( result.normal.multiplyScalar( result.depth ) );
}
}
if ( hit ) {
var collisionVector = _sphere.center.clone().sub( sphere.center );
var depth = collisionVector.length();
return { normal: collisionVector.normalize(), depth: depth };
}
return false;
},
capsuleIntersect: function ( capsule ) {
_capsule.copy( capsule );
var triangles = [], result, hit = false;
this.getCapsuleTriangles( _capsule, triangles );
for ( var i = 0; i < triangles.length; i ++ ) {
if ( result = this.triangleCapsuleIntersect( _capsule, triangles[ i ] ) ) {
hit = true;
_capsule.translate( result.normal.multiplyScalar( result.depth ) );
}
}
if ( hit ) {
var collisionVector = _capsule.getCenter( new Vector3() ).sub( capsule.getCenter( _v1 ) );
var depth = collisionVector.length();
return { normal: collisionVector.normalize(), depth: depth };
}
return false;
},
rayIntersect: function ( ray ) {
if ( ray.direction.length() === 0 ) return;
var triangles = [], triangle, position,
distance = 1e100,
result;
this.getRayTriangles( ray, triangles );
for ( var i = 0; i < triangles.length; i ++ ) {
result = ray.intersectTriangle( triangles[ i ].a, triangles[ i ].b, triangles[ i ].c, true, _v1 );
if ( result ) {
var newdistance = result.sub( ray.origin ).length();
if ( distance > newdistance ) {
position = result.clone().add( ray.origin );
distance = newdistance;
triangle = triangles[ i ];
}
}
}
return distance < 1e100 ? { distance: distance, triangle: triangle, position: position } : false;
},
fromGraphNode: function ( group ) {
group.traverse( ( obj ) => {
if ( obj.type === 'Mesh' ) {
obj.updateMatrix();
obj.updateWorldMatrix();
var geometry, isTemp = false;
if ( obj.geometry.index ) {
isTemp = true;
geometry = obj.geometry.clone().toNonIndexed();
} else {
geometry = obj.geometry;
}
var positions = geometry.attributes.position.array;
var transform = obj.matrixWorld;
for ( var i = 0; i < positions.length; i += 9 ) {
var v1 = new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
var v2 = new Vector3( positions[ i + 3 ], positions[ i + 4 ], positions[ i + 5 ] );
var v3 = new Vector3( positions[ i + 6 ], positions[ i + 7 ], positions[ i + 8 ] );
v1.applyMatrix4( transform );
v2.applyMatrix4( transform );
v3.applyMatrix4( transform );
this.addTriangle( new Triangle( v1, v2, v3 ) );
}
if ( isTemp ) {
geometry.dispose();
}
}
} );
this.build();
return this;
}
} );
return Octree;
} )();
export { Octree };
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js - misc - octree collisions</title>
<meta charset=utf-8 />
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">Octree threejs demo - basic collisions with static triangle mesh<br />WASD to move, space to jump, use mouse to throw balls and move the camera.</div>
<div id="container"></div>
<script type="module">
import * as THREE from '../build/three.module.js';
import Stats from './jsm/libs/stats.module.js';
import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
import { Octree } from './jsm/math/Octree.js';
import { Capsule } from './jsm/math/Capsule.js';
const clock = new THREE.Clock();
const scene = new THREE.Scene();
scene.background = new THREE.Color( 0x88ccff );
const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.rotation.order = 'YXZ';
const ambientlight = new THREE.AmbientLight( 0x6688cc );
scene.add( ambientlight );
const fillLight1 = new THREE.DirectionalLight( 0xff9999, 0.5 );
fillLight1.position.set( -1, 1, 2 );
scene.add( fillLight1 );
const fillLight2 = new THREE.DirectionalLight( 0x8888ff, 0.2 );
fillLight2.position.set( 0, - 1, 0 );
scene.add( fillLight2 );
const directionalLight = new THREE.DirectionalLight( 0xffffaa, 1.2 );
directionalLight.position.set( - 5, 25, - 1 );
directionalLight.castShadow = true;
directionalLight.shadow.camera.near = 0.01;
directionalLight.shadow.camera.far = 500;
directionalLight.shadow.camera.right = 30;
directionalLight.shadow.camera.left = - 30;
directionalLight.shadow.camera.top = 30;
directionalLight.shadow.camera.bottom = - 30;
directionalLight.shadow.mapSize.width = 1024;
directionalLight.shadow.mapSize.height = 1024;
directionalLight.shadow.radius = 4;
directionalLight.shadow.bias = - 0.00006;
scene.add( directionalLight );
const renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( 1 );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.VSMShadowMap;
const container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
const stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
const GRAVITY = 30;
const NUM_SPHERES = 20;
const SPHERE_RADIUS = 0.2;
const sphereGeometry = new THREE.SphereBufferGeometry( SPHERE_RADIUS, 32, 32 );
const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0x888855, roughness: 0.8, metalness: 0.5 } );
const spheres = [];
let sphereIdx = 0;
for ( let i = 0; i < NUM_SPHERES; i ++ ) {
let sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
sphere.castShadow = true;
sphere.receiveShadow = true;
scene.add( sphere );
spheres.push( { mesh: sphere, collider: new THREE.Sphere( new THREE.Vector3( 0, - 100, 0 ), SPHERE_RADIUS ), velocity: new THREE.Vector3() } );
}
const worldOctree = new Octree();
const playerCollider = new Capsule( new THREE.Vector3( 0, 0.35, 0 ), new THREE.Vector3( 0, 1, 0 ), 0.35 );
const playerVelocity = new THREE.Vector3();
const playerDirection = new THREE.Vector3();
let playerOnFloor = false;
const keyStates = {};
document.addEventListener( 'keydown', ( event ) => {
keyStates[ event.code ] = true;
}, false );
document.addEventListener( 'keyup', ( event ) => {
keyStates[ event.code ] = false;
}, false );
document.addEventListener( 'mousedown', ( event ) => {
document.body.requestPointerLock();
}, false );
document.body.addEventListener( 'mousemove', ( event ) => {
if ( document.pointerLockElement === document.body ) {
camera.rotation.y -= event.movementX / 500;
camera.rotation.x -= event.movementY / 500;
}
}, false );
window.addEventListener( 'resize', () => {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}, false );
document.addEventListener( 'click', () => {
const sphere = spheres[ sphereIdx ];
camera.getWorldDirection( playerDirection );
sphere.collider.center.copy( playerCollider.end );
sphere.velocity.copy( playerDirection ).multiplyScalar( 30 );
sphereIdx = ( sphereIdx + 1 ) % spheres.length;
}, false );
function playerCollitions() {
const result = worldOctree.capsuleIntersect( playerCollider );
playerOnFloor = false;
if ( result ) {
playerOnFloor = result.normal.y > 0;
if( ! playerOnFloor ) {
playerVelocity.addScaledVector( result.normal, - result.normal.dot( playerVelocity ) );
}
playerCollider.translate( result.normal.multiplyScalar( result.depth ) );
}
}
function updatePlayer( deltaTime ) {
if ( playerOnFloor ) {
const damping = Math.exp( - 3 * deltaTime ) - 1;
playerVelocity.addScaledVector( playerVelocity, damping );
} else {
playerVelocity.y -= GRAVITY * deltaTime;
}
const deltaPosition = playerVelocity.clone().multiplyScalar( deltaTime );
playerCollider.translate( deltaPosition );
playerCollitions();
camera.position.copy( playerCollider.end );
}
function spheresCollisions(){
for( let i = 0; i < spheres.length; i ++ ){
let s1 = spheres[ i ];
for( let j = i + 1; j < spheres.length; j ++ ){
let s2 = spheres[ j ];
let d2 = s1.collider.center.distanceToSquared( s2.collider.center );
let r = s1.collider.radius + s2.collider.radius;
let r2 = r * r;
if( d2 < r2 ){
let normal = s1.collider.clone().center.sub( s2.collider.center ).normalize();
let v1 = normal.clone().multiplyScalar( normal.dot( s1.velocity ) );
let v2 = normal.clone().multiplyScalar( normal.dot( s2.velocity ) );
s1.velocity.add(v2).sub(v1);
s2.velocity.add(v1).sub(v2);
var d = ( r - Math.sqrt(d2) ) / 2;
s1.collider.center.addScaledVector( normal, d );
s2.collider.center.addScaledVector( normal, - d );
}
}
}
}
function updateSpheres( deltaTime ) {
spheres.forEach( sphere =>{
sphere.collider.center.addScaledVector( sphere.velocity, deltaTime );
const result = worldOctree.sphereIntersect( sphere.collider );
if ( result ) {
sphere.velocity.addScaledVector( result.normal, - result.normal.dot( sphere.velocity ) * 1.5 );
sphere.collider.center.add( result.normal.multiplyScalar( result.depth ) );
} else {
sphere.velocity.y -= GRAVITY * deltaTime;
}
const damping = Math.exp( - 1.5 * deltaTime ) - 1;
sphere.velocity.addScaledVector( sphere.velocity, damping );
spheresCollisions();
sphere.mesh.position.copy( sphere.collider.center );
} );
}
function getForwardVector() {
camera.getWorldDirection( playerDirection );
playerDirection.y = 0;
playerDirection.normalize();
return playerDirection;
}
function getSideVector() {
camera.getWorldDirection( playerDirection );
playerDirection.y = 0;
playerDirection.normalize();
playerDirection.cross( camera.up );
return playerDirection;
}
function controls( deltaTime ) {
const speed = 25;
if ( playerOnFloor ) {
if ( keyStates[ 'KeyW' ] ) {
playerVelocity.add( getForwardVector().multiplyScalar( speed * deltaTime ) );
}
if ( keyStates[ 'KeyS' ] ) {
playerVelocity.add( getForwardVector().multiplyScalar( - speed * deltaTime ) );
}
if ( keyStates[ 'KeyA' ] ) {
playerVelocity.add( getSideVector().multiplyScalar( - speed * deltaTime ) );
}
if ( keyStates[ 'KeyD' ] ) {
playerVelocity.add( getSideVector().multiplyScalar( speed * deltaTime ) );
}
if ( keyStates[ 'Space' ] ) {
playerVelocity.y = 15;
}
}
}
const loader = new GLTFLoader().setPath( './models/gltf/' );
loader.load( 'collision-world.glb', ( gltf ) => {
scene.add( gltf.scene );
worldOctree.fromGraphNode( gltf.scene );
gltf.scene.traverse( child => {
if ( child.type === 'Mesh' ) {
child.castShadow = true;
child.receiveShadow = true;
}
} );
animate();
});
function animate() {
const deltaTime = Math.min( 0.1, clock.getDelta() );
controls( deltaTime );
updatePlayer( deltaTime );
updateSpheres( deltaTime );
renderer.render( scene, camera );
stats.update();
requestAnimationFrame( animate );
}
</script>
</body>
</html>
\ No newline at end of file
......@@ -105,6 +105,8 @@ var files = [
{ path: 'math/ImprovedNoise.js', dependencies: [], ignoreList: [] },
{ path: 'math/Lut.js', dependencies: [], ignoreList: [] },
{ path: 'math/SimplexNoise.js', dependencies: [], ignoreList: [] },
{ path: 'math/Capsule.js', dependencies: [], ignoreList: [] },
{ path: 'math/Octree.js', dependencies: [ { name: 'Capsule', path: 'math/Capsule.js' } ], ignoreList: [] },
{ path: 'misc/ConvexObjectBreaker.js', dependencies: [ { name: 'ConvexBufferGeometry', path: 'geometries/ConvexGeometry.js' } ], ignoreList: [ 'Matrix4' ] },
{ path: 'misc/GPUComputationRenderer.js', dependencies: [], ignoreList: [] },
......
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