@xtor/cga.js
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Xtor Compute Geometry Algorithm Libary 计算几何算法库
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JavaScript
"use strict";
var __extends = (this && this.__extends) || (function () {
var extendStatics = function (d, b) {
extendStatics = Object.setPrototypeOf ||
({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; };
return extendStatics(d, b);
};
return function (d, b) {
extendStatics(d, b);
function __() { this.constructor = d; }
d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
};
})();
Object.defineProperty(exports, "__esModule", { value: true });
exports.v3 = exports.Vec3 = void 0;
var Quat_1 = require("./Quat");
var Math_1 = require("./Math");
var Segment_1 = require("../struct/3d/Segment");
var thing_1 = require("../render/thing");
var eventhandler_1 = require("../render/eventhandler");
var Vec3 = /** @class */ (function (_super) {
__extends(Vec3, _super);
function Vec3(_x, _y, _z) {
if (_x === void 0) { _x = 0; }
if (_y === void 0) { _y = 0; }
if (_z === void 0) { _z = 0; }
var _this = _super.call(this) || this;
_this._x = _x;
_this._y = _y;
_this._z = _z;
thing_1.buildAccessors(['x', 'y', 'z'], _this);
return _this;
}
Vec3.isVec3 = function (v) {
return !isNaN(v.x) && !isNaN(v.y) && !isNaN(v.z) && isNaN(v.w);
};
Object.defineProperty(Vec3.prototype, "isVec3", {
get: function () { return true; },
enumerable: false,
configurable: true
});
Object.defineProperty(Vec3, "Up", {
get: function () {
return new Vec3(0, 1, 0);
},
enumerable: false,
configurable: true
});
Object.defineProperty(Vec3, "Down", {
get: function () {
return new Vec3(0, 1, 0);
},
enumerable: false,
configurable: true
});
Object.defineProperty(Vec3, "UnitX", {
get: function () {
return new Vec3(1, 0, 0);
},
enumerable: false,
configurable: true
});
Object.defineProperty(Vec3, "UnitY", {
get: function () {
return new Vec3(0, 1, 0);
},
enumerable: false,
configurable: true
});
Object.defineProperty(Vec3, "UnitZ", {
get: function () {
return new Vec3(0, 0, 1);
},
enumerable: false,
configurable: true
});
Vec3.prototype.set = function (x, y, z) {
this.x = x;
this.y = y;
this.z = z;
return this;
};
Vec3.prototype.setScalar = function (scalar) {
this.x = scalar;
this.y = scalar;
this.z = scalar;
return this;
};
Vec3.prototype.setComponent = function (index, value) {
switch (index) {
case 0:
this.x = value;
break;
case 1:
this.y = value;
break;
case 2:
this.z = value;
break;
default:
throw new Error("index is out of range: " + index);
}
return this;
};
Vec3.prototype.getComponent = function (index) {
switch (index) {
case 0:
return this.x;
case 1:
return this.y;
case 2:
return this.z;
default:
throw new Error("index is out of range: " + index);
}
};
Vec3.prototype.clone = function () {
return new Vec3(this.x, this.y, this.z);
};
Vec3.prototype.copy = function (v) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
return this;
};
Vec3.prototype.add = function (v, w) {
if (w !== undefined) {
console.warn("Vec3: .add() now only accepts one argument. Use .addVecs( a, b ) instead.");
return this.addVecs(v, w);
}
this.x += v.x;
this.y += v.y;
this.z += v.z;
return this;
};
Vec3.prototype.addScalar = function (s) {
this.x += s;
this.y += s;
this.z += s;
return this;
};
Vec3.prototype.addVecs = function (a, b) {
this.x = a.x + b.x;
this.y = a.y + b.y;
this.z = a.z + b.z;
return this;
};
Vec3.prototype.addScaledVec = function (v, s) {
this.x += v.x * s;
this.y += v.y * s;
this.z += v.z * s;
return this;
};
Vec3.prototype.sub = function (v, w) {
if (w !== undefined) {
console.warn("Vec3: .sub() now only accepts one argument. Use .subVecs( a, b ) instead.");
return this.subVecs(v, w);
}
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
return this;
};
Vec3.prototype.subScalar = function (s) {
this.x -= s;
this.y -= s;
this.z -= s;
return this;
};
Vec3.prototype.subVecs = function (a, b) {
this.x = a.x - b.x;
this.y = a.y - b.y;
this.z = a.z - b.z;
return this;
};
Vec3.prototype.multiply = function (v, w) {
if (w !== undefined) {
return this.multiplyVecs(v, w);
}
this.x *= v.x;
this.y *= v.y;
this.z *= v.z;
return this;
};
Vec3.prototype.multiplyScalar = function (scalar) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
return this;
};
Vec3.prototype.multiplyVecs = function (a, b) {
this.x = a.x * b.x;
this.y = a.y * b.y;
this.z = a.z * b.z;
return this;
};
Vec3.prototype.applyEuler = function (euler) {
if (!(euler && euler.isEuler)) {
console.error("Vec3: .applyEuler() now expects an Euler rotation rather than a Vec3 and order.");
}
return this.applyQuat(_quat.setFromEuler(euler));
};
Vec3.prototype.applyAxisAngle = function (axis, angle) {
return this.applyQuat(_quat.setFromAxisAngle(axis, angle));
};
Vec3.prototype.applyMat3 = function (m) {
var x = this.x, y = this.y, z = this.z;
var e = m.elements;
this.x = e[0] * x + e[3] * y + e[6] * z;
this.y = e[1] * x + e[4] * y + e[7] * z;
this.z = e[2] * x + e[5] * y + e[8] * z;
return this;
};
Vec3.prototype.applyMat4 = function (m) {
var x = this.x, y = this.y, z = this.z;
var e = m.elements;
var w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);
this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;
this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;
this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;
return this;
};
Vec3.prototype.applyQuat = function (q) {
var x = this.x, y = this.y, z = this.z;
var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
// calculate Quat * Vec
var ix = qw * x + qy * z - qz * y;
var iy = qw * y + qz * x - qx * z;
var iz = qw * z + qx * y - qy * x;
var iw = -qx * x - qy * y - qz * z;
// calculate result * inverse Quat
this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
return this;
};
Vec3.prototype.project = function (camera) {
return this.applyMat4(camera.matrixWorldInverse).applyMat4(camera.projectionMatrix);
};
Vec3.prototype.unproject = function (camera) {
return this.applyMat4(camera.projectionMatrixInverse).applyMat4(camera.matrixWorld);
};
Vec3.prototype.transformDirection = function (m) {
// input: Mat4 affine matrix
// Vec interpreted as a direction
var x = this.x, y = this.y, z = this.z;
var e = m.elements;
this.x = e[0] * x + e[4] * y + e[8] * z;
this.y = e[1] * x + e[5] * y + e[9] * z;
this.z = e[2] * x + e[6] * y + e[10] * z;
return this.normalize();
};
Vec3.prototype.divide = function (v) {
this.x /= v.x;
this.y /= v.y;
this.z /= v.z;
return this;
};
Vec3.prototype.divideScalar = function (scalar) {
return this.multiplyScalar(1 / scalar);
};
Vec3.prototype.min = function (v) {
this.x = Math.min(this.x, v.x);
this.y = Math.min(this.y, v.y);
this.z = Math.min(this.z, v.z);
return this;
};
Vec3.prototype.max = function (v) {
this.x = Math.max(this.x, v.x);
this.y = Math.max(this.y, v.y);
this.z = Math.max(this.z, v.z);
return this;
};
Vec3.prototype.clamp = function (min, max) {
// assumes min < max, componentwise
this.x = Math.max(min.x, Math.min(max.x, this.x));
this.y = Math.max(min.y, Math.min(max.y, this.y));
this.z = Math.max(min.z, Math.min(max.z, this.z));
return this;
};
Vec3.prototype.clampScalar = function (minVal, maxVal) {
this.x = Math.max(minVal, Math.min(maxVal, this.x));
this.y = Math.max(minVal, Math.min(maxVal, this.y));
this.z = Math.max(minVal, Math.min(maxVal, this.z));
return this;
};
Vec3.prototype.clampLength = function (min, max) {
var length = this.length();
return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
};
Vec3.prototype.floor = function () {
this.x = Math.floor(this.x);
this.y = Math.floor(this.y);
this.z = Math.floor(this.z);
return this;
};
Vec3.prototype.ceil = function () {
this.x = Math.ceil(this.x);
this.y = Math.ceil(this.y);
this.z = Math.ceil(this.z);
return this;
};
Vec3.prototype.round = function () {
this.x = Math.round(this.x);
this.y = Math.round(this.y);
this.z = Math.round(this.z);
return this;
};
Vec3.prototype.roundToZero = function () {
this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x);
this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y);
this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z);
return this;
};
Vec3.prototype.negate = function () {
this.x = -this.x;
this.y = -this.y;
this.z = -this.z;
return this;
};
Vec3.prototype.dot = function (v) {
return this.x * v.x + this.y * v.y + this.z * v.z;
};
// TODO lengthSquared?
Vec3.prototype.lengthSq = function () {
return this.x * this.x + this.y * this.y + this.z * this.z;
};
Vec3.prototype.length = function () {
return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
};
Vec3.prototype.manhattanLength = function () {
return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
};
Vec3.prototype.normalize = function (robust) {
if (robust === void 0) { robust = false; }
return this.divideScalar(this.length() || 1);
// if (robust)
// {
// var maxAbsComp = Math.abs(v[0]);
// for (var i = 1; i < N; ++i)
// {
// var absComp = Math.abs(v[i]);
// if (absComp > maxAbsComp)
// {
// maxAbsComp = absComp;
// }
// }
// var length;
// if (maxAbsComp > 0)
// {
// v /= maxAbsComp;
// length = Math.sqrt(Dot(v, v));
// v /= length;
// length *= maxAbsComp;
// }
// else
// {
// length = 0;
// for (var i = 0; i < N; ++i)
// {
// v[i] = 0;
// }
// }
// return length;
// }
// else
// {
// var length = this.length();
// if (length > 0)
// {
// v /= length;
// }
// else
// {
// for (var i = 0; i < N; ++i)
// {
// v[i] = 0;
// }
// }
// }
};
Vec3.prototype.setLength = function (length) {
return this.normalize().multiplyScalar(length);
};
Vec3.prototype.lerp = function (v, alpha) {
this.x += (v.x - this.x) * alpha;
this.y += (v.y - this.y) * alpha;
this.z += (v.z - this.z) * alpha;
return this;
};
Vec3.prototype.lerpVecs = function (v1, v2, alpha) {
return this.subVecs(v2, v1)
.multiplyScalar(alpha)
.add(v1);
};
Vec3.prototype.cross = function (v, w) {
if (w !== undefined) {
console.warn("Vec3: .cross() now only accepts one argument. Use .crossVecs( a, b ) instead.");
return this.crossVecs(v, w);
}
return this.crossVecs(this, v);
};
Vec3.prototype.crossVecs = function (a, b) {
var ax = a.x, ay = a.y, az = a.z;
var bx = b.x, by = b.y, bz = b.z;
this.x = ay * bz - az * by;
this.y = az * bx - ax * bz;
this.z = ax * by - ay * bx;
return this;
};
Vec3.prototype.projectOnVec = function (vec) {
var scalar = vec.dot(this) / vec.lengthSq();
return this.copy(vec).multiplyScalar(scalar);
};
Vec3.prototype.projectOnPlaneNormal = function (planeNormal) {
_vec.copy(this).projectOnVec(planeNormal);
return this.sub(_vec);
};
/**
* 投影到平面
* @param plane
*/
Vec3.prototype.projectOnPlane = function (plane) {
var scalar = plane.normal.dot(this) - plane.w;
_vec.copy(plane.normal).multiplyScalar(scalar);
return this.sub(_vec);
};
/**
* 从指定方向线(斜线,也可能是法线)上投影到平面
* @param planeNormal
* @param dir
*/
Vec3.prototype.projectDirectionOnPlane = function (plane, dir) {
var scalar = plane.normal.dot(this) - plane.w;
_vec.copy(plane.normal).multiplyScalar(scalar);
_vec.negate().add(this);
var len = this.distanceTo(_vec);
var nlen = len / plane.normal.dot(dir);
this.add(_vec.copy(dir).negate().multiplyScalar(nlen));
return this;
};
Vec3.prototype.reflect = function (normal) {
// reflect incident Vec off plane orthogonal to normal
// normal is assumed to have unit length
return this.sub(_vec.copy(normal).multiplyScalar(2 * this.dot(normal)));
};
Vec3.prototype.angleTo = function (v, normal) {
if (normal)
return this.angleToEx(v, normal);
var theta = this.dot(v) / Math.sqrt(this.lengthSq() * v.lengthSq());
return Math.acos(Math_1.clamp(theta, -1, 1));
};
Vec3.prototype.angleToEx = function (v, normal) {
var theta = this.dot(v) / Math.sqrt(this.lengthSq() * v.lengthSq());
if (this.clone().cross(v).dot(normal) > 0)
return Math.acos(Math_1.clamp(theta, -1, 1));
else
return Math.PI * 2 - Math.acos(Math_1.clamp(theta, -1, 1));
};
Vec3.prototype.distanceTo = function (v) {
return Math.sqrt(this.distanceToSquared(v));
};
Vec3.prototype.distanceToSquared = function (v) {
var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
return dx * dx + dy * dy + dz * dz;
};
Vec3.prototype.manhattanDistanceTo = function (v) {
return (Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z));
};
Vec3.prototype.setFromSpherical = function (s) {
return this.setFromSphericalCoords(s.radius, s.phi, s.theta);
};
Vec3.prototype.setFromSphericalCoords = function (radius, phi, theta) {
var sinPhiRadius = Math.sin(phi) * radius;
this.x = sinPhiRadius * Math.sin(theta);
this.y = Math.cos(phi) * radius;
this.z = sinPhiRadius * Math.cos(theta);
return this;
};
Vec3.prototype.setFromCylindrical = function (c) {
return this.setFromCylindricalCoords(c.radius, c.theta, c.y);
};
Vec3.prototype.setFromCylindricalCoords = function (radius, theta, y) {
this.x = radius * Math.sin(theta);
this.y = y;
this.z = radius * Math.cos(theta);
return this;
};
Vec3.prototype.setFromMatrixPosition = function (m) {
var e = m.elements;
this.x = e[12];
this.y = e[13];
this.z = e[14];
return this;
};
Vec3.prototype.setFromMatrixScale = function (m) {
var sx = this.setFromMatrixColumn(m, 0).length();
var sy = this.setFromMatrixColumn(m, 1).length();
var sz = this.setFromMatrixColumn(m, 2).length();
this.x = sx;
this.y = sy;
this.z = sz;
return this;
};
Vec3.prototype.setFromMatrixColumn = function (m, index) {
return this.fromArray(m.elements, index * 4);
};
Vec3.prototype.equals = function (v) {
return v.x === this.x && v.y === this.y && v.z === this.z;
};
Vec3.prototype.fromArray = function (array, offset) {
if (offset === undefined)
offset = 0;
this.x = array[offset];
this.y = array[offset + 1];
this.z = array[offset + 2];
return this;
};
Vec3.prototype.toArray = function (array, offset) {
if (array === void 0) { array = []; }
if (offset === void 0) { offset = 0; }
array[offset] = this.x;
array[offset + 1] = this.y;
array[offset + 2] = this.z;
return array;
};
Vec3.prototype.fromBufferAttribute = function (attribute, index, offset) {
if (offset !== undefined) {
console.warn("Vec3: offset has been removed from .fromBufferAttribute().");
}
this.x = attribute.getX(index);
this.y = attribute.getY(index);
this.z = attribute.getZ(index);
return this;
};
Vec3.prototype.toFixed = function (fractionDigits) {
if (fractionDigits !== undefined) {
this.x = parseFloat(this.x.toFixed(fractionDigits));
this.y = parseFloat(this.y.toFixed(fractionDigits));
this.z = parseFloat(this.z.toFixed(fractionDigits));
}
return this;
};
//---Distance-------------------------------------------------------------------------------
Vec3.prototype.distancePoint = function (point) {
var result = {};
result.distanceSqr = this.distanceToSquared(point);
result.distance = Math.sqrt(result.distanceSqr);
return result;
};
Vec3.prototype.distanceVec3 = function (point) {
return this.distancePoint(point);
};
/**
* 点到直线的距离 point distance to Line
* @param line
*/
Vec3.prototype.distanceLine = function (line) {
var result = { parameters: [], closests: [] };
var diff = this.clone().sub(line.origin);
var lineParameter = line.direction.dot(diff);
var lineClosest = line.direction
.clone()
.multiplyScalar(lineParameter)
.add(line.origin);
result.parameters.push(0, lineParameter);
result.closests.push(this, lineClosest);
diff = result.closests[0].clone().sub(result.closests[1]);
result.distanceSqr = diff.dot(diff);
result.distance = Math.sqrt(result.distanceSqr);
return result;
};
/**
* Test success
* 到射线的距离
* @param {Line} line
* @returns {Object} lineParameter 最近点的参数 lineClosest 最近点 distanceSqr 到最近点距离的平方 distance 到最近点距离
*/
Vec3.prototype.distanceRay = function (ray) {
var result = {
parameters: [0],
closests: [this]
};
var diff = this.clone().sub(ray.origin);
result.parameters[1] = ray.direction.dot(diff);
if (result.parameters[1] > 0) {
result.closests[1] = ray.direction
.clone()
.multiplyScalar(result.parameters[1])
.add(ray.origin);
}
else {
result.closests[1] = ray.origin.clone();
}
diff = this.clone().sub(result.closests[1]);
result.distanceSqr = diff.dot(diff);
result.distance = Math.sqrt(result.distanceSqr);
return result;
};
/**
* Test success
* 到线段的距离
* @param {Line} line
* @returns {Object} lineParameter 最近点的参数 lineClosest 最近点 distanceSqr 到最近点距离的平方 distance 到最近点距离
*/
Vec3.prototype.distanceSegment = function (segment) {
var result = {
parameters: [],
closests: []
};
var diff = this.clone().sub(segment.p1);
var t = segment.extentDirection.dot(diff);
if (t >= 0) {
result.parameters[1] = 1;
result.closests[1] = segment.p1;
}
else {
diff = this.clone().sub(segment.p0);
t = segment.extentDirection.dot(diff);
if (t <= 0) {
result.parameters[1] = 0;
result.closests[1] = segment.p0;
}
else {
var sqrLength = segment.extentSqr;
if (sqrLength <= 0)
sqrLength = 0;
t /= sqrLength;
result.parameters[1] = t;
result.closests[1] = segment.extentDirection
.clone()
.multiplyScalar(t)
.add(segment.p0);
}
}
result.closests[0] = this;
diff = this.clone().sub(result.closests[1]);
result.distanceSqr = diff.dot(diff);
result.distance = Math.sqrt(result.distanceSqr);
return result;
};
/**
* 点与线段的距离
* @param plane
*/
Vec3.prototype.distancePlane = function (plane) {
// this.clone().sub(plane.origin).dot(plane.normal);
var result = {
parameters: [],
closests: [],
signedDistance: 0,
distance: 0
};
result.signedDistance = this.clone().dot(plane.normal) - plane.w;
result.distance = Math.abs(result.signedDistance);
result.closests[1] = this.clone().sub(plane.normal.clone().multiplyScalar(result.signedDistance));
return result;
};
/**
* 点与圆圈的距离
* @param {*} circle
* @param {*} disk
* @returns {} result
*/
Vec3.prototype.distanceCircle = function (circle) {
var result = {
parameters: [],
closests: [],
equidistant: false //是否等距
};
// Projection of P-C onto plane is Q-C = P-C - Dot(N,P-C)*N.
var PmC = this.clone().sub(circle.center);
var QmC = PmC.clone().sub(circle.normal.clone().multiplyScalar(circle.normal.dot(PmC)));
var lengthQmC = QmC.length();
if (lengthQmC > Math_1.gPrecision) {
result.circleClosest = QmC.clone().multiplyScalar(circle.radius / lengthQmC).add(circle.center);
result.equidistant = false;
}
else {
var offsetPoint = circle.center.clone().add(v3(10, 10, 10));
var CP = offsetPoint.sub(circle.center);
var CQ = CP.clone().sub(circle.normal.clone().multiplyScalar(circle.normal.dot(CP))).normalize();
//在圆圈圆心的法线上,到圆圈上的没一点都相同
result.circleClosest = CQ.clone().multiplyScalar(circle.radius).add(circle.center);
result.equidistant = true;
}
result.closests.push(this, result.circleClosest);
var diff = this.clone().sub(result.circleClosest);
result.distanceSqr = diff.dot(diff);
result.distance = Math.sqrt(result.distanceSqr);
return result;
};
/**
* 点与圆盘的距离
* @param {*} Disk
* @returns {} result
*/
Vec3.prototype.distanceDisk = function (disk) {
var result = {
parameters: [],
closests: [],
signedDistance: 1,
distanceSqr: 0,
distance: 0,
};
var PmC = this.clone().sub(disk.center);
var QmC = PmC.clone().sub(disk.normal.clone().multiplyScalar(disk.normal.dot(PmC)));
var lengthQmC = QmC.length();
result.signedDistance = this.clone().dot(disk.normal) - disk.w;
if (lengthQmC > disk.radius) {
result.diskClosest = QmC.clone().multiplyScalar(disk.radius / lengthQmC).add(disk.center);
}
else {
var signedDistance = this.clone().dot(disk.normal) - disk.w;
result.diskClosest = this.clone().sub(disk.normal.clone().multiplyScalar(signedDistance));
}
result.closests.push(this, result.diskClosest);
var diff = this.clone().sub(result.diskClosest);
result.distanceSqr = diff.dot(diff);
result.distance = Math.sqrt(result.distanceSqr);
return result;
};
/**
* 点与线段的距离
* 点与折线的距离 测试排除法,平均比线性检索(暴力法)要快两倍以上
* @param { Polyline | Vec3[]} polyline
*/
Vec3.prototype.distancePolyline = function (polyline) {
var u = +Infinity;
var ipos = -1;
var tempResult;
var result = null;
for (var i = 0; i < polyline.length - 1; i++) {
var pti = polyline[i];
var ptj = polyline[i + 1];
if (Math.abs(pti.x - this.x) > u && Math.abs(ptj.x - this.x) > u && (pti.x - this.x) * (ptj.x - this.x) > 0)
continue;
if (Math.abs(pti.y - this.y) > u && Math.abs(ptj.y - this.y) > u && (pti.y - this.y) * (ptj.y - this.y) > 0)
continue;
if (Math.abs(pti.z - this.z) > u && Math.abs(ptj.z - this.z) > u && (pti.z - this.z) * (ptj.z - this.z) > 0)
continue;
tempResult = this.distanceSegment(new Segment_1.Segment(pti, ptj));
if (tempResult.distance < u) {
u = tempResult.distance;
result = tempResult;
ipos = i;
}
}
result.segmentIndex = ipos;
return result;
};
/**
* 点到三角形的距离
* @param {Triangle} triangle
*/
Vec3.prototype.distanceTriangle = function (triangle) {
function GetMinEdge02(a11, b1, p) {
p[0] = 0;
if (b1 >= 0) {
p[1] = 0;
}
else if (a11 + b1 <= 0) {
p[1] = 1;
}
else {
p[1] = -b1 / a11;
}
}
function GetMinEdge12(a01, a11, b1, f10, f01, p) {
var h0 = a01 + b1 - f10;
if (h0 >= 0) {
p[1] = 0;
}
else {
var h1 = a11 + b1 - f01;
if (h1 <= 0) {
p[1] = 1;
}
else {
p[1] = h0 / (h0 - h1);
}
}
p[0] = 1 - p[1];
}
function GetMinInterior(p0, h0, p1, h1, p) {
var z = h0 / (h0 - h1);
p[0] = (1 - z) * p0[0] + z * p1[0];
p[1] = (1 - z) * p0[1] + z * p1[1];
}
var diff = this.clone().sub(triangle.p0);
var edge0 = triangle.p1.clone().sub(triangle.p0);
var edge1 = triangle.p2.clone().sub(triangle.p0);
var a00 = edge0.dot(edge0);
var a01 = edge0.dot(edge1);
var a11 = edge1.dot(edge1);
var b0 = -diff.dot(edge0);
var b1 = -diff.dot(edge1);
var f00 = b0;
var f10 = b0 + a00;
var f01 = b0 + a01;
var p0 = [0, 0], p1 = [0, 0], p = [0, 0];
var dt1, h0, h1;
if (f00 >= 0) {
if (f01 >= 0) {
// (1) p0 = (0,0), p1 = (0,1), H(z) = G(L(z))
GetMinEdge02(a11, b1, p);
}
else {
// (2) p0 = (0,t10), p1 = (t01,1-t01),
// H(z) = (t11 - t10)*G(L(z))
p0[0] = 0;
p0[1] = f00 / (f00 - f01);
p1[0] = f01 / (f01 - f10);
p1[1] = 1 - p1[0];
dt1 = p1[1] - p0[1];
h0 = dt1 * (a11 * p0[1] + b1);
if (h0 >= 0) {
GetMinEdge02(a11, b1, p);
}
else {
h1 = dt1 * (a01 * p1[0] + a11 * p1[1] + b1);
if (h1 <= 0) {
GetMinEdge12(a01, a11, b1, f10, f01, p);
}
else {
GetMinInterior(p0, h0, p1, h1, p);
}
}
}
}
else if (f01 <= 0) {
if (f10 <= 0) {
// (3) p0 = (1,0), p1 = (0,1),
// H(z) = G(L(z)) - F(L(z))
GetMinEdge12(a01, a11, b1, f10, f01, p);
}
else {
// (4) p0 = (t00,0), p1 = (t01,1-t01), H(z) = t11*G(L(z))
p0[0] = f00 / (f00 - f10);
p0[1] = 0;
p1[0] = f01 / (f01 - f10);
p1[1] = 1 - p1[0];
h0 = p1[1] * (a01 * p0[0] + b1);
if (h0 >= 0) {
p = p0; // GetMinEdge01
}
else {
h1 = p1[1] * (a01 * p1[0] + a11 * p1[1] + b1);
if (h1 <= 0) {
GetMinEdge12(a01, a11, b1, f10, f01, p);
}
else {
GetMinInterior(p0, h0, p1, h1, p);
}
}
}
}
else if (f10 <= 0) {
// (5) p0 = (0,t10), p1 = (t01,1-t01),
// H(z) = (t11 - t10)*G(L(z))
p0[0] = 0;
p0[1] = f00 / (f00 - f01);
p1[0] = f01 / (f01 - f10);
p1[1] = 1 - p1[0];
dt1 = p1[1] - p0[1];
h0 = dt1 * (a11 * p0[1] + b1);
if (h0 >= 0) {
GetMinEdge02(a11, b1, p);
}
else {
h1 = dt1 * (a01 * p1[0] + a11 * p1[1] + b1);
if (h1 <= 0) {
GetMinEdge12(a01, a11, b1, f10, f01, p);
}
else {
GetMinInterior(p0, h0, p1, h1, p);
}
}
}
else {
// (6) p0 = (t00,0), p1 = (0,t11), H(z) = t11*G(L(z))
p0[0] = f00 / (f00 - f10);
p0[1] = 0;
p1[0] = 0;
p1[1] = f00 / (f00 - f01);
h0 = p1[1] * (a01 * p0[0] + b1);
if (h0 >= 0) {
p = p0; // GetMinEdge01
}
else {
h1 = p1[1] * (a11 * p1[1] + b1);
if (h1 <= 0) {
GetMinEdge02(a11, b1, p);
}
else {
GetMinInterior(p0, h0, p1, h1, p);
}
}
}
var result = {
closests: [],
parameters: [],
triangleParameters: []
};
result.triangleParameters[0] = 1 - p[0] - p[1];
result.triangleParameters[1] = p[0];
result.triangleParameters[2] = p[1];
var closest = triangle.p0.clone().add(edge0.multiplyScalar(p[0])).add(edge1.multiplyScalar(p[1]));
result.parameters.push(0, result.triangleParameters);
result.closests.push(this, closest);
diff = this.clone().sub(closest);
result.distanceSqr = diff.dot(diff);
result.distance = Math.sqrt(result.distanceSqr);
return result;
};
/**
* 点到矩形的距离
* @param {Rectangle} rectangle
*/
Vec3.prototype.distanceRectangle = function (rectangle) {
var result = {
rectangleParameters: [],
parameters: [],
closests: [],
};
var diff = rectangle.center.clone().sub(this);
var b0 = diff.dot(rectangle.axis[0]);
var b1 = diff.dot(rectangle.axis[1]);
var s0 = -b0, s1 = -b1;
result.distanceSqr = diff.dot(diff);
if (s0 < -rectangle.extent[0]) {
s0 = -rectangle.extent[0];
}
else if (s0 > rectangle.extent[0]) {
s0 = rectangle.extent[0];
}
result.distanceSqr += s0 * (s0 + 2 * b0);
if (s1 < -rectangle.extent[1]) {
s1 = -rectangle.extent[1];
}
else if (s1 > rectangle.extent[1]) {
s1 = rectangle.extent[1];
}
result.distanceSqr += s1 * (s1 + 2 * b1);
// Account for numerical round-off error.
if (result.distanceSqr < 0) {
result.distanceSqr = 0;
}
result.distance = Math.sqrt(result.distanceSqr);
result.rectangleParameters[0] = s0;
result.rectangleParameters[1] = s1;
var rectangleClosestPoint = rectangle.center.clone();
for (var i = 0; i < 2; ++i) {
rectangleClosestPoint.add(rectangle.axis[i].multiplyScalar(result.rectangleParameters[i]));
}
result.closests[0] = this;
result.closests[1] = rectangleClosestPoint;
return result;
};
/**
* 点到胶囊的距离
* @param {Capsule} capsule
*/
Vec3.prototype.distanceCapsule = function (capsule) {
var result = this.distanceSegment(capsule);
result.distance = result.distance - capsule.radius;
var closest = this.clone().sub(result.closests[1]).normalize().multiplyScalar(capsule.radius);
result.interior = result.distance < 0;
result.closests = [this, closest];
return result;
};
return Vec3;
}(eventhandler_1.EventHandler));
exports.Vec3 = Vec3;
var _vec = v3();
var _quat = Quat_1.quat();
function v3(x, y, z) {
return new Vec3(x, y, z);
}
exports.v3 = v3;