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@xtor/cga.js

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Xtor Compute Geometry Algorithm Libary 计算几何算法库

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"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;