three-mesh-bvh
Version:
A BVH implementation to speed up raycasting against three.js meshes.
109 lines (66 loc) • 2.02 kB
JavaScript
export function arrayToBox( nodeIndex32, array, target ) {
target.min.x = array[ nodeIndex32 ];
target.min.y = array[ nodeIndex32 + 1 ];
target.min.z = array[ nodeIndex32 + 2 ];
target.max.x = array[ nodeIndex32 + 3 ];
target.max.y = array[ nodeIndex32 + 4 ];
target.max.z = array[ nodeIndex32 + 5 ];
return target;
}
export function makeEmptyBounds( target ) {
target[ 0 ] = target[ 1 ] = target[ 2 ] = Infinity;
target[ 3 ] = target[ 4 ] = target[ 5 ] = - Infinity;
}
export function getLongestEdgeIndex( bounds ) {
let splitDimIdx = - 1;
let splitDist = - Infinity;
for ( let i = 0; i < 3; i ++ ) {
const dist = bounds[ i + 3 ] - bounds[ i ];
if ( dist > splitDist ) {
splitDist = dist;
splitDimIdx = i;
}
}
return splitDimIdx;
}
// copies bounds a into bounds b
export function copyBounds( source, target ) {
target.set( source );
}
// sets bounds target to the union of bounds a and b
export function unionBounds( a, b, target ) {
let aVal, bVal;
for ( let d = 0; d < 3; d ++ ) {
const d3 = d + 3;
// set the minimum values
aVal = a[ d ];
bVal = b[ d ];
target[ d ] = aVal < bVal ? aVal : bVal;
// set the max values
aVal = a[ d3 ];
bVal = b[ d3 ];
target[ d3 ] = aVal > bVal ? aVal : bVal;
}
}
// expands the given bounds by the provided primitive bounds
export function expandByPrimitiveBounds( startIndex, primitiveBounds, bounds ) {
for ( let d = 0; d < 3; d ++ ) {
const tCenter = primitiveBounds[ startIndex + 2 * d ];
const tHalf = primitiveBounds[ startIndex + 2 * d + 1 ];
const tMin = tCenter - tHalf;
const tMax = tCenter + tHalf;
if ( tMin < bounds[ d ] ) {
bounds[ d ] = tMin;
}
if ( tMax > bounds[ d + 3 ] ) {
bounds[ d + 3 ] = tMax;
}
}
}
// compute bounds surface area
export function computeSurfaceArea( bounds ) {
const d0 = bounds[ 3 ] - bounds[ 0 ];
const d1 = bounds[ 4 ] - bounds[ 1 ];
const d2 = bounds[ 5 ] - bounds[ 2 ];
return 2 * ( d0 * d1 + d1 * d2 + d2 * d0 );
}