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three

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JavaScript 3D library

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import { Vector3 } from './Vector3.js'; import { Vector4 } from './Vector4.js'; const _v0 = /*@__PURE__*/ new Vector3(); const _v1 = /*@__PURE__*/ new Vector3(); const _v2 = /*@__PURE__*/ new Vector3(); const _v3 = /*@__PURE__*/ new Vector3(); const _vab = /*@__PURE__*/ new Vector3(); const _vac = /*@__PURE__*/ new Vector3(); const _vbc = /*@__PURE__*/ new Vector3(); const _vap = /*@__PURE__*/ new Vector3(); const _vbp = /*@__PURE__*/ new Vector3(); const _vcp = /*@__PURE__*/ new Vector3(); const _v40 = /*@__PURE__*/ new Vector4(); const _v41 = /*@__PURE__*/ new Vector4(); const _v42 = /*@__PURE__*/ new Vector4(); /** * A geometric triangle as defined by three vectors representing its three corners. */ class Triangle { /** * Constructs a new triangle. * * @param {Vector3} [a=(0,0,0)] - The first corner of the triangle. * @param {Vector3} [b=(0,0,0)] - The second corner of the triangle. * @param {Vector3} [c=(0,0,0)] - The third corner of the triangle. */ constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) { /** * The first corner of the triangle. * * @type {Vector3} */ this.a = a; /** * The second corner of the triangle. * * @type {Vector3} */ this.b = b; /** * The third corner of the triangle. * * @type {Vector3} */ this.c = c; } /** * Computes the normal vector of a triangle. * * @param {Vector3} a - The first corner of the triangle. * @param {Vector3} b - The second corner of the triangle. * @param {Vector3} c - The third corner of the triangle. * @param {Vector3} target - The target vector that is used to store the method's result. * @return {Vector3} The triangle's normal. */ static getNormal( a, b, c, target ) { target.subVectors( c, b ); _v0.subVectors( a, b ); target.cross( _v0 ); const targetLengthSq = target.lengthSq(); if ( targetLengthSq > 0 ) { return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); } return target.set( 0, 0, 0 ); } /** * Computes a barycentric coordinates from the given vector. * Returns `null` if the triangle is degenerate. * * @param {Vector3} point - A point in 3D space. * @param {Vector3} a - The first corner of the triangle. * @param {Vector3} b - The second corner of the triangle. * @param {Vector3} c - The third corner of the triangle. * @param {Vector3} target - The target vector that is used to store the method's result. * @return {?Vector3} The barycentric coordinates for the given point */ static getBarycoord( point, a, b, c, target ) { // based on: http://www.blackpawn.com/texts/pointinpoly/default.html _v0.subVectors( c, a ); _v1.subVectors( b, a ); _v2.subVectors( point, a ); const dot00 = _v0.dot( _v0 ); const dot01 = _v0.dot( _v1 ); const dot02 = _v0.dot( _v2 ); const dot11 = _v1.dot( _v1 ); const dot12 = _v1.dot( _v2 ); const denom = ( dot00 * dot11 - dot01 * dot01 ); // collinear or singular triangle if ( denom === 0 ) { target.set( 0, 0, 0 ); return null; } const invDenom = 1 / denom; const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; // barycentric coordinates must always sum to 1 return target.set( 1 - u - v, v, u ); } /** * Returns `true` if the given point, when projected onto the plane of the * triangle, lies within the triangle. * * @param {Vector3} point - The point in 3D space to test. * @param {Vector3} a - The first corner of the triangle. * @param {Vector3} b - The second corner of the triangle. * @param {Vector3} c - The third corner of the triangle. * @return {boolean} Whether the given point, when projected onto the plane of the * triangle, lies within the triangle or not. */ static containsPoint( point, a, b, c ) { // if the triangle is degenerate then we can't contain a point if ( this.getBarycoord( point, a, b, c, _v3 ) === null ) { return false; } return ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 ); } /** * Computes the value barycentrically interpolated for the given point on the * triangle. Returns `null` if the triangle is degenerate. * * @param {Vector3} point - Position of interpolated point. * @param {Vector3} p1 - The first corner of the triangle. * @param {Vector3} p2 - The second corner of the triangle. * @param {Vector3} p3 - The third corner of the triangle. * @param {Vector3} v1 - Value to interpolate of first vertex. * @param {Vector3} v2 - Value to interpolate of second vertex. * @param {Vector3} v3 - Value to interpolate of third vertex. * @param {Vector3} target - The target vector that is used to store the method's result. * @return {?Vector3} The interpolated value. */ static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) { if ( this.getBarycoord( point, p1, p2, p3, _v3 ) === null ) { target.x = 0; target.y = 0; if ( 'z' in target ) target.z = 0; if ( 'w' in target ) target.w = 0; return null; } target.setScalar( 0 ); target.addScaledVector( v1, _v3.x ); target.addScaledVector( v2, _v3.y ); target.addScaledVector( v3, _v3.z ); return target; } /** * Computes the value barycentrically interpolated for the given attribute and indices. * * @param {BufferAttribute} attr - The attribute to interpolate. * @param {number} i1 - Index of first vertex. * @param {number} i2 - Index of second vertex. * @param {number} i3 - Index of third vertex. * @param {Vector3} barycoord - The barycoordinate value to use to interpolate. * @param {Vector3} target - The target vector that is used to store the method's result. * @return {Vector3} The interpolated attribute value. */ static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) { _v40.setScalar( 0 ); _v41.setScalar( 0 ); _v42.setScalar( 0 ); _v40.fromBufferAttribute( attr, i1 ); _v41.fromBufferAttribute( attr, i2 ); _v42.fromBufferAttribute( attr, i3 ); target.setScalar( 0 ); target.addScaledVector( _v40, barycoord.x ); target.addScaledVector( _v41, barycoord.y ); target.addScaledVector( _v42, barycoord.z ); return target; } /** * Returns `true` if the triangle is oriented towards the given direction. * * @param {Vector3} a - The first corner of the triangle. * @param {Vector3} b - The second corner of the triangle. * @param {Vector3} c - The third corner of the triangle. * @param {Vector3} direction - The (normalized) direction vector. * @return {boolean} Whether the triangle is oriented towards the given direction or not. */ static isFrontFacing( a, b, c, direction ) { _v0.subVectors( c, b ); _v1.subVectors( a, b ); // strictly front facing return ( _v0.cross( _v1 ).dot( direction ) < 0 ) ? true : false; } /** * Sets the triangle's vertices by copying the given values. * * @param {Vector3} a - The first corner of the triangle. * @param {Vector3} b - The second corner of the triangle. * @param {Vector3} c - The third corner of the triangle. * @return {Triangle} A reference to this triangle. */ set( a, b, c ) { this.a.copy( a ); this.b.copy( b ); this.c.copy( c ); return this; } /** * Sets the triangle's vertices by copying the given array values. * * @param {Array<Vector3>} points - An array with 3D points. * @param {number} i0 - The array index representing the first corner of the triangle. * @param {number} i1 - The array index representing the second corner of the triangle. * @param {number} i2 - The array index representing the third corner of the triangle. * @return {Triangle} A reference to this triangle. */ setFromPointsAndIndices( points, i0, i1, i2 ) { this.a.copy( points[ i0 ] ); this.b.copy( points[ i1 ] ); this.c.copy( points[ i2 ] ); return this; } /** * Sets the triangle's vertices by copying the given attribute values. * * @param {BufferAttribute} attribute - A buffer attribute with 3D points data. * @param {number} i0 - The attribute index representing the first corner of the triangle. * @param {number} i1 - The attribute index representing the second corner of the triangle. * @param {number} i2 - The attribute index representing the third corner of the triangle. * @return {Triangle} A reference to this triangle. */ setFromAttributeAndIndices( attribute, i0, i1, i2 ) { this.a.fromBufferAttribute( attribute, i0 ); this.b.fromBufferAttribute( attribute, i1 ); this.c.fromBufferAttribute( attribute, i2 ); return this; } /** * Returns a new triangle with copied values from this instance. * * @return {Triangle} A clone of this instance. */ clone() { return new this.constructor().copy( this ); } /** * Copies the values of the given triangle to this instance. * * @param {Triangle} triangle - The triangle to copy. * @return {Triangle} A reference to this triangle. */ copy( triangle ) { this.a.copy( triangle.a ); this.b.copy( triangle.b ); this.c.copy( triangle.c ); return this; } /** * Computes the area of the triangle. * * @return {number} The triangle's area. */ getArea() { _v0.subVectors( this.c, this.b ); _v1.subVectors( this.a, this.b ); return _v0.cross( _v1 ).length() * 0.5; } /** * Computes the midpoint of the triangle. * * @param {Vector3} target - The target vector that is used to store the method's result. * @return {Vector3} The triangle's midpoint. */ getMidpoint( target ) { return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); } /** * Computes the normal of the triangle. * * @param {Vector3} target - The target vector that is used to store the method's result. * @return {Vector3} The triangle's normal. */ getNormal( target ) { return Triangle.getNormal( this.a, this.b, this.c, target ); } /** * Computes a plane the triangle lies within. * * @param {Plane} target - The target vector that is used to store the method's result. * @return {Plane} The plane the triangle lies within. */ getPlane( target ) { return target.setFromCoplanarPoints( this.a, this.b, this.c ); } /** * Computes a barycentric coordinates from the given vector. * Returns `null` if the triangle is degenerate. * * @param {Vector3} point - A point in 3D space. * @param {Vector3} target - The target vector that is used to store the method's result. * @return {?Vector3} The barycentric coordinates for the given point */ getBarycoord( point, target ) { return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); } /** * Computes the value barycentrically interpolated for the given point on the * triangle. Returns `null` if the triangle is degenerate. * * @param {Vector3} point - Position of interpolated point. * @param {Vector3} v1 - Value to interpolate of first vertex. * @param {Vector3} v2 - Value to interpolate of second vertex. * @param {Vector3} v3 - Value to interpolate of third vertex. * @param {Vector3} target - The target vector that is used to store the method's result. * @return {?Vector3} The interpolated value. */ getInterpolation( point, v1, v2, v3, target ) { return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target ); } /** * Returns `true` if the given point, when projected onto the plane of the * triangle, lies within the triangle. * * @param {Vector3} point - The point in 3D space to test. * @return {boolean} Whether the given point, when projected onto the plane of the * triangle, lies within the triangle or not. */ containsPoint( point ) { return Triangle.containsPoint( point, this.a, this.b, this.c ); } /** * Returns `true` if the triangle is oriented towards the given direction. * * @param {Vector3} direction - The (normalized) direction vector. * @return {boolean} Whether the triangle is oriented towards the given direction or not. */ isFrontFacing( direction ) { return Triangle.isFrontFacing( this.a, this.b, this.c, direction ); } /** * Returns `true` if this triangle intersects with the given box. * * @param {Box3} box - The box to intersect. * @return {boolean} Whether this triangle intersects with the given box or not. */ intersectsBox( box ) { return box.intersectsTriangle( this ); } /** * Returns the closest point on the triangle to the given point. * * @param {Vector3} p - The point to compute the closest point for. * @param {Vector3} target - The target vector that is used to store the method's result. * @return {Vector3} The closest point on the triangle. */ closestPointToPoint( p, target ) { const a = this.a, b = this.b, c = this.c; let v, w; // algorithm thanks to Real-Time Collision Detection by Christer Ericson, // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., // under the accompanying license; see chapter 5.1.5 for detailed explanation. // basically, we're distinguishing which of the voronoi regions of the triangle // the point lies in with the minimum amount of redundant computation. _vab.subVectors( b, a ); _vac.subVectors( c, a ); _vap.subVectors( p, a ); const d1 = _vab.dot( _vap ); const d2 = _vac.dot( _vap ); if ( d1 <= 0 && d2 <= 0 ) { // vertex region of A; barycentric coords (1, 0, 0) return target.copy( a ); } _vbp.subVectors( p, b ); const d3 = _vab.dot( _vbp ); const d4 = _vac.dot( _vbp ); if ( d3 >= 0 && d4 <= d3 ) { // vertex region of B; barycentric coords (0, 1, 0) return target.copy( b ); } const vc = d1 * d4 - d3 * d2; if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) { v = d1 / ( d1 - d3 ); // edge region of AB; barycentric coords (1-v, v, 0) return target.copy( a ).addScaledVector( _vab, v ); } _vcp.subVectors( p, c ); const d5 = _vab.dot( _vcp ); const d6 = _vac.dot( _vcp ); if ( d6 >= 0 && d5 <= d6 ) { // vertex region of C; barycentric coords (0, 0, 1) return target.copy( c ); } const vb = d5 * d2 - d1 * d6; if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) { w = d2 / ( d2 - d6 ); // edge region of AC; barycentric coords (1-w, 0, w) return target.copy( a ).addScaledVector( _vac, w ); } const va = d3 * d6 - d5 * d4; if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) { _vbc.subVectors( c, b ); w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) ); // edge region of BC; barycentric coords (0, 1-w, w) return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC } // face region const denom = 1 / ( va + vb + vc ); // u = va * denom v = vb * denom; w = vc * denom; return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w ); } /** * Returns `true` if this triangle is equal with the given one. * * @param {Triangle} triangle - The triangle to test for equality. * @return {boolean} Whether this triangle is equal with the given one. */ equals( triangle ) { return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); } } export { Triangle };