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three

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JavaScript 3D library

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import { Vector3 } from './Vector3.js'; import { Line3 } from './Line3.js'; import { Plane } from './Plane.js'; /** * @author bhouston / http://clara.io * @author mrdoob / http://mrdoob.com/ */ function Triangle( a, b, c ) { this.a = ( a !== undefined ) ? a : new Vector3(); this.b = ( b !== undefined ) ? b : new Vector3(); this.c = ( c !== undefined ) ? c : new Vector3(); } Object.assign( Triangle, { getNormal: function () { var v0 = new Vector3(); return function getNormal( a, b, c, target ) { if ( target === undefined ) { console.warn( 'THREE.Triangle: .getNormal() target is now required' ); target = new Vector3(); } target.subVectors( c, b ); v0.subVectors( a, b ); target.cross( v0 ); var targetLengthSq = target.lengthSq(); if ( targetLengthSq > 0 ) { return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); } return target.set( 0, 0, 0 ); }; }(), // static/instance method to calculate barycentric coordinates // based on: http://www.blackpawn.com/texts/pointinpoly/default.html getBarycoord: function () { var v0 = new Vector3(); var v1 = new Vector3(); var v2 = new Vector3(); return function getBarycoord( point, a, b, c, target ) { v0.subVectors( c, a ); v1.subVectors( b, a ); v2.subVectors( point, a ); var dot00 = v0.dot( v0 ); var dot01 = v0.dot( v1 ); var dot02 = v0.dot( v2 ); var dot11 = v1.dot( v1 ); var dot12 = v1.dot( v2 ); var denom = ( dot00 * dot11 - dot01 * dot01 ); if ( target === undefined ) { console.warn( 'THREE.Triangle: .getBarycoord() target is now required' ); target = new Vector3(); } // collinear or singular triangle if ( denom === 0 ) { // arbitrary location outside of triangle? // not sure if this is the best idea, maybe should be returning undefined return target.set( - 2, - 1, - 1 ); } var invDenom = 1 / denom; var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; // barycentric coordinates must always sum to 1 return target.set( 1 - u - v, v, u ); }; }(), containsPoint: function () { var v1 = new Vector3(); return function containsPoint( point, a, b, c ) { Triangle.getBarycoord( point, a, b, c, v1 ); return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 ); }; }() } ); Object.assign( Triangle.prototype, { set: function ( a, b, c ) { this.a.copy( a ); this.b.copy( b ); this.c.copy( c ); return this; }, setFromPointsAndIndices: function ( points, i0, i1, i2 ) { this.a.copy( points[ i0 ] ); this.b.copy( points[ i1 ] ); this.c.copy( points[ i2 ] ); return this; }, clone: function () { return new this.constructor().copy( this ); }, copy: function ( triangle ) { this.a.copy( triangle.a ); this.b.copy( triangle.b ); this.c.copy( triangle.c ); return this; }, getArea: function () { var v0 = new Vector3(); var v1 = new Vector3(); return function getArea() { v0.subVectors( this.c, this.b ); v1.subVectors( this.a, this.b ); return v0.cross( v1 ).length() * 0.5; }; }(), getMidpoint: function ( target ) { if ( target === undefined ) { console.warn( 'THREE.Triangle: .getMidpoint() target is now required' ); target = new Vector3(); } return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); }, getNormal: function ( target ) { return Triangle.getNormal( this.a, this.b, this.c, target ); }, getPlane: function ( target ) { if ( target === undefined ) { console.warn( 'THREE.Triangle: .getPlane() target is now required' ); target = new Vector3(); } return target.setFromCoplanarPoints( this.a, this.b, this.c ); }, getBarycoord: function ( point, target ) { return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); }, containsPoint: function ( point ) { return Triangle.containsPoint( point, this.a, this.b, this.c ); }, intersectsBox: function ( box ) { return box.intersectsTriangle( this ); }, closestPointToPoint: function () { var plane = new Plane(); var edgeList = [ new Line3(), new Line3(), new Line3() ]; var projectedPoint = new Vector3(); var closestPoint = new Vector3(); return function closestPointToPoint( point, target ) { if ( target === undefined ) { console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' ); target = new Vector3(); } var minDistance = Infinity; // project the point onto the plane of the triangle plane.setFromCoplanarPoints( this.a, this.b, this.c ); plane.projectPoint( point, projectedPoint ); // check if the projection lies within the triangle if ( this.containsPoint( projectedPoint ) === true ) { // if so, this is the closest point target.copy( projectedPoint ); } else { // if not, the point falls outside the triangle. the target is the closest point to the triangle's edges or vertices edgeList[ 0 ].set( this.a, this.b ); edgeList[ 1 ].set( this.b, this.c ); edgeList[ 2 ].set( this.c, this.a ); for ( var i = 0; i < edgeList.length; i ++ ) { edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint ); var distance = projectedPoint.distanceToSquared( closestPoint ); if ( distance < minDistance ) { minDistance = distance; target.copy( closestPoint ); } } } return target; }; }(), equals: function ( triangle ) { return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); } } ); export { Triangle };