proper vertex and edge hit tests
This commit is contained in:
parent
1753b897f8
commit
c05f0436e3
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@ -11,21 +11,17 @@ export const HitTestView = observer(function ({ float }: { float: boolean }) {
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const result = JSON.parse(JSON.stringify(hit)) as HitResult;
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const resultAny = result as any;
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delete (resultAny.intersection.object);
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delete (resultAny.intersection.triangle);
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delete (resultAny.intersection.details.kind);
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delete (resultAny.intersection.details.index);
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delete (resultAny.intersection.triangleVertexIds);
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delete (resultAny.intersection.details);
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delete (resultAny.object);
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delete (resultAny.uuid);
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delete (resultAny.id);
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delete (resultAny.faceId);
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delete (resultAny.kind);
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delete (resultAny.visibility);
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resultAny.intersection.point = formatPoint(resultAny.intersection.point)
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resultAny.intersection.depth = Number(Number(resultAny.intersection.depth).toFixed(3));
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resultAny.intersection.radialDistanceAbsolute = Number(Number(resultAny.intersection.radialDistanceAbsolute).toFixed(3));
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resultAny.intersection.radialDistance = Number(Number(resultAny.intersection.radialDistance).toFixed(3));
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if (result.kind === 'edge') {
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delete (resultAny.intersection.triangle);
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}
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resultAny.point = formatPoint(resultAny.point)
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resultAny.depth = Number(Number(resultAny.depth).toFixed(10));
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resultAny.radialDistanceAbsolute = Number(Number(result.radialDistanceAbsolute).toFixed(3));
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resultAny.radialDistance = Number(Number(result.radialDistance).toFixed(3));
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return result;
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}
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@ -41,11 +37,24 @@ export const HitTestView = observer(function ({ float }: { float: boolean }) {
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return (
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<div className="hit-test-info" style={style}>
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{
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state.hitResults.hits.map((hit) =>
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<div key={hit.faceId + '-' + hit.id} style={{ padding: 2, borderBottom: '1px solid gray'}}>
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state.hitResults.hits.map((hit) => {
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let description = '';
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switch (hit.kind) {
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case 'face':
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description = `face ${hit.faceId}`;
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break;
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case 'edge':
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description = `edge ${hit.id} on face ${hit.faceId}`;
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break;
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case 'vertex':
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description = `vertex ${hit.id} on face ${hit.faceId}`;
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break;
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}
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return <div key={hit.uuid} style={{ padding: 2, borderBottom: '1px solid gray' }}>
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<div style={{ fontWeight: 'bold' }}>{hit.visibility} {description}</div>
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<div>{yaml.stringify(renderHitResult(hit), undefined, 4)}</div>
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</div>
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)
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})
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}
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</div>
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)
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@ -12,7 +12,7 @@ export const Viewport = function () {
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sceneHelper.clearHints();
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if (e.hitResults.hits.length) {
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e.hitResults.hits.forEach((hit) => {
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sceneHelper.showPointHint(hit.id!, hit.intersection.point);
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sceneHelper.showPointHint(hit.uuid, hit.point, 5, hit.kind === 'vertex' ? 'yellow' : (hit.kind === 'edge' ? 'lime' : 'white'));
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})
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// console.log(e.position);
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// console.log(e.hitTest.objects.map((o) => o));
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@ -20,7 +20,7 @@ export const Viewport = function () {
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}
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// raycaster.setFromCamera(new THREE.Vector2(e.x, e.y), camera);
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// const hits = raycaster.intersectObjects(sync.meshes);
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const hoveredFaceIds = e.hitResults.hits.map((hit) => hit.intersection.object.userData.faceId);
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const hoveredFaceIds = e.hitResults.hits.map((hit) => hit.object.userData.faceId);
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// if (hoveredFaceIds.length)
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// console.log(hoveredFaceIds);
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@ -1,51 +1,25 @@
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import yaml from 'yaml';
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import * as THREE from 'three';
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import { CONTAINED, ExtendedTriangle, INTERSECTED, NOT_INTERSECTED } from 'three-mesh-bvh';
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import { CircularFrustum } from './circularFrustum';
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import type { Id } from '../types';
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import type { MeshDto } from '../backend/dto';
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import { clamp } from '../utils/math';
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export type TriangleVertexHitDetail = {
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kind: 'vertex',
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index: 0 | 1 | 2,
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pt: THREE.Vector3,
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}
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export type TriangleEdgeHitDetail = {
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kind: 'edge',
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index: 0 | 1 | 2, // edge 0=AB, 1=BC, 2=CA
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ptIndexA: 0 | 1 | 2,
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ptIndexB: 0 | 1 | 2,
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ptA: THREE.Vector3,
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ptB: THREE.Vector3,
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}
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export type TriangleFaceHitDetail = {
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kind: 'face',
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}
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export type TriangleHitDetail = TriangleVertexHitDetail | TriangleEdgeHitDetail | TriangleFaceHitDetail;
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import { model } from '../model/model';
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export type Visibility = 'visible' | 'backface'; // | 'occluded'
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export type Intersection = {
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export type BaseHitResult = {
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uuid: string,
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object: THREE.Object3D,
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point: THREE.Vector3, // world-space closest hit point
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depth: number, // depth along frustum axis
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radialDistanceAbsolute: number, // perpendicular distance from frustum axis
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radialDistance: number, // radialDistanceAbsolute normalized (0..1) to frustum radius at depth
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triangle: { a: THREE.Vector3, b: THREE.Vector3, c: THREE.Vector3 },
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details: TriangleHitDetail,
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visibility: Visibility,
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triangleVertexIds: [Id, Id, Id],
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}
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export type BaseHitResult = {
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intersection: Intersection,
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}
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export type FaceHitResult = BaseHitResult & {
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kind: 'face',
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id?: Id,
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faceId: Id,
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}
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@ -68,7 +42,7 @@ export type HitResults = {
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}
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export type CircularFrustumIntersectionOptions = {
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findAll?: boolean; // defaults to false
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// findAll?: boolean; // defaults to false
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filter?: (object: THREE.Object3D) => boolean; // defaults to every object
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}
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@ -85,6 +59,13 @@ export function intersectionResultToBvh(value: IntersectionResult): typeof NOT_I
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}
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}
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function isTriangleVisible(tri: THREE.Triangle, frustum: CircularFrustum): boolean {
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const normal = new THREE.Vector3();
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tri.getNormal(normal);
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const facingRatio = normal.dot(frustum.axisNormalized);
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return facingRatio < 0;
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}
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function closestPointOnEdgeToRay(
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start: THREE.Vector3,
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end: THREE.Vector3,
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@ -106,64 +87,6 @@ function closestPointOnEdgeToRay(
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return start.clone().addScaledVector(edgeDir, clamp(t, 0, edgeLen) / edgeLen);
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}
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function triangleDetailsByFrustum(
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tri: THREE.Triangle,
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localFrustum: CircularFrustum,
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): TriangleHitDetail[] {
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const results: TriangleHitDetail[] = [{ kind: 'face' }];
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const verts: [THREE.Vector3, 0 | 1 | 2][] = [
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[tri.a, 0],
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[tri.b, 1],
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[tri.c, 2],
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];
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const edges: [THREE.Vector3, THREE.Vector3, 0 | 1 | 2, 0 | 1 | 2, 0 | 1 | 2][] = [
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[tri.a, tri.b, 0, 0, 1],
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[tri.b, tri.c, 1, 1, 2],
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[tri.c, tri.a, 2, 2, 0],
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];
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// A vertex is "in the frustum" if it passes the cone test
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const vertexInFrustum = verts.map(([v]) =>
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CircularFrustumIntersection.pointAxialDepth(v, localFrustum) !== 'NOT_INTERSECTED'
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);
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// Promote to vertex hits
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for (const [v, idx] of verts) {
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if (vertexInFrustum[idx]) {
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results.unshift({ kind: 'vertex', index: idx, pt: v });
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}
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}
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// Promote to edge hits: an edge is hit if ANY point along it falls inside the frustum.
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// We sample: the two endpoints, the closest point to the axis ray, and the closest to the apex.
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for (const [a, b, edgeIdx, ptIndexA, ptIndexB] of edges) {
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if (vertexInFrustum[ptIndexA] || vertexInFrustum[ptIndexB]) {
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// At least one endpoint inside — edge is hit
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results.unshift({ kind: 'edge', index: edgeIdx, ptIndexA, ptIndexB, ptA: a, ptB: b });
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continue;
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}
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// Check closest point on edge to frustum axis
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const closestToAxis = closestPointOnEdgeToRay(a, b, localFrustum.ray);
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if (CircularFrustumIntersection.pointAxialDepth(closestToAxis, localFrustum) !== 'NOT_INTERSECTED') {
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results.unshift({ kind: 'edge', index: edgeIdx, ptIndexA, ptIndexB, ptA: a, ptB: b });
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continue;
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}
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// Check closest point on edge to apex
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const edge = b.clone().sub(a);
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const toA = a.clone().sub(localFrustum.apex);
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const tApex = clamp(-toA.dot(edge) / edge.lengthSq(), 0, 1);
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const closestToApex = a.clone().addScaledVector(edge, tApex);
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if (CircularFrustumIntersection.pointAxialDepth(closestToApex, localFrustum) !== 'NOT_INTERSECTED') {
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results.unshift({ kind: 'edge', index: edgeIdx, ptIndexA, ptIndexB, ptA: a, ptB: b });
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}
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}
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return results;
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}
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export class CircularFrustumIntersection {
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public readonly frustum: CircularFrustum;
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@ -259,16 +182,18 @@ export class CircularFrustumIntersection {
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return CircularFrustumIntersection.distanceToPoint(point, this.frustum);
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}
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public intersectMesh(
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public intersectMeshFaces(
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mesh: THREE.Mesh,
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findAll: boolean,
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): Intersection[] {
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): FaceHitResult[] {
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const findAll = true;
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const geometry = mesh.geometry;
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if (!geometry)
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return [];
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const matrix = mesh.matrixWorld;
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const matrixInverted = matrix.clone().invert(); // world -> local matrix
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const worldFrustum = this.frustum;
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const localFrustum = this.toObjectLocalSpace(matrixInverted);
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@ -279,47 +204,14 @@ export class CircularFrustumIntersection {
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if (this.insersectsSphere(boundingSphere) === 'NOT_INTERSECTED')
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return [];
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function getGeometryVertextIdByIndex(vertexIndex: number): Id {
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return (mesh.userData as MeshDto).loop[vertexIndex].vertex;
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const bestFaceHits: Record<Id, FaceHitResult> = {};
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function tryBestTriangleHit(hit: FaceHitResult) {
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const bestFaceHit = bestFaceHits[hit.faceId];
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if (!bestFaceHit || bestFaceHit.radialDistance > hit.radialDistance)
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bestFaceHits[hit.faceId] = hit;
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}
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function getGeometryVertextIds(triIndex: number): [Id, Id, Id] {
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return geometry.index
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? [
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getGeometryVertextIdByIndex(geometry.index.array[triIndex * 3]),
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getGeometryVertextIdByIndex(geometry.index.array[triIndex * 3 + 1]),
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getGeometryVertextIdByIndex(geometry.index.array[triIndex * 3 + 2]),
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]
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: ['', '', ''];
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}
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const axisRay = new THREE.Ray(localFrustum.apex, localFrustum.axisNormalized);
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function tryBestPoint(v: THREE.Vector3, best: { depth: number, local?: THREE.Vector3 }) {
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const d = CircularFrustumIntersection.pointAxialDepth(v, localFrustum);
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if (d !== 'NOT_INTERSECTED' && d < best.depth) {
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best.depth = d as number;
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best.local = v.clone();
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}
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};
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function getHitClosestPoint(
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triangle: THREE.Triangle,
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details: TriangleHitDetail,
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faceClosestPoint: THREE.Vector3,
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): THREE.Vector3 {
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switch (details.kind) {
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case 'face':
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return faceClosestPoint;
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case 'edge':
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return closestPointOnEdgeToRay(details.ptA, details.ptB, worldFrustum.ray);
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case 'vertex':
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return [triangle.a, triangle.b, triangle.c][details.index];
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}
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}
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const results: Intersection[] = [];
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if (!geometry.boundsTree)
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geometry.computeBoundsTree();
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const bvh = geometry.boundsTree;
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@ -328,171 +220,151 @@ export class CircularFrustumIntersection {
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bvh.shapecast({
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intersectsBounds: (box: THREE.Box3) => intersectionResultToBvh(CircularFrustumIntersection.intersectsBox(box, localFrustum)),
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intersectsTriangle: (tri: ExtendedTriangle, triIndex: number, contained: boolean) => {
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const triangleVertexIds = getGeometryVertextIds(triIndex);
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intersectsTriangle: (tri: ExtendedTriangle) => {
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const visibility = isTriangleVisible(tri, localFrustum) ? 'visible' : 'backface';
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const normal = new THREE.Vector3();
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tri.getNormal(normal);
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const facingRatio = normal.dot(localFrustum.axisNormalized);
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// normal orientation is same as frusum axis means triangle is faced way from camera
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const visibility: Visibility = facingRatio >= 0 ? 'backface' : 'visible';
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let bestPoint: THREE.Vector3 | undefined;
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let bestRadialDistance = Infinity;
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if (contained) {
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const closestContained = new THREE.Vector3();
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tri.closestPointToPoint(localFrustum.apex, closestContained);
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const worldPoint = closestContained.clone().applyMatrix4(mesh.matrixWorld);
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const depth = worldFrustum.axisNormalized.dot(worldPoint.clone().sub(worldFrustum.apex));
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results.push(
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...triangleDetailsByFrustum(tri, localFrustum)
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.map((details) => {
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const closestPoint = getHitClosestPoint(tri, details, worldPoint);
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const radialDistanceAbsolute = CircularFrustumIntersection.distanceToPoint(closestPoint, worldFrustum);
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return {
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object: mesh,
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point: closestPoint,
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depth,
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radialDistanceAbsolute,
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radialDistance: radialDistanceAbsolute / (depth * Math.tan(worldFrustum.halfAngle)),
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triangle: tri,
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details,
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visibility,
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triangleVertexIds,
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};
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}),
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);
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return !findAll;
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function tryBestPoint(facePoint: THREE.Vector3) {
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if (CircularFrustumIntersection.pointAxialDepth(facePoint, localFrustum) === 'NOT_INTERSECTED')
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return;
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const radialDistance = CircularFrustumIntersection.distanceToPoint(facePoint, localFrustum);
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if (radialDistance < bestRadialDistance) {
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bestRadialDistance = radialDistance;
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bestPoint = facePoint;
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}
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}
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let bestPoint: { depth: number, local?: THREE.Vector3 } = { depth: Infinity, local: undefined };
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// step 1: test vertices
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tryBestPoint(tri.a, bestPoint);
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tryBestPoint(tri.b, bestPoint);
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tryBestPoint(tri.c, bestPoint);
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// step 2: edges for a triangle that straddle the cone surface
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// for each edge, find the point closest to the frustum axis ray, and also the point closest to the apex.
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const edges: [THREE.Vector3, THREE.Vector3][] = [
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[tri.a, tri.b],
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[tri.b, tri.c],
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[tri.c, tri.a],
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];
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for (const [a, b] of edges) {
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const pointOnEdge = closestPointOnEdgeToRay(a, b, localFrustum.ray);
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// Closest point on edge segment to the axis ray
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tryBestPoint(pointOnEdge, bestPoint);
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// Closest point on edge to the apex itself
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const toA = a.clone().sub(localFrustum.apex);
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const edge = b.clone().sub(a);
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const tApex = clamp(-toA.dot(edge) / edge.lengthSq(), 0, 1);
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tryBestPoint(a.clone().addScaledVector(edge, tApex), bestPoint);
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}
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// step 3: closest point on triangle face to the apex
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const closestOnFace = new THREE.Vector3();
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tri.closestPointToPoint(localFrustum.apex, closestOnFace);
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if (!isNaN(closestOnFace.x))
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tryBestPoint(closestOnFace, bestPoint);
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// step 3: large faces that frustum (its axis) passes through
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// ray pierces triangle -> internal hit point
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const faceHit = new THREE.Vector3();
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if (axisRay.intersectTriangle(tri.a, tri.b, tri.c, false, faceHit)) {
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tryBestPoint(faceHit, bestPoint);
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}
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if (localFrustum.ray.intersectTriangle(tri.a, tri.b, tri.c, false, faceHit))
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tryBestPoint(faceHit);
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if (bestPoint.local) {
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const worldPoint = bestPoint.local.clone().applyMatrix4(mesh.matrixWorld);
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const worldDepth = worldFrustum.axisNormalized.dot(worldPoint.clone().sub(worldFrustum.apex));
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results.push(
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...triangleDetailsByFrustum(tri, localFrustum)
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.map((details) => {
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const closestPoint = getHitClosestPoint(tri, details, worldPoint);
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const radialDistanceAbsolute = CircularFrustumIntersection.distanceToPoint(closestPoint, worldFrustum);
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return {
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object: mesh,
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point: closestPoint,
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depth: worldDepth,
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radialDistanceAbsolute,
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radialDistance: radialDistanceAbsolute / (worldDepth * Math.tan(worldFrustum.halfAngle)),
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triangle: tri,
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details,
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visibility,
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triangleVertexIds,
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};
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}),
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);
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// ray misses triangle, but cone touches an edge -> external, but close enough, hit point
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for (const [a, b] of [[tri.a, tri.b], [tri.b, tri.c], [tri.c, tri.a]] as [THREE.Vector3, THREE.Vector3][])
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tryBestPoint(closestPointOnEdgeToRay(a, b, localFrustum.ray));
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if (bestPoint) {
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const bestPointWorld = bestPoint.clone().applyMatrix4(matrix);
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const depth = worldFrustum.axisNormalized.dot(bestPointWorld.clone().sub(worldFrustum.apex));
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const radialDistanceAbsolute = CircularFrustumIntersection.distanceToPoint(bestPointWorld, worldFrustum);
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const faceId = (mesh.userData as MeshDto).faceId;
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tryBestTriangleHit({
|
||||
kind: 'face',
|
||||
uuid: faceId,
|
||||
faceId: faceId,
|
||||
object: mesh,
|
||||
point: bestPointWorld,
|
||||
depth,
|
||||
radialDistanceAbsolute,
|
||||
radialDistance: radialDistanceAbsolute / (depth * Math.tan(worldFrustum.halfAngle)),
|
||||
visibility,
|
||||
});
|
||||
return !findAll;
|
||||
}
|
||||
|
||||
return false;
|
||||
},
|
||||
});
|
||||
|
||||
return Object.values(bestFaceHits);
|
||||
}
|
||||
|
||||
public intersectMesh(
|
||||
mesh: THREE.Mesh,
|
||||
): HitResult[] {
|
||||
const faceHits = this.intersectMeshFaces(mesh);
|
||||
const results = [...faceHits] as HitResult[];
|
||||
for (const faceHit of faceHits) {
|
||||
const loop = model.loopByFaceId(faceHit.faceId);
|
||||
if (!loop)
|
||||
continue;
|
||||
|
||||
const halfEdges = model.halfEdgesByLoop(loop.id);
|
||||
const vertices = halfEdges
|
||||
.map((he) => model.vertexById(he.origin)!)
|
||||
.map((v) => ({ id: v.id, point: new THREE.Vector3(v.x, v.y, v.z) }));
|
||||
|
||||
const edges = halfEdges
|
||||
.map((he, idx) => ({ id: he.ownerEdge, a: vertices[idx].point, b: vertices[(idx + 1) % vertices.length].point }));
|
||||
|
||||
for (const vertex of vertices) {
|
||||
const d = this.pointAxialDepth(vertex.point);
|
||||
if (d === 'NOT_INTERSECTED')
|
||||
continue;
|
||||
const radialDistanceAbsolute = CircularFrustumIntersection.distanceToPoint(vertex.point, this.frustum);
|
||||
results.push(
|
||||
{
|
||||
kind: 'vertex',
|
||||
uuid: faceHit.faceId + '.' + vertex.id,
|
||||
id: vertex.id,
|
||||
faceId: faceHit.faceId,
|
||||
object: faceHit.object,
|
||||
visibility: faceHit.visibility,
|
||||
point: vertex.point,
|
||||
depth: d,
|
||||
radialDistanceAbsolute,
|
||||
radialDistance: radialDistanceAbsolute / (d * Math.tan(this.frustum.halfAngle)),
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
for (const edge of edges) {
|
||||
const closestLocal = closestPointOnEdgeToRay(edge.a, edge.b, this.frustum.ray);
|
||||
const d = this.pointAxialDepth(closestLocal);
|
||||
if (d === 'NOT_INTERSECTED')
|
||||
continue;
|
||||
const radialDistanceAbsolute = CircularFrustumIntersection.distanceToPoint(closestLocal, this.frustum);
|
||||
results.push(
|
||||
{
|
||||
kind: 'edge',
|
||||
uuid: faceHit.faceId + '.' + edge.id,
|
||||
id: edge.id,
|
||||
faceId: faceHit.faceId,
|
||||
object: faceHit.object,
|
||||
visibility: faceHit.visibility,
|
||||
point: closestLocal,
|
||||
depth: d,
|
||||
radialDistanceAbsolute,
|
||||
radialDistance: radialDistanceAbsolute / (d * Math.tan(this.frustum.halfAngle)),
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
}
|
||||
return results;
|
||||
}
|
||||
|
||||
public intersectObject(
|
||||
obj: THREE.Object3D,
|
||||
object: THREE.Object3D,
|
||||
options: CircularFrustumIntersectionOptions = {},
|
||||
): HitResult[] {
|
||||
const results: HitResult[] = [];
|
||||
|
||||
obj.traverseVisible((object) => {
|
||||
object.traverseVisible((object) => {
|
||||
if (options.filter && !options.filter(object))
|
||||
return;
|
||||
if (!(object instanceof THREE.Mesh))
|
||||
return;
|
||||
|
||||
results.push(
|
||||
...this.intersectMesh(object, !!options.findAll)
|
||||
.map((i) => this.intersectionToHitResult(i))
|
||||
.filter((i) => !!i),
|
||||
);
|
||||
results.push(...this.intersectMesh(object));
|
||||
});
|
||||
|
||||
// sort closest first
|
||||
results.sort((a, b) => a.intersection.depth - b.intersection.depth);
|
||||
results.sort((a, b) => a.depth - b.depth);
|
||||
return results;
|
||||
}
|
||||
|
||||
private intersectionToHitResult(intersection: Intersection): HitResult | undefined {
|
||||
const userData = intersection.object.userData as MeshDto;
|
||||
const faceId = userData.faceId;
|
||||
const loop = userData.loop;
|
||||
public intersectObjects(
|
||||
objects: THREE.Object3D[],
|
||||
options: CircularFrustumIntersectionOptions = {},
|
||||
): HitResult[] {
|
||||
const results: HitResult[] = [];
|
||||
|
||||
function vertexId(index: number) {
|
||||
return intersection.triangleVertexIds[index];
|
||||
}
|
||||
for (const object of objects)
|
||||
results.push(...this.intersectObject(object, options));
|
||||
|
||||
switch (intersection.details.kind) {
|
||||
case 'face':
|
||||
return {
|
||||
kind: 'face',
|
||||
id: faceId,
|
||||
faceId,
|
||||
intersection,
|
||||
};
|
||||
case 'edge':
|
||||
const triHit = intersection.details;
|
||||
const edge = loop.find((v) => (v.vertex === vertexId(triHit.ptIndexA)) && (v.vertex2 === vertexId(triHit.ptIndexB)))?.edge;
|
||||
return edge // undefined for edges created by tesselation like diagonals, etc.
|
||||
? {
|
||||
kind: 'edge',
|
||||
id: edge,
|
||||
faceId,
|
||||
intersection,
|
||||
}
|
||||
: undefined;
|
||||
case 'vertex':
|
||||
return {
|
||||
kind: 'vertex',
|
||||
id: vertexId(intersection.details.index),
|
||||
faceId,
|
||||
intersection,
|
||||
};
|
||||
}
|
||||
results.sort((a, b) => a.depth - b.depth);
|
||||
return results;
|
||||
}
|
||||
}
|
||||
|
|
@ -50,12 +50,8 @@ export class SceneHelper {
|
|||
): HitResults {
|
||||
this.buildMouseFrustum(mouseNormalized, screenSize);
|
||||
|
||||
const hits: HitResult[] = [];
|
||||
for (const object of this.objects)
|
||||
hits.push(...this.mouseFrustum.intersectObject(object));
|
||||
|
||||
return {
|
||||
hits,
|
||||
hits: this.mouseFrustum.intersectObjects(this.objects),
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -92,6 +92,17 @@ export class Model {
|
|||
return this.loops[id];
|
||||
}
|
||||
|
||||
public loopsByFilter(filter: (loop: Loop) => boolean): Loop[] {
|
||||
return Object.values(this.loops).filter(filter);
|
||||
}
|
||||
|
||||
public loopByFaceId(faceId: Face['id']): Loop | undefined {
|
||||
const face = this.faceById(faceId);
|
||||
if (!face)
|
||||
return undefined
|
||||
return this.loopById(face.outerLoop);
|
||||
}
|
||||
|
||||
public faceById(id: Face['id']): Face | undefined {
|
||||
return this.faces[id];
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue