259 lines
11 KiB
TypeScript
259 lines
11 KiB
TypeScript
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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export type FrustumHitResult = {
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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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triangle?: ExtendedTriangle; // only present when BVH was used
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}
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export type CircularFrustumIntersectionOptions = {
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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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export type IntersectionResult = 'NOT_INTERSECTED' | 'INTERSECTED' | 'CONTAINED';
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export function intersectionResultToBvh(value: IntersectionResult): typeof NOT_INTERSECTED | typeof INTERSECTED | typeof CONTAINED {
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switch (value) {
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case 'NOT_INTERSECTED':
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return NOT_INTERSECTED;
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case 'INTERSECTED':
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return INTERSECTED;
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case 'CONTAINED':
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return CONTAINED;
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}
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}
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export class CircularFrustumIntersection {
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public readonly frustum: CircularFrustum;
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constructor(frustum: CircularFrustum) {
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this.frustum = frustum;
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}
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public insersectsSphere(sphere: THREE.Sphere): 'NOT_INTERSECTED' | number {
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return CircularFrustumIntersection.insersectsSphere(sphere, this.frustum);
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}
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/**
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* sphere and frustum both should be in the same coordinate space (local or world)
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*
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* Uses the Barros / van den Bergen separating-axis approach:
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* - Check whether the sphere centre is inside the cone (fast path)
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* - Otherwise check the distance from the sphere centre to the
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* nearest cone surface (lateral face + apex cap)
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*
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* @returns axial depth of sphere center or NOT_INTERSECTED
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*/
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public static insersectsSphere(sphere: THREE.Sphere, frustum: CircularFrustum): 'NOT_INTERSECTED' | number {
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const toCenter = sphere.center.clone().sub(frustum.apex);
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const axialDist = toCenter.dot(frustum.axisNormalized);
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if (axialDist + sphere.radius < 0) // behind the apex entirely
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return 'NOT_INTERSECTED';
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const lateralDist = toCenter.clone().addScaledVector(frustum.axisNormalized, -axialDist).length();
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const distToConeEdge = lateralDist * frustum.cosHalfAngle - axialDist * frustum.sinHalfAngle;
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if (distToConeEdge > sphere.radius) // fully outside lateral surface
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return 'NOT_INTERSECTED';
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return axialDist;
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}
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public intersectsBox(box: THREE.Box3): IntersectionResult {
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return CircularFrustumIntersection.intersectsBox(box, this.frustum);
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}
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// box and this.frustum both should be in the same coordinate space (local or world)
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public static intersectsBox(box: THREE.Box3, frustum: CircularFrustum): IntersectionResult {
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const sphere = new THREE.Sphere();
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box.getBoundingSphere(sphere);
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if (CircularFrustumIntersection.insersectsSphere(sphere, frustum) === 'NOT_INTERSECTED')
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return 'NOT_INTERSECTED';
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// Check if all 8 corners are inside — if so, CONTAINED
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const corners = Array(8)
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.fill(0)
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.map((_, i) => new THREE.Vector3(
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i & 1 ? box.max.x : box.min.x,
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i & 2 ? box.max.y : box.min.y,
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i & 4 ? box.max.z : box.min.z,
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));
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const allInside = corners.every((c) => CircularFrustumIntersection.pointAxialDepth(c, frustum) !== 'NOT_INTERSECTED');
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return allInside
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? 'CONTAINED'
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: 'INTERSECTED';
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}
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public pointAxialDepth(point: THREE.Vector3): 'NOT_INTERSECTED' | number {
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return CircularFrustumIntersection.pointAxialDepth(point, this.frustum);
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}
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public static pointAxialDepth(point: THREE.Vector3, frustum: CircularFrustum): 'NOT_INTERSECTED' | number {
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const toPoint = point.clone().sub(frustum.apex);
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const dist = toPoint.length();
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if (dist === 0)
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return 0;
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const axialDist = toPoint.dot(frustum.axisNormalized);
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const cosAngle = axialDist / dist;
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return cosAngle >= frustum.cosHalfAngle
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? axialDist
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: 'NOT_INTERSECTED';
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}
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// ─── Local frustum construction ──────────────────────────────────────────────
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/**
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* Transform a world-space CircularFrustum into an object's local space.
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* Note: halfAngle is only preserved exactly under uniform scale.
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*/
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private toObjectLocalSpace(invWorldMatrix: THREE.Matrix4): CircularFrustum {
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return this.frustum.transform(invWorldMatrix);
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}
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public intersectMesh(
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mesh: THREE.Mesh,
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findAll: boolean,
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): FrustumHitResult[] {
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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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// quick check for bounding sphere
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if (!geometry.boundingSphere)
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geometry.computeBoundingSphere();
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const boundingSphere = geometry.boundingSphere!.clone().applyMatrix4(matrix);
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if (this.insersectsSphere(boundingSphere) === 'NOT_INTERSECTED')
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return [];
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const results: FrustumHitResult[] = [];
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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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if (!bvh)
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throw new Error('No BVH found for a mesh');
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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, _index: number, contained: boolean) => {
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if (contained) {
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const worldPoint = tri.a.clone().applyMatrix4(mesh.matrixWorld);
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const depth = worldFrustum.axisNormalized.dot(worldPoint.clone().sub(worldFrustum.apex));
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results.push({ object: mesh, point: worldPoint, depth, triangle: tri });
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return !findAll;
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}
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let bestDepth = Infinity;
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let bestLocal: THREE.Vector3 | undefined = undefined;
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const tryPoint = (v: THREE.Vector3) => {
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const d = CircularFrustumIntersection.pointAxialDepth(v, localFrustum);
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if (d !== 'NOT_INTERSECTED' && (d as number) < bestDepth) {
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bestDepth = d as number;
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bestLocal = v.clone();
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}
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};
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// 1. Test vertices
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tryPoint(tri.a);
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tryPoint(tri.b);
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tryPoint(tri.c);
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// 2. For each edge, find the point closest to the frustum axis ray,
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// and also the point closest to the apex.
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// This catches triangles that straddle the cone surface.
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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 edge = b.clone().sub(a);
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const toA = a.clone().sub(localFrustum.apex);
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// Closest point on edge segment to the axis ray
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const edgeDir = edge.clone().normalize();
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const axisDotEdge = localFrustum.axisNormalized.dot(edgeDir);
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const denom = 1 - axisDotEdge * axisDotEdge;
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if (Math.abs(denom) > 1e-10) {
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const t = (
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localFrustum.axisNormalized.dot(toA) * axisDotEdge
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- toA.dot(edgeDir)
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) / denom;
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const edgeLen = edge.length();
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const tClamped = Math.max(0, Math.min(edgeLen, t));
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const pointOnEdge = a.clone().addScaledVector(edgeDir, tClamped);
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tryPoint(pointOnEdge);
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}
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// Closest point on edge to the apex itself
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const tApex = Math.max(0, Math.min(1, -toA.dot(edge) / edge.lengthSq()));
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tryPoint(a.clone().addScaledVector(edge, tApex));
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}
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// 3. Closest point on the 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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tryPoint(closestOnFace);
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if (bestLocal !== undefined) {
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const worldPoint = (bestLocal as THREE.Vector3).clone().applyMatrix4(mesh.matrixWorld);
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const worldDepth = worldFrustum.axisNormalized.dot(worldPoint.clone().sub(worldFrustum.apex));
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results.push({ object: mesh, point: worldPoint, depth: worldDepth, triangle: tri });
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return !findAll;
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}
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return false;
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},
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});
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// } else {
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// // ── Fallback: bounding box only ───────────────────────────────────
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// if (!geometry.boundingBox)
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// geometry.computeBoundingBox();
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// const worldBox = geometry.boundingBox!.clone().applyMatrix4(mesh.matrixWorld);
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// const boxResult = this.intersectsBox(worldBox.clone());
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// if (boxResult !== NOT_INTERSECTED) {
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// const center = new THREE.Vector3();
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// worldBox.getCenter(center);
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// const depth = this.frustum.axis.dot(center.clone().sub(this.frustum.apex));
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// results.push({ object: mesh, point: center, depth });
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// }
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// }
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return results;
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}
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public intersectObject(
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obj: THREE.Object3D,
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options: CircularFrustumIntersectionOptions = {},
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): FrustumHitResult[] {
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const results: FrustumHitResult[] = [];
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obj.traverseVisible((object) => {
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if (options.filter && !options.filter(object))
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return;
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if (!(object instanceof THREE.Mesh))
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return;
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results.push(...this.intersectMesh(object, !!options.findAll));
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});
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// sort closest first
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results.sort((a, b) => a.depth - b.depth);
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return results;
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}
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} |