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HuangJiPC / public / static / three / examples / js / misc / ConvexObjectBreaker.js
@zhangdeliang zhangdeliang on 21 Jun 13 KB update
( function () {

	/**
 * @fileoverview This class can be used to subdivide a convex Geometry object into pieces.
 *
 * Usage:
 *
 * Use the function prepareBreakableObject to prepare a THREE.Mesh object to be broken.
 *
 * Then, call the various functions to subdivide the object (subdivideByImpact, cutByPlane)
 *
 * Sub-objects that are product of subdivision don't need prepareBreakableObject to be called on them.
 *
 * Requisites for the object:
 *
 *  - THREE.Mesh object must have a BufferGeometry (not Geometry) and a Material
 *
 *  - Vertex normals must be planar (not smoothed)
 *
 *  - The geometry must be convex (this is not checked in the library). You can create convex
 *  geometries with THREE.ConvexGeometry. The BoxGeometry, SphereGeometry and other convex primitives
 *  can also be used.
 *
 * Note: This lib adds member variables to object's userData member (see prepareBreakableObject function)
 * Use with caution and read the code when using with other libs.
 *
 * @param {double} minSizeForBreak Min size a debris can have to break.
 * @param {double} smallDelta Max distance to consider that a point belongs to a plane.
 *
*/

	const _v1 = new THREE.Vector3();

	class ConvexObjectBreaker {

		constructor( minSizeForBreak = 1.4, smallDelta = 0.0001 ) {

			this.minSizeForBreak = minSizeForBreak;
			this.smallDelta = smallDelta;
			this.tempLine1 = new THREE.Line3();
			this.tempPlane1 = new THREE.Plane();
			this.tempPlane2 = new THREE.Plane();
			this.tempPlane_Cut = new THREE.Plane();
			this.tempCM1 = new THREE.Vector3();
			this.tempCM2 = new THREE.Vector3();
			this.tempVector3 = new THREE.Vector3();
			this.tempVector3_2 = new THREE.Vector3();
			this.tempVector3_3 = new THREE.Vector3();
			this.tempVector3_P0 = new THREE.Vector3();
			this.tempVector3_P1 = new THREE.Vector3();
			this.tempVector3_P2 = new THREE.Vector3();
			this.tempVector3_N0 = new THREE.Vector3();
			this.tempVector3_N1 = new THREE.Vector3();
			this.tempVector3_AB = new THREE.Vector3();
			this.tempVector3_CB = new THREE.Vector3();
			this.tempResultObjects = {
				object1: null,
				object2: null
			};
			this.segments = [];
			const n = 30 * 30;

			for ( let i = 0; i < n; i ++ ) this.segments[ i ] = false;

		}

		prepareBreakableObject( object, mass, velocity, angularVelocity, breakable ) {

			// object is a Object3d (normally a THREE.Mesh), must have a BufferGeometry, and it must be convex.
			// Its material property is propagated to its children (sub-pieces)
			// mass must be > 0
			if ( ! object.geometry.isBufferGeometry ) {

				console.error( 'THREE.ConvexObjectBreaker.prepareBreakableObject(): Parameter object must have a BufferGeometry.' );

			}

			const userData = object.userData;
			userData.mass = mass;
			userData.velocity = velocity.clone();
			userData.angularVelocity = angularVelocity.clone();
			userData.breakable = breakable;

		}
		/*
   * @param {int} maxRadialIterations Iterations for radial cuts.
   * @param {int} maxRandomIterations Max random iterations for not-radial cuts
   *
   * Returns the array of pieces
   */


		subdivideByImpact( object, pointOfImpact, normal, maxRadialIterations, maxRandomIterations ) {

			const debris = [];
			const tempPlane1 = this.tempPlane1;
			const tempPlane2 = this.tempPlane2;
			this.tempVector3.addVectors( pointOfImpact, normal );
			tempPlane1.setFromCoplanarPoints( pointOfImpact, object.position, this.tempVector3 );
			const maxTotalIterations = maxRandomIterations + maxRadialIterations;
			const scope = this;

			function subdivideRadial( subObject, startAngle, endAngle, numIterations ) {

				if ( Math.random() < numIterations * 0.05 || numIterations > maxTotalIterations ) {

					debris.push( subObject );
					return;

				}

				let angle = Math.PI;

				if ( numIterations === 0 ) {

					tempPlane2.normal.copy( tempPlane1.normal );
					tempPlane2.constant = tempPlane1.constant;

				} else {

					if ( numIterations <= maxRadialIterations ) {

						angle = ( endAngle - startAngle ) * ( 0.2 + 0.6 * Math.random() ) + startAngle; // Rotate tempPlane2 at impact point around normal axis and the angle

						scope.tempVector3_2.copy( object.position ).sub( pointOfImpact ).applyAxisAngle( normal, angle ).add( pointOfImpact );
						tempPlane2.setFromCoplanarPoints( pointOfImpact, scope.tempVector3, scope.tempVector3_2 );

					} else {

						angle = ( 0.5 * ( numIterations & 1 ) + 0.2 * ( 2 - Math.random() ) ) * Math.PI; // Rotate tempPlane2 at object position around normal axis and the angle

						scope.tempVector3_2.copy( pointOfImpact ).sub( subObject.position ).applyAxisAngle( normal, angle ).add( subObject.position );
						scope.tempVector3_3.copy( normal ).add( subObject.position );
						tempPlane2.setFromCoplanarPoints( subObject.position, scope.tempVector3_3, scope.tempVector3_2 );

					}

				} // Perform the cut


				scope.cutByPlane( subObject, tempPlane2, scope.tempResultObjects );
				const obj1 = scope.tempResultObjects.object1;
				const obj2 = scope.tempResultObjects.object2;

				if ( obj1 ) {

					subdivideRadial( obj1, startAngle, angle, numIterations + 1 );

				}

				if ( obj2 ) {

					subdivideRadial( obj2, angle, endAngle, numIterations + 1 );

				}

			}

			subdivideRadial( object, 0, 2 * Math.PI, 0 );
			return debris;

		}

		cutByPlane( object, plane, output ) {

			// Returns breakable objects in output.object1 and output.object2 members, the resulting 2 pieces of the cut.
			// object2 can be null if the plane doesn't cut the object.
			// object1 can be null only in case of internal error
			// Returned value is number of pieces, 0 for error.
			const geometry = object.geometry;
			const coords = geometry.attributes.position.array;
			const normals = geometry.attributes.normal.array;
			const numPoints = coords.length / 3;
			let numFaces = numPoints / 3;
			let indices = geometry.getIndex();

			if ( indices ) {

				indices = indices.array;
				numFaces = indices.length / 3;

			}

			function getVertexIndex( faceIdx, vert ) {

				// vert = 0, 1 or 2.
				const idx = faceIdx * 3 + vert;
				return indices ? indices[ idx ] : idx;

			}

			const points1 = [];
			const points2 = [];
			const delta = this.smallDelta; // Reset segments mark

			const numPointPairs = numPoints * numPoints;

			for ( let i = 0; i < numPointPairs; i ++ ) this.segments[ i ] = false;

			const p0 = this.tempVector3_P0;
			const p1 = this.tempVector3_P1;
			const n0 = this.tempVector3_N0;
			const n1 = this.tempVector3_N1; // Iterate through the faces to mark edges shared by coplanar faces

			for ( let i = 0; i < numFaces - 1; i ++ ) {

				const a1 = getVertexIndex( i, 0 );
				const b1 = getVertexIndex( i, 1 );
				const c1 = getVertexIndex( i, 2 ); // Assuming all 3 vertices have the same normal

				n0.set( normals[ a1 ], normals[ a1 ] + 1, normals[ a1 ] + 2 );

				for ( let j = i + 1; j < numFaces; j ++ ) {

					const a2 = getVertexIndex( j, 0 );
					const b2 = getVertexIndex( j, 1 );
					const c2 = getVertexIndex( j, 2 ); // Assuming all 3 vertices have the same normal

					n1.set( normals[ a2 ], normals[ a2 ] + 1, normals[ a2 ] + 2 );
					const coplanar = 1 - n0.dot( n1 ) < delta;

					if ( coplanar ) {

						if ( a1 === a2 || a1 === b2 || a1 === c2 ) {

							if ( b1 === a2 || b1 === b2 || b1 === c2 ) {

								this.segments[ a1 * numPoints + b1 ] = true;
								this.segments[ b1 * numPoints + a1 ] = true;

							} else {

								this.segments[ c1 * numPoints + a1 ] = true;
								this.segments[ a1 * numPoints + c1 ] = true;

							}

						} else if ( b1 === a2 || b1 === b2 || b1 === c2 ) {

							this.segments[ c1 * numPoints + b1 ] = true;
							this.segments[ b1 * numPoints + c1 ] = true;

						}

					}

				}

			} // Transform the plane to object local space


			const localPlane = this.tempPlane_Cut;
			object.updateMatrix();
			ConvexObjectBreaker.transformPlaneToLocalSpace( plane, object.matrix, localPlane ); // Iterate through the faces adding points to both pieces

			for ( let i = 0; i < numFaces; i ++ ) {

				const va = getVertexIndex( i, 0 );
				const vb = getVertexIndex( i, 1 );
				const vc = getVertexIndex( i, 2 );

				for ( let segment = 0; segment < 3; segment ++ ) {

					const i0 = segment === 0 ? va : segment === 1 ? vb : vc;
					const i1 = segment === 0 ? vb : segment === 1 ? vc : va;
					const segmentState = this.segments[ i0 * numPoints + i1 ];
					if ( segmentState ) continue; // The segment already has been processed in another face
					// Mark segment as processed (also inverted segment)

					this.segments[ i0 * numPoints + i1 ] = true;
					this.segments[ i1 * numPoints + i0 ] = true;
					p0.set( coords[ 3 * i0 ], coords[ 3 * i0 + 1 ], coords[ 3 * i0 + 2 ] );
					p1.set( coords[ 3 * i1 ], coords[ 3 * i1 + 1 ], coords[ 3 * i1 + 2 ] ); // mark: 1 for negative side, 2 for positive side, 3 for coplanar point

					let mark0 = 0;
					let d = localPlane.distanceToPoint( p0 );

					if ( d > delta ) {

						mark0 = 2;
						points2.push( p0.clone() );

					} else if ( d < - delta ) {

						mark0 = 1;
						points1.push( p0.clone() );

					} else {

						mark0 = 3;
						points1.push( p0.clone() );
						points2.push( p0.clone() );

					} // mark: 1 for negative side, 2 for positive side, 3 for coplanar point


					let mark1 = 0;
					d = localPlane.distanceToPoint( p1 );

					if ( d > delta ) {

						mark1 = 2;
						points2.push( p1.clone() );

					} else if ( d < - delta ) {

						mark1 = 1;
						points1.push( p1.clone() );

					} else {

						mark1 = 3;
						points1.push( p1.clone() );
						points2.push( p1.clone() );

					}

					if ( mark0 === 1 && mark1 === 2 || mark0 === 2 && mark1 === 1 ) {

						// Intersection of segment with the plane
						this.tempLine1.start.copy( p0 );
						this.tempLine1.end.copy( p1 );
						let intersection = new THREE.Vector3();
						intersection = localPlane.intersectLine( this.tempLine1, intersection );

						if ( intersection === null ) {

							// Shouldn't happen
							console.error( 'Internal error: segment does not intersect plane.' );
							output.segmentedObject1 = null;
							output.segmentedObject2 = null;
							return 0;

						}

						points1.push( intersection );
						points2.push( intersection.clone() );

					}

				}

			} // Calculate debris mass (very fast and imprecise):


			const newMass = object.userData.mass * 0.5; // Calculate debris Center of Mass (again fast and imprecise)

			this.tempCM1.set( 0, 0, 0 );
			let radius1 = 0;
			const numPoints1 = points1.length;

			if ( numPoints1 > 0 ) {

				for ( let i = 0; i < numPoints1; i ++ ) this.tempCM1.add( points1[ i ] );

				this.tempCM1.divideScalar( numPoints1 );

				for ( let i = 0; i < numPoints1; i ++ ) {

					const p = points1[ i ];
					p.sub( this.tempCM1 );
					radius1 = Math.max( radius1, p.x, p.y, p.z );

				}

				this.tempCM1.add( object.position );

			}

			this.tempCM2.set( 0, 0, 0 );
			let radius2 = 0;
			const numPoints2 = points2.length;

			if ( numPoints2 > 0 ) {

				for ( let i = 0; i < numPoints2; i ++ ) this.tempCM2.add( points2[ i ] );

				this.tempCM2.divideScalar( numPoints2 );

				for ( let i = 0; i < numPoints2; i ++ ) {

					const p = points2[ i ];
					p.sub( this.tempCM2 );
					radius2 = Math.max( radius2, p.x, p.y, p.z );

				}

				this.tempCM2.add( object.position );

			}

			let object1 = null;
			let object2 = null;
			let numObjects = 0;

			if ( numPoints1 > 4 ) {

				object1 = new THREE.Mesh( new THREE.ConvexGeometry( points1 ), object.material );
				object1.position.copy( this.tempCM1 );
				object1.quaternion.copy( object.quaternion );
				this.prepareBreakableObject( object1, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius1 > this.minSizeForBreak );
				numObjects ++;

			}

			if ( numPoints2 > 4 ) {

				object2 = new THREE.Mesh( new THREE.ConvexGeometry( points2 ), object.material );
				object2.position.copy( this.tempCM2 );
				object2.quaternion.copy( object.quaternion );
				this.prepareBreakableObject( object2, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius2 > this.minSizeForBreak );
				numObjects ++;

			}

			output.object1 = object1;
			output.object2 = object2;
			return numObjects;

		}

		static transformFreeVector( v, m ) {

			// input:
			// vector interpreted as a free vector
			// THREE.Matrix4 orthogonal matrix (matrix without scale)
			const x = v.x,
				y = v.y,
				z = v.z;
			const e = m.elements;
			v.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
			v.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
			v.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
			return v;

		}

		static transformFreeVectorInverse( v, m ) {

			// input:
			// vector interpreted as a free vector
			// THREE.Matrix4 orthogonal matrix (matrix without scale)
			const x = v.x,
				y = v.y,
				z = v.z;
			const e = m.elements;
			v.x = e[ 0 ] * x + e[ 1 ] * y + e[ 2 ] * z;
			v.y = e[ 4 ] * x + e[ 5 ] * y + e[ 6 ] * z;
			v.z = e[ 8 ] * x + e[ 9 ] * y + e[ 10 ] * z;
			return v;

		}

		static transformTiedVectorInverse( v, m ) {

			// input:
			// vector interpreted as a tied (ordinary) vector
			// THREE.Matrix4 orthogonal matrix (matrix without scale)
			const x = v.x,
				y = v.y,
				z = v.z;
			const e = m.elements;
			v.x = e[ 0 ] * x + e[ 1 ] * y + e[ 2 ] * z - e[ 12 ];
			v.y = e[ 4 ] * x + e[ 5 ] * y + e[ 6 ] * z - e[ 13 ];
			v.z = e[ 8 ] * x + e[ 9 ] * y + e[ 10 ] * z - e[ 14 ];
			return v;

		}

		static transformPlaneToLocalSpace( plane, m, resultPlane ) {

			resultPlane.normal.copy( plane.normal );
			resultPlane.constant = plane.constant;
			const referencePoint = ConvexObjectBreaker.transformTiedVectorInverse( plane.coplanarPoint( _v1 ), m );
			ConvexObjectBreaker.transformFreeVectorInverse( resultPlane.normal, m ); // recalculate constant (like in setFromNormalAndCoplanarPoint)

			resultPlane.constant = - referencePoint.dot( resultPlane.normal );

		}

	}

	THREE.ConvexObjectBreaker = ConvexObjectBreaker;

} )();