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490 lines
15 KiB
JavaScript
490 lines
15 KiB
JavaScript
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/**
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* @author yomboprime https://github.com/yomboprime
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*
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* @fileoverview This class can be used to subdivide a convex Geometry object into pieces.
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*
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* Usage:
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*
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* Use the function prepareBreakableObject to prepare a Mesh object to be broken.
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*
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* Then, call the various functions to subdivide the object (subdivideByImpact, cutByPlane)
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*
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* Sub-objects that are product of subdivision don't need prepareBreakableObject to be called on them.
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*
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* Requisites for the object:
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*
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* - Mesh object must have a Geometry (not BufferGeometry) and a Material
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*
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* - The Geometry must be convex (this is not tested in the library). You can create convex
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* Geometries with THREE.ConvexGeometry. The BoxGeometry, SphereGeometry and other convex primitives
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* can also be used.
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*
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* Note: This lib adds member variables to object's userData member and to its vertices.
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* (see prepareBreakableObject function)
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* Use with caution and read the code when using with other libs.
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*
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* @param {double} minSizeForBreak Min size a debris can have to break.
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* @param {double} smallDelta Max distance to consider that a point belongs to a plane.
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*
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*/
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THREE.ConvexObjectBreaker = function (minSizeForBreak, smallDelta) {
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this.minSizeForBreak = minSizeForBreak || 1.4;
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this.smallDelta = smallDelta || 0.0001;
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this.tempLine1 = new THREE.Line3();
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this.tempPlane1 = new THREE.Plane();
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this.tempPlane2 = new THREE.Plane();
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this.tempCM1 = new THREE.Vector3();
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this.tempCM2 = new THREE.Vector3();
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this.tempVector3 = new THREE.Vector3();
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this.tempVector3_2 = new THREE.Vector3();
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this.tempVector3_3 = new THREE.Vector3();
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this.tempResultObjects = { object1: null, object2: null };
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this.segments = [];
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var n = 30 * 30;
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for (var i = 0; i < n; i++) {
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this.segments[i] = false;
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}
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};
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THREE.ConvexObjectBreaker.prototype = {
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constructor: THREE.ConvexObjectBreaker,
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prepareBreakableObject: function (object, mass, velocity, angularVelocity, breakable) {
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// object is a THREE.Object3d (normally a Mesh), must have a Geometry, and it must be convex.
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// Its material property is propagated to its children (sub-pieces)
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// mass must be > 0
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// Create vertices mark
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var geometry = object.geometry;
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var vertices = geometry.vertices;
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for (var i = 0, il = vertices.length; i < il; i++) {
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vertices[i].mark = 0;
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}
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var userData = object.userData;
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userData.mass = mass;
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userData.velocity = velocity.clone();
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userData.angularVelocity = angularVelocity.clone();
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userData.breakable = breakable;
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},
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/*
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* @param {int} maxRadialIterations Iterations for radial cuts.
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* @param {int} maxRandomIterations Max random iterations for not-radial cuts
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* @param {double} minSizeForRadialSubdivision Min size a debris can have to break in radial subdivision.
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*
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* Returns the array of pieces
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*/
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subdivideByImpact: function (object, pointOfImpact, normal, maxRadialIterations, maxRandomIterations, minSizeForRadialSubdivision) {
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var debris = [];
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var tempPlane1 = this.tempPlane1;
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var tempPlane2 = this.tempPlane2;
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this.tempVector3.addVectors(pointOfImpact, normal);
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tempPlane1.setFromCoplanarPoints(pointOfImpact, object.position, this.tempVector3);
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var maxTotalIterations = maxRandomIterations + maxRadialIterations;
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var scope = this;
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function subdivideRadial(subObject, startAngle, endAngle, numIterations) {
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if (Math.random() < numIterations * 0.05 || numIterations > maxTotalIterations) {
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debris.push(subObject);
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return;
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}
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var angle = Math.PI;
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if (numIterations === 0) {
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tempPlane2.normal.copy(tempPlane1.normal);
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tempPlane2.constant = tempPlane1.constant;
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}
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else {
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if (numIterations <= maxRadialIterations) {
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angle = (endAngle - startAngle) * (0.2 + 0.6 * Math.random()) + startAngle;
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// Rotate tempPlane2 at impact point around normal axis and the angle
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scope.tempVector3_2.copy(object.position).sub(pointOfImpact).applyAxisAngle(normal, angle).add(pointOfImpact);
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tempPlane2.setFromCoplanarPoints(pointOfImpact, scope.tempVector3, scope.tempVector3_2);
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}
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else {
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angle = ((0.5 * (numIterations & 1)) + 0.2 * (2 - Math.random())) * Math.PI;
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// Rotate tempPlane2 at object position around normal axis and the angle
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scope.tempVector3_2.copy(pointOfImpact).sub(subObject.position).applyAxisAngle(normal, angle).add(subObject.position);
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scope.tempVector3_3.copy(normal).add(subObject.position);
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tempPlane2.setFromCoplanarPoints(subObject.position, scope.tempVector3_3, scope.tempVector3_2);
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}
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}
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// Perform the cut
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scope.cutByPlane(subObject, tempPlane2, scope.tempResultObjects);
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var obj1 = scope.tempResultObjects.object1;
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var obj2 = scope.tempResultObjects.object2;
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if (obj1) {
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subdivideRadial(obj1, startAngle, angle, numIterations + 1);
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}
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if (obj2) {
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subdivideRadial(obj2, angle, endAngle, numIterations + 1);
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}
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}
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subdivideRadial(object, 0, 2 * Math.PI, 0);
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return debris;
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},
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cutByPlane: function (object, plane, output) {
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// Returns breakable objects in output.object1 and output.object2 members, the resulting 2 pieces of the cut.
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// object2 can be null if the plane doesn't cut the object.
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// object1 can be null only in case of internal error
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// Returned value is number of pieces, 0 for error.
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var geometry = object.geometry;
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var points = geometry.vertices;
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var faces = geometry.faces;
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var numPoints = points.length;
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var points1 = [];
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var points2 = [];
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var delta = this.smallDelta;
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// Reset vertices mark
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for (var i = 0; i < numPoints; i++) {
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points[i].mark = 0;
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}
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// Reset segments mark
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var numPointPairs = numPoints * numPoints;
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for (var i = 0; i < numPointPairs; i++) {
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this.segments[i] = false;
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}
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// Iterate through the faces to mark edges shared by coplanar faces
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for (var i = 0, il = faces.length - 1; i < il; i++) {
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var face1 = faces[i];
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for (var j = i + 1, jl = faces.length; j < jl; j++) {
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var face2 = faces[j];
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var coplanar = 1 - face1.normal.dot(face2.normal) < delta;
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if (coplanar) {
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var a1 = face1.a;
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var b1 = face1.b;
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var c1 = face1.c;
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var a2 = face2.a;
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var b2 = face2.b;
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var c2 = face2.c;
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if (a1 === a2 || a1 === b2 || a1 === c2) {
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if (b1 === a2 || b1 === b2 || b1 === c2) {
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this.segments[a1 * numPoints + b1] = true;
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this.segments[b1 * numPoints + a1] = true;
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}
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else {
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this.segments[c1 * numPoints + a1] = true;
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this.segments[a1 * numPoints + c1] = true;
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}
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}
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else if (b1 === a2 || b1 === b2 || b1 === c2) {
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this.segments[c1 * numPoints + b1] = true;
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this.segments[b1 * numPoints + c1] = true;
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}
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}
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}
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}
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// Transform the plane to object local space
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var localPlane = this.tempPlane1;
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THREE.ConvexObjectBreaker.transformPlaneToLocalSpace(plane, object.matrix, localPlane);
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// Iterate through the faces adding points to both pieces
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for (var i = 0, il = faces.length; i < il; i++) {
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var face = faces[i];
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for (var segment = 0; segment < 3; segment++) {
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var i0 = segment === 0 ? face.a : (segment === 1 ? face.b : face.c);
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var i1 = segment === 0 ? face.b : (segment === 1 ? face.c : face.a);
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var segmentState = this.segments[i0 * numPoints + i1];
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if (segmentState) {
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// The segment already has been processed in another face
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continue;
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}
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// Mark segment as processed (also inverted segment)
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this.segments[i0 * numPoints + i1] = true;
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this.segments[i1 * numPoints + i0] = true;
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var p0 = points[i0];
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var p1 = points[i1];
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if (p0.mark === 0) {
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var d = localPlane.distanceToPoint(p0);
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// mark: 1 for negative side, 2 for positive side, 3 for coplanar point
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if (d > delta) {
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p0.mark = 2;
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points2.push(p0);
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}
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else if (d < -delta) {
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p0.mark = 1;
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points1.push(p0);
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}
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else {
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p0.mark = 3;
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points1.push(p0);
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var p0_2 = p0.clone();
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p0_2.mark = 3;
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points2.push(p0_2);
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}
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}
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if (p1.mark === 0) {
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var d = localPlane.distanceToPoint(p1);
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// mark: 1 for negative side, 2 for positive side, 3 for coplanar point
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if (d > delta) {
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p1.mark = 2;
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points2.push(p1);
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}
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else if (d < -delta) {
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p1.mark = 1;
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points1.push(p1);
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}
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else {
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p1.mark = 3;
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points1.push(p1);
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var p1_2 = p1.clone();
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p1_2.mark = 3;
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points2.push(p1_2);
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}
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}
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var mark0 = p0.mark;
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var mark1 = p1.mark;
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if ((mark0 === 1 && mark1 === 2) || (mark0 === 2 && mark1 === 1)) {
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// Intersection of segment with the plane
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this.tempLine1.start.copy(p0);
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this.tempLine1.end.copy(p1);
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var intersection = localPlane.intersectLine(this.tempLine1);
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if (intersection === undefined) {
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// Shouldn't happen
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console.error("Internal error: segment does not intersect plane.");
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output.segmentedObject1 = null;
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output.segmentedObject2 = null;
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return 0;
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}
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intersection.mark = 1;
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points1.push(intersection);
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var intersection_2 = intersection.clone();
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intersection_2.mark = 2;
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points2.push(intersection_2);
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}
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}
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}
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// Calculate debris mass (very fast and imprecise):
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var newMass = object.userData.mass * 0.5;
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// Calculate debris Center of Mass (again fast and imprecise)
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this.tempCM1.set(0, 0, 0);
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var radius1 = 0;
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var numPoints1 = points1.length;
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if (numPoints1 > 0) {
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for (var i = 0; i < numPoints1; i++) {
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this.tempCM1.add(points1[i]);
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}
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this.tempCM1.divideScalar(numPoints1);
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for (var i = 0; i < numPoints1; i++) {
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var p = points1[i];
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p.sub(this.tempCM1);
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radius1 = Math.max(radius1, p.x, p.y, p.z);
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}
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this.tempCM1.add(object.position);
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}
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this.tempCM2.set(0, 0, 0);
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var radius2 = 0;
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var numPoints2 = points2.length;
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if (numPoints2 > 0) {
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for (var i = 0; i < numPoints2; i++) {
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this.tempCM2.add(points2[i]);
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}
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this.tempCM2.divideScalar(numPoints2);
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for (var i = 0; i < numPoints2; i++) {
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var p = points2[i];
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p.sub(this.tempCM2);
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radius2 = Math.max(radius2, p.x, p.y, p.z);
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}
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this.tempCM2.add(object.position);
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}
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var object1 = null;
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var object2 = null;
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var numObjects = 0;
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if (numPoints1 > 4) {
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object1 = new THREE.Mesh(new THREE.ConvexGeometry(points1), object.material);
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object1.position.copy(this.tempCM1);
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object1.quaternion.copy(object.quaternion);
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this.prepareBreakableObject(object1, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius1 > this.minSizeForBreak);
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numObjects++;
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}
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if (numPoints2 > 4) {
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object2 = new THREE.Mesh(new THREE.ConvexGeometry(points2), object.material);
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object2.position.copy(this.tempCM2);
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object2.quaternion.copy(object.quaternion);
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this.prepareBreakableObject(object2, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius2 > this.minSizeForBreak);
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numObjects++;
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}
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output.object1 = object1;
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output.object2 = object2;
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return numObjects;
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}
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};
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THREE.ConvexObjectBreaker.transformFreeVector = function (v, m) {
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// input:
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// vector interpreted as a free vector
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// THREE.Matrix4 orthogonal matrix (matrix without scale)
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var x = v.x, y = v.y, z = v.z;
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var e = m.elements;
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v.x = e[0] * x + e[4] * y + e[8] * z;
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v.y = e[1] * x + e[5] * y + e[9] * z;
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v.z = e[2] * x + e[6] * y + e[10] * z;
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return v;
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};
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THREE.ConvexObjectBreaker.transformFreeVectorInverse = function (v, m) {
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// input:
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// vector interpreted as a free vector
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// THREE.Matrix4 orthogonal matrix (matrix without scale)
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var x = v.x, y = v.y, z = v.z;
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var e = m.elements;
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v.x = e[0] * x + e[1] * y + e[2] * z;
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v.y = e[4] * x + e[5] * y + e[6] * z;
|
||
|
v.z = e[8] * x + e[9] * y + e[10] * z;
|
||
|
|
||
|
return v;
|
||
|
|
||
|
};
|
||
|
|
||
|
THREE.ConvexObjectBreaker.transformTiedVectorInverse = function (v, m) {
|
||
|
|
||
|
// input:
|
||
|
// vector interpreted as a tied (ordinary) vector
|
||
|
// THREE.Matrix4 orthogonal matrix (matrix without scale)
|
||
|
|
||
|
var x = v.x, y = v.y, z = v.z;
|
||
|
var 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;
|
||
|
|
||
|
};
|
||
|
|
||
|
THREE.ConvexObjectBreaker.transformPlaneToLocalSpace = function () {
|
||
|
|
||
|
var v1 = new THREE.Vector3();
|
||
|
var m1 = new THREE.Matrix3();
|
||
|
|
||
|
return function transformPlaneToLocalSpace(plane, m, resultPlane) {
|
||
|
|
||
|
resultPlane.normal.copy(plane.normal);
|
||
|
resultPlane.constant = plane.constant;
|
||
|
|
||
|
var referencePoint = THREE.ConvexObjectBreaker.transformTiedVectorInverse(plane.coplanarPoint(v1), m);
|
||
|
|
||
|
THREE.ConvexObjectBreaker.transformFreeVectorInverse(resultPlane.normal, m);
|
||
|
|
||
|
// recalculate constant (like in setFromNormalAndCoplanarPoint)
|
||
|
resultPlane.constant = -referencePoint.dot(resultPlane.normal);
|
||
|
|
||
|
|
||
|
};
|
||
|
|
||
|
}();
|