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- import { Vector3 } from "../Maths/math.vector.js";
- import { Plane } from "../Maths/math.plane.js";
- const intersectBoxAASphere = (boxMin, boxMax, sphereCenter, sphereRadius) => {
- if (boxMin.x > sphereCenter.x + sphereRadius) {
- return false;
- }
- if (sphereCenter.x - sphereRadius > boxMax.x) {
- return false;
- }
- if (boxMin.y > sphereCenter.y + sphereRadius) {
- return false;
- }
- if (sphereCenter.y - sphereRadius > boxMax.y) {
- return false;
- }
- if (boxMin.z > sphereCenter.z + sphereRadius) {
- return false;
- }
- if (sphereCenter.z - sphereRadius > boxMax.z) {
- return false;
- }
- return true;
- };
- const getLowestRoot = (function () {
- const result = { root: 0, found: false };
- return function (a, b, c, maxR) {
- result.root = 0;
- result.found = false;
- const determinant = b * b - 4.0 * a * c;
- if (determinant < 0) {
- return result;
- }
- const sqrtD = Math.sqrt(determinant);
- let r1 = (-b - sqrtD) / (2.0 * a);
- let r2 = (-b + sqrtD) / (2.0 * a);
- if (r1 > r2) {
- const temp = r2;
- r2 = r1;
- r1 = temp;
- }
- if (r1 > 0 && r1 < maxR) {
- result.root = r1;
- result.found = true;
- return result;
- }
- if (r2 > 0 && r2 < maxR) {
- result.root = r2;
- result.found = true;
- return result;
- }
- return result;
- };
- })();
- /** @internal */
- export class Collider {
- constructor() {
- // Implementation of the "Improved Collision detection and Response" algorithm proposed by Kasper Fauerby
- // https://www.peroxide.dk/papers/collision/collision.pdf
- this._collisionPoint = Vector3.Zero();
- this._planeIntersectionPoint = Vector3.Zero();
- this._tempVector = Vector3.Zero();
- this._tempVector2 = Vector3.Zero();
- this._tempVector3 = Vector3.Zero();
- this._tempVector4 = Vector3.Zero();
- this._edge = Vector3.Zero();
- this._baseToVertex = Vector3.Zero();
- this._destinationPoint = Vector3.Zero();
- this._slidePlaneNormal = Vector3.Zero();
- this._displacementVector = Vector3.Zero();
- /** @internal */
- this._radius = Vector3.One();
- /** @internal */
- this._retry = 0;
- /** @internal */
- this._basePointWorld = Vector3.Zero();
- this._velocityWorld = Vector3.Zero();
- this._normalizedVelocity = Vector3.Zero();
- this._collisionMask = -1;
- }
- get collisionMask() {
- return this._collisionMask;
- }
- set collisionMask(mask) {
- this._collisionMask = !isNaN(mask) ? mask : -1;
- }
- /**
- * Gets the plane normal used to compute the sliding response (in local space)
- */
- get slidePlaneNormal() {
- return this._slidePlaneNormal;
- }
- // Methods
- /**
- * @internal
- */
- _initialize(source, dir, e) {
- this._velocity = dir;
- this._velocitySquaredLength = this._velocity.lengthSquared();
- const len = Math.sqrt(this._velocitySquaredLength);
- if (len === 0 || len === 1.0) {
- this._normalizedVelocity.copyFromFloats(dir._x, dir._y, dir._z);
- }
- else {
- dir.scaleToRef(1.0 / len, this._normalizedVelocity);
- }
- this._basePoint = source;
- source.multiplyToRef(this._radius, this._basePointWorld);
- dir.multiplyToRef(this._radius, this._velocityWorld);
- this._velocityWorldLength = this._velocityWorld.length();
- this._epsilon = e;
- this.collisionFound = false;
- }
- /**
- * @internal
- */
- _checkPointInTriangle(point, pa, pb, pc, n) {
- pa.subtractToRef(point, this._tempVector);
- pb.subtractToRef(point, this._tempVector2);
- Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
- let d = Vector3.Dot(this._tempVector4, n);
- if (d < 0) {
- return false;
- }
- pc.subtractToRef(point, this._tempVector3);
- Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
- d = Vector3.Dot(this._tempVector4, n);
- if (d < 0) {
- return false;
- }
- Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
- d = Vector3.Dot(this._tempVector4, n);
- return d >= 0;
- }
- /**
- * @internal
- */
- _canDoCollision(sphereCenter, sphereRadius, vecMin, vecMax) {
- const distance = Vector3.Distance(this._basePointWorld, sphereCenter);
- const max = Math.max(this._radius.x, this._radius.y, this._radius.z);
- if (distance > this._velocityWorldLength + max + sphereRadius) {
- return false;
- }
- if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
- return false;
- }
- return true;
- }
- /**
- * @internal
- */
- _testTriangle(faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh) {
- let t0;
- let embeddedInPlane = false;
- //defensive programming, actually not needed.
- if (!trianglePlaneArray) {
- trianglePlaneArray = [];
- }
- if (!trianglePlaneArray[faceIndex]) {
- trianglePlaneArray[faceIndex] = new Plane(0, 0, 0, 0);
- trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
- }
- const trianglePlane = trianglePlaneArray[faceIndex];
- if (!hasMaterial && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
- return;
- }
- const signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
- const normalDotVelocity = Vector3.Dot(trianglePlane.normal, this._velocity);
- // if DoubleSidedCheck is false(default), a double sided face will be consided 2 times.
- // if true, it discard the faces having normal not facing velocity
- if (Collider.DoubleSidedCheck && normalDotVelocity > 0.0001) {
- return;
- }
- if (normalDotVelocity == 0) {
- if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
- return;
- }
- embeddedInPlane = true;
- t0 = 0;
- }
- else {
- t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
- let t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
- if (t0 > t1) {
- const temp = t1;
- t1 = t0;
- t0 = temp;
- }
- if (t0 > 1.0 || t1 < 0.0) {
- return;
- }
- if (t0 < 0) {
- t0 = 0;
- }
- if (t0 > 1.0) {
- t0 = 1.0;
- }
- }
- this._collisionPoint.copyFromFloats(0, 0, 0);
- let found = false;
- let t = 1.0;
- if (!embeddedInPlane) {
- this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
- this._velocity.scaleToRef(t0, this._tempVector);
- this._planeIntersectionPoint.addInPlace(this._tempVector);
- if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
- found = true;
- t = t0;
- this._collisionPoint.copyFrom(this._planeIntersectionPoint);
- }
- }
- if (!found) {
- let a = this._velocitySquaredLength;
- this._basePoint.subtractToRef(p1, this._tempVector);
- let b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);
- let c = this._tempVector.lengthSquared() - 1.0;
- let lowestRoot = getLowestRoot(a, b, c, t);
- if (lowestRoot.found) {
- t = lowestRoot.root;
- found = true;
- this._collisionPoint.copyFrom(p1);
- }
- this._basePoint.subtractToRef(p2, this._tempVector);
- b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);
- c = this._tempVector.lengthSquared() - 1.0;
- lowestRoot = getLowestRoot(a, b, c, t);
- if (lowestRoot.found) {
- t = lowestRoot.root;
- found = true;
- this._collisionPoint.copyFrom(p2);
- }
- this._basePoint.subtractToRef(p3, this._tempVector);
- b = 2.0 * Vector3.Dot(this._velocity, this._tempVector);
- c = this._tempVector.lengthSquared() - 1.0;
- lowestRoot = getLowestRoot(a, b, c, t);
- if (lowestRoot.found) {
- t = lowestRoot.root;
- found = true;
- this._collisionPoint.copyFrom(p3);
- }
- p2.subtractToRef(p1, this._edge);
- p1.subtractToRef(this._basePoint, this._baseToVertex);
- let edgeSquaredLength = this._edge.lengthSquared();
- let edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);
- let edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);
- a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;
- b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);
- c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
- lowestRoot = getLowestRoot(a, b, c, t);
- if (lowestRoot.found) {
- const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
- if (f >= 0.0 && f <= 1.0) {
- t = lowestRoot.root;
- found = true;
- this._edge.scaleInPlace(f);
- p1.addToRef(this._edge, this._collisionPoint);
- }
- }
- p3.subtractToRef(p2, this._edge);
- p2.subtractToRef(this._basePoint, this._baseToVertex);
- edgeSquaredLength = this._edge.lengthSquared();
- edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);
- edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);
- a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;
- b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);
- c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
- lowestRoot = getLowestRoot(a, b, c, t);
- if (lowestRoot.found) {
- const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
- if (f >= 0.0 && f <= 1.0) {
- t = lowestRoot.root;
- found = true;
- this._edge.scaleInPlace(f);
- p2.addToRef(this._edge, this._collisionPoint);
- }
- }
- p1.subtractToRef(p3, this._edge);
- p3.subtractToRef(this._basePoint, this._baseToVertex);
- edgeSquaredLength = this._edge.lengthSquared();
- edgeDotVelocity = Vector3.Dot(this._edge, this._velocity);
- edgeDotBaseToVertex = Vector3.Dot(this._edge, this._baseToVertex);
- a = edgeSquaredLength * -this._velocitySquaredLength + edgeDotVelocity * edgeDotVelocity;
- b = 2 * (edgeSquaredLength * Vector3.Dot(this._velocity, this._baseToVertex) - edgeDotVelocity * edgeDotBaseToVertex);
- c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
- lowestRoot = getLowestRoot(a, b, c, t);
- if (lowestRoot.found) {
- const f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
- if (f >= 0.0 && f <= 1.0) {
- t = lowestRoot.root;
- found = true;
- this._edge.scaleInPlace(f);
- p3.addToRef(this._edge, this._collisionPoint);
- }
- }
- }
- if (found) {
- const distToCollisionSquared = t * t * this._velocitySquaredLength;
- if (!this.collisionFound || distToCollisionSquared < this._nearestDistanceSquared) {
- // if collisionResponse is false, collision is not found but the collidedMesh is set anyway.
- // onCollide observable are triggered if collideMesh is set
- // this allow trigger volumes to be created.
- if (hostMesh.collisionResponse) {
- if (!this.intersectionPoint) {
- this.intersectionPoint = this._collisionPoint.clone();
- }
- else {
- this.intersectionPoint.copyFrom(this._collisionPoint);
- }
- this._nearestDistanceSquared = distToCollisionSquared;
- this._nearestDistance = Math.sqrt(distToCollisionSquared);
- this.collisionFound = true;
- }
- this.collidedMesh = hostMesh;
- }
- }
- }
- /**
- * @internal
- */
- _collide(trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial, hostMesh, invertTriangles, triangleStrip = false) {
- if (triangleStrip) {
- if (!indices || indices.length === 0) {
- for (let i = 0; i < pts.length - 2; i += 1) {
- const p1 = pts[i];
- const p2 = pts[i + 1];
- const p3 = pts[i + 2];
- // stay defensive and don't check against undefined positions.
- if (!p1 || !p2 || !p3) {
- continue;
- }
- // Handles strip faces one on two is reversed
- if ((invertTriangles ? 1 : 0) ^ i % 2) {
- this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);
- }
- else {
- this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);
- }
- }
- }
- else {
- for (let i = indexStart; i < indexEnd - 2; i += 1) {
- const indexA = indices[i];
- const indexB = indices[i + 1];
- const indexC = indices[i + 2];
- if (indexC === 0xffffffff) {
- i += 2;
- continue;
- }
- const p1 = pts[indexA];
- const p2 = pts[indexB];
- const p3 = pts[indexC];
- // stay defensive and don't check against undefined positions.
- if (!p1 || !p2 || !p3) {
- continue;
- }
- // Handles strip faces one on two is reversed
- if ((invertTriangles ? 1 : 0) ^ i % 2) {
- this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);
- }
- else {
- this._testTriangle(i, trianglePlaneArray, p2, p1, p3, hasMaterial, hostMesh);
- }
- }
- }
- }
- else if (!indices || indices.length === 0) {
- for (let i = 0; i < pts.length; i += 3) {
- const p1 = pts[i];
- const p2 = pts[i + 1];
- const p3 = pts[i + 2];
- if (invertTriangles) {
- this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);
- }
- else {
- this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);
- }
- }
- }
- else {
- for (let i = indexStart; i < indexEnd; i += 3) {
- const p1 = pts[indices[i] - decal];
- const p2 = pts[indices[i + 1] - decal];
- const p3 = pts[indices[i + 2] - decal];
- if (invertTriangles) {
- this._testTriangle(i, trianglePlaneArray, p1, p2, p3, hasMaterial, hostMesh);
- }
- else {
- this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial, hostMesh);
- }
- }
- }
- }
- /**
- * @internal
- */
- _getResponse(pos, vel) {
- pos.addToRef(vel, this._destinationPoint);
- vel.scaleInPlace(this._nearestDistance / vel.length());
- this._basePoint.addToRef(vel, pos);
- pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
- this._slidePlaneNormal.normalize();
- this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
- pos.addInPlace(this._displacementVector);
- this.intersectionPoint.addInPlace(this._displacementVector);
- this._slidePlaneNormal.scaleInPlace(Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
- this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
- this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
- }
- }
- /**
- * If true, it check for double sided faces and only returns 1 collision instead of 2
- */
- Collider.DoubleSidedCheck = false;
- //# sourceMappingURL=collider.js.map
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