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Intersection AABB - Plane ,Triangle - AABB, sphere - AABB, sphere - sphere, sphere - triangle, in three.js
var collision = {};
// aabb: <THREE.Box3>
// Plane: <THREE.Plane>
collision.isIntersectionAABBPlane = function ( aabb, Plane ) {
var center = new THREE.Vector3().addVectors( aabb.max, aabb.min ).multiplyScalar( 0.5 ),
extents = new THREE.Vector3().subVectors( aabb.max, center );
var r = extents.x * Math.abs( Plane.normal.x ) + extents.y * Math.abs( Plane.normal.y ) + extents.z * Math.abs( Plane.normal.z );
var s = Plane.normal.dot( center ) - Plane.constant;
return Math.abs( s ) <= r;
}
// based on http://www.gamedev.net/topic/534655-aabb-triangleplane-intersection--distance-to-plane-is-incorrect-i-have-solved-it/
//
// a: <THREE.Vector3>, // vertex of a triangle
// b: <THREE.Vector3>, // vertex of a triangle
// c: <THREE.Vector3>, // vertex of a triangle
// aabb: <THREE.Box3>
collision.isIntersectionTriangleAABB = function ( a, b, c, aabb ) {
var p0, p1, p2, r;
// Compute box center and extents of AABoundingBox (if not already given in that format)
var center = new THREE.Vector3().addVectors( aabb.max, aabb.min ).multiplyScalar( 0.5 ),
extents = new THREE.Vector3().subVectors( aabb.max, center );
// Translate triangle as conceptually moving AABB to origin
var v0 = new THREE.Vector3().subVectors( a, center ),
v1 = new THREE.Vector3().subVectors( b, center ),
v2 = new THREE.Vector3().subVectors( c, center );
// Compute edge vectors for triangle
var f0 = new THREE.Vector3().subVectors( v1, v0 ),
f1 = new THREE.Vector3().subVectors( v2, v1 ),
f2 = new THREE.Vector3().subVectors( v0, v2 );
// Test axes a00..a22 (category 3)
var a00 = new THREE.Vector3( 0, -f0.z, f0.y ),
a01 = new THREE.Vector3( 0, -f1.z, f1.y ),
a02 = new THREE.Vector3( 0, -f2.z, f2.y ),
a10 = new THREE.Vector3( f0.z, 0, -f0.x ),
a11 = new THREE.Vector3( f1.z, 0, -f1.x ),
a12 = new THREE.Vector3( f2.z, 0, -f2.x ),
a20 = new THREE.Vector3( -f0.y, f0.x, 0 ),
a21 = new THREE.Vector3( -f1.y, f1.x, 0 ),
a22 = new THREE.Vector3( -f2.y, f2.x, 0 );
// Test axis a00
p0 = v0.dot( a00 );
p1 = v1.dot( a00 );
p2 = v2.dot( a00 );
r = extents.y * Math.abs( f0.z ) + extents.z * Math.abs( f0.y );
if ( Math.max( -Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
return false; // Axis is a separating axis
}
// Test axis a01
p0 = v0.dot( a01 );
p1 = v1.dot( a01 );
p2 = v2.dot( a01 );
r = extents.y * Math.abs( f1.z ) + extents.z * Math.abs( f1.y );
if ( Math.max( -Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
return false; // Axis is a separating axis
}
// Test axis a02
p0 = v0.dot( a02 );
p1 = v1.dot( a02 );
p2 = v2.dot( a02 );
r = extents.y * Math.abs( f2.z ) + extents.z * Math.abs( f2.y );
if ( Math.max( -Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
return false; // Axis is a separating axis
}
// Test axis a10
p0 = v0.dot( a10 );
p1 = v1.dot( a10 );
p2 = v2.dot( a10 );
r = extents.x * Math.abs( f0.z ) + extents.z * Math.abs( f0.x );
if ( Math.max( -Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
return false; // Axis is a separating axis
}
// Test axis a11
p0 = v0.dot( a11 );
p1 = v1.dot( a11 );
p2 = v2.dot( a11 );
r = extents.x * Math.abs( f1.z ) + extents.z * Math.abs( f1.x );
if ( Math.max( -Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
return false; // Axis is a separating axis
}
// Test axis a12
p0 = v0.dot( a12 );
p1 = v1.dot( a12 );
p2 = v2.dot( a12 );
r = extents.x * Math.abs( f2.z ) + extents.z * Math.abs( f2.x );
if ( Math.max( -Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
return false; // Axis is a separating axis
}
// Test axis a20
p0 = v0.dot( a20 );
p1 = v1.dot( a20 );
p2 = v2.dot( a20 );
r = extents.x * Math.abs( f0.y ) + extents.y * Math.abs( f0.x );
if ( Math.max( -Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
return false; // Axis is a separating axis
}
// Test axis a21
p0 = v0.dot( a21 );
p1 = v1.dot( a21 );
p2 = v2.dot( a21 );
r = extents.x * Math.abs( f1.y ) + extents.y * Math.abs( f1.x );
if ( Math.max( -Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
return false; // Axis is a separating axis
}
// Test axis a22
p0 = v0.dot( a22 );
p1 = v1.dot( a22 );
p2 = v2.dot( a22 );
r = extents.x * Math.abs( f2.y ) + extents.y * Math.abs( f2.x );
if ( Math.max( -Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
return false; // Axis is a separating axis
}
// Test the three axes corresponding to the face normals of AABB b (category 1).
// Exit if...
// ... [-extents.x, extents.x] and [min(v0.x,v1.x,v2.x), max(v0.x,v1.x,v2.x)] do not overlap
if ( Math.max( v0.x, v1.x, v2.x ) < -extents.x || Math.min( v0.x, v1.x, v2.x ) > extents.x ) {
return false;
}
// ... [-extents.y, extents.y] and [min(v0.y,v1.y,v2.y), max(v0.y,v1.y,v2.y)] do not overlap
if ( Math.max( v0.y, v1.y, v2.y ) < -extents.y || Math.min( v0.y, v1.y, v2.y ) > extents.y ) {
return false;
}
// ... [-extents.z, extents.z] and [min(v0.z,v1.z,v2.z), max(v0.z,v1.z,v2.z)] do not overlap
if ( Math.max( v0.z, v1.z, v2.z ) < -extents.z || Math.min( v0.z, v1.z, v2.z ) > extents.z ) {
return false;
}
// Test separating axis corresponding to triangle face normal (category 2)
// Face Normal is -ve as Triangle is clockwise winding (and XNA uses -z for into screen)
var plane = new THREE.Plane();
plane.normal = new THREE.Vector3().copy( f1 ).cross( f0 ).normalize();
plane.constant = plane.normal.dot( a );
return collision.isIntersectionAABBPlane( aabb, plane );
}
// sphere1: <THREE.Sphere>
// sphere2: <THREE.Sphere>
collision.isIntersectionSphereSphere = function ( sphere1, sphere2 ) {
var radiusSum = sphere1.radius + sphere2.radius;
return sphere1.center.distanceToSquared( sphere2.center ) <= ( radiusSum * radiusSum );
};
// sphere: <THREE.Sphere>
// aabb: <THREE.Box3>
collision.isIntersectionSphereAABB = function ( sphere, aabb ) {
var i,
rr = sphere.radius * sphere.radius,
dmin = 0;
if ( sphere.center.x < aabb.min.x ) { dmin += Math.sqrt( sphere.center.x - aabb.min.x ) }
else if( sphere.center.x > aabb.max.x ) { dmin += Math.sqrt( sphere.center.x - aabb.max.x ) }
if ( sphere.center.y < aabb.min.y ) { dmin += Math.sqrt( sphere.center.y - aabb.min.y ) }
else if( sphere.center.y > aabb.max.y ) { dmin += Math.sqrt( sphere.center.y - aabb.max.y ) }
if ( sphere.center.z < aabb.min.z ) { dmin += Math.sqrt( sphere.center.z - aabb.min.z ) }
else if( sphere.center.z > aabb.max.z ) { dmin += Math.sqrt( sphere.center.z - aabb.max.z ) }
return dmin <= rr;
};
// based on http://realtimecollisiondetection.net/blog/?p=103
// sphere: <THREE.Sphere>
// a: <THREE.Vector3>, // vertex of a triangle
// b: <THREE.Vector3>, // vertex of a triangle
// c: <THREE.Vector3>, // vertex of a triangle
// normal: <THREE.Vector3>, // normal of a triangle
collision.isIntersectionSphereTriangle = function ( sphere, a, b, c, normal ) {
// vs plane of traiangle face
var A = new THREE.Vector3(),
B = new THREE.Vector3(),
C = new THREE.Vector3(),
rr,
V = new THREE.Vector3(),
d,
e;
A.subVectors( a, sphere.center );
B.subVectors( b, sphere.center );
C.subVectors( c, sphere.center );
rr = sphere.radius * sphere.radius;
V.crossVectors( B.clone().sub( A ), C.clone().sub( A ) );
d = A.dot( V );
e = V.dot( V );
if ( d * d > rr * e ) {
return false;
}
// vs triangle vertex
var aa,
ab,
ac,
bb,
bc,
cc;
aa = A.dot( A );
ab = A.dot( B );
ac = A.dot( C );
bb = B.dot( B );
bc = B.dot( C );
cc = C.dot( C );
if (
( aa > rr ) & ( ab > aa ) & ( ac > aa ) ||
( bb > rr ) & ( ab > bb ) & ( bc > bb ) ||
( cc > rr ) & ( ac > cc ) & ( bc > cc )
) {
return false;
}
// vs edge
var AB = new THREE.Vector3(),
BC = new THREE.Vector3(),
CA = new THREE.Vector3(),
d1,
d2,
d3,
e1,
e2,
e3,
Q1 = new THREE.Vector3(),
Q2 = new THREE.Vector3(),
Q3 = new THREE.Vector3(),
QC = new THREE.Vector3(),
QA = new THREE.Vector3(),
QB = new THREE.Vector3();
AB.subVectors( B, A );
BC.subVectors( C, B );
CA.subVectors( A, C );
d1 = ab - aa;
d2 = bc - bb;
d3 = ac - cc;
e1 = AB.dot( AB );
e2 = BC.dot( BC );
e3 = CA.dot( CA );
Q1.subVectors( A.multiplyScalar( e1 ), AB.multiplyScalar( d1 ) );
Q2.subVectors( B.multiplyScalar( e2 ), BC.multiplyScalar( d2 ) );
Q3.subVectors( C.multiplyScalar( e3 ), CA.multiplyScalar( d3 ) );
QC.subVectors( C.multiplyScalar( e1 ), Q1 );
QA.subVectors( A.multiplyScalar( e2 ), Q2 );
QB.subVectors( B.multiplyScalar( e3 ), Q3 );
if (
( Q1.dot( Q1 ) > rr * e1 * e1 ) && ( Q1.dot( QC ) >= 0 ) ||
( Q2.dot( Q2 ) > rr * e2 * e2 ) && ( Q2.dot( QA ) >= 0 ) ||
( Q3.dot( Q3 ) > rr * e3 * e3 ) && ( Q3.dot( QB ) >= 0 )
) {
return false;
}
var distance = Math.sqrt( d * d / e ) - sphere.radius,
contactPoint = new THREE.Vector3(),
negatedNormal = new THREE.Vector3( -normal.x, -normal.y, -normal.z );
contactPoint.copy( sphere.center ).add( negatedNormal.multiplyScalar( distance ) );
return {
distance : distance,
contactPoint: contactPoint
};
};
// based on Real-Time Collision Detection Section 5.3.6
// p: <THREE.Vector3>, // line3.start
// q: <THREE.Vector3>, // line3.end
// a: <THREE.Vector3>, // triangle.a
// b: <THREE.Vector3>, // triangle.b
// c: <THREE.Vector3>, // triangle.c
// normal: <THREE.Vector3>, // triangle.normal, optional
collision.isIntersectionSegmentTriangle = function ( p, q, a, b, c, normal ) {
var ab = new THREE.Vector3().subVectors( b, a ),
ac = new THREE.Vector3().subVectors( c, a ),
qp = new THREE.Vector3().subVectors( p, q );
if ( !normal ) {
normal = new THREE.Vector3().copy( ab ).cross( ac );
}
var d = qp.dot( normal );
if ( d <= 0.0 ) { return false; }
var ap = new THREE.Vector3().subVectors( p, a ),
t = ap.dot( normal );
if ( t < 0 ) { return false; }
if ( t > d ) { return false; }
var e = new THREE.Vector3().copy( qp ).cross( ap ),
v = ac.dot( e );
if ( v < 0 || v > d ) { return false; }
var w = -ab.dot( e );
if ( w < 0 || v + w > d ) { return false; }
var ood = 1 / d,
u;
t *= ood;
v *= ood;
w *= ood;
u = 1 - v - w;
return new THREE.Vector3( u, v, w );
}
// based on Real-Time Collision Detection Section 5.4.2
// p: <THREE.Vector3>, // point
// a: <THREE.Vector3>, // triangle.a
// b: <THREE.Vector3>, // triangle.c
// c: <THREE.Vector3>, // triangle.c
collision.isPointInTriangle = function ( p, a, b, c ) {
var v0 = new THREE.Vector3(),
v1 = new THREE.Vector3(),
v2 = new THREE.Vector3(),
u = new THREE.Vector3(),
v = new THREE.Vector3(),
w = new THREE.Vector3();
v0.subVectors( a, p );
v1.subVectors( b, p );
v2.subVectors( c, p );
u.copy( v1 ).cross( v2 );
v.copy( v2 ).cross( v0 );
if ( u.dot( v ) < 0 ) {
return false;
}
w.copy( v0 ).cross( v1 );
if ( u.dot( w ) < 0 ) {
return false;
}
return true;
}
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