File size: 4,308 Bytes
b797337
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
import { Vector3, Vector2, Plane, Line3 } from 'three';

export const closestPointLineToLine = ( function () {

	// https://github.com/juj/MathGeoLib/blob/master/src/Geometry/Line.cpp#L56
	const dir1 = /* @__PURE__ */ new Vector3();
	const dir2 = /* @__PURE__ */ new Vector3();
	const v02 = /* @__PURE__ */ new Vector3();
	return function closestPointLineToLine( l1, l2, result ) {

		const v0 = l1.start;
		const v10 = dir1;
		const v2 = l2.start;
		const v32 = dir2;

		v02.subVectors( v0, v2 );
		dir1.subVectors( l1.end, l1.start );
		dir2.subVectors( l2.end, l2.start );

		// float d0232 = v02.Dot(v32);
		const d0232 = v02.dot( v32 );

		// float d3210 = v32.Dot(v10);
		const d3210 = v32.dot( v10 );

		// float d3232 = v32.Dot(v32);
		const d3232 = v32.dot( v32 );

		// float d0210 = v02.Dot(v10);
		const d0210 = v02.dot( v10 );

		// float d1010 = v10.Dot(v10);
		const d1010 = v10.dot( v10 );

		// float denom = d1010*d3232 - d3210*d3210;
		const denom = d1010 * d3232 - d3210 * d3210;

		let d, d2;
		if ( denom !== 0 ) {

			d = ( d0232 * d3210 - d0210 * d3232 ) / denom;

		} else {

			d = 0;

		}

		d2 = ( d0232 + d * d3210 ) / d3232;

		result.x = d;
		result.y = d2;

	};

} )();

export const closestPointsSegmentToSegment = ( function () {

	// https://github.com/juj/MathGeoLib/blob/master/src/Geometry/LineSegment.cpp#L187
	const paramResult = /* @__PURE__ */ new Vector2();
	const temp1 = /* @__PURE__ */ new Vector3();
	const temp2 = /* @__PURE__ */ new Vector3();
	return function closestPointsSegmentToSegment( l1, l2, target1, target2 ) {

		closestPointLineToLine( l1, l2, paramResult );

		let d = paramResult.x;
		let d2 = paramResult.y;
		if ( d >= 0 && d <= 1 && d2 >= 0 && d2 <= 1 ) {

			l1.at( d, target1 );
			l2.at( d2, target2 );

			return;

		} else if ( d >= 0 && d <= 1 ) {

			// Only d2 is out of bounds.
			if ( d2 < 0 ) {

				l2.at( 0, target2 );

			} else {

				l2.at( 1, target2 );

			}

			l1.closestPointToPoint( target2, true, target1 );
			return;

		} else if ( d2 >= 0 && d2 <= 1 ) {

			// Only d is out of bounds.
			if ( d < 0 ) {

				l1.at( 0, target1 );

			} else {

				l1.at( 1, target1 );

			}

			l2.closestPointToPoint( target1, true, target2 );
			return;

		} else {

			// Both u and u2 are out of bounds.
			let p;
			if ( d < 0 ) {

				p = l1.start;

			} else {

				p = l1.end;

			}

			let p2;
			if ( d2 < 0 ) {

				p2 = l2.start;

			} else {

				p2 = l2.end;

			}

			const closestPoint = temp1;
			const closestPoint2 = temp2;
			l1.closestPointToPoint( p2, true, temp1 );
			l2.closestPointToPoint( p, true, temp2 );

			if ( closestPoint.distanceToSquared( p2 ) <= closestPoint2.distanceToSquared( p ) ) {

				target1.copy( closestPoint );
				target2.copy( p2 );
				return;

			} else {

				target1.copy( p );
				target2.copy( closestPoint2 );
				return;

			}

		}

	};

} )();


export const sphereIntersectTriangle = ( function () {

	// https://stackoverflow.com/questions/34043955/detect-collision-between-sphere-and-triangle-in-three-js
	const closestPointTemp = /* @__PURE__ */ new Vector3();
	const projectedPointTemp = /* @__PURE__ */ new Vector3();
	const planeTemp = /* @__PURE__ */ new Plane();
	const lineTemp = /* @__PURE__ */ new Line3();
	return function sphereIntersectTriangle( sphere, triangle ) {

		const { radius, center } = sphere;
		const { a, b, c } = triangle;

		// phase 1
		lineTemp.start = a;
		lineTemp.end = b;
		const closestPoint1 = lineTemp.closestPointToPoint( center, true, closestPointTemp );
		if ( closestPoint1.distanceTo( center ) <= radius ) return true;

		lineTemp.start = a;
		lineTemp.end = c;
		const closestPoint2 = lineTemp.closestPointToPoint( center, true, closestPointTemp );
		if ( closestPoint2.distanceTo( center ) <= radius ) return true;

		lineTemp.start = b;
		lineTemp.end = c;
		const closestPoint3 = lineTemp.closestPointToPoint( center, true, closestPointTemp );
		if ( closestPoint3.distanceTo( center ) <= radius ) return true;

		// phase 2
		const plane = triangle.getPlane( planeTemp );
		const dp = Math.abs( plane.distanceToPoint( center ) );
		if ( dp <= radius ) {

			const pp = plane.projectPoint( center, projectedPointTemp );
			const cp = triangle.containsPoint( pp );
			if ( cp ) return true;

		}

		return false;

	};

} )();