File size: 4,189 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
/** @import { BufferGeometry } from 'three' */
import { Vector2, Vector3, Triangle } from 'three';

// sets the vertices of triangle `tri` with the 3 vertices after i
export function setTriangle( tri, i, index, pos ) {

	const ta = tri.a;
	const tb = tri.b;
	const tc = tri.c;

	let i0 = i;
	let i1 = i + 1;
	let i2 = i + 2;
	if ( index ) {

		i0 = index.getX( i0 );
		i1 = index.getX( i1 );
		i2 = index.getX( i2 );

	}

	ta.x = pos.getX( i0 );
	ta.y = pos.getY( i0 );
	ta.z = pos.getZ( i0 );

	tb.x = pos.getX( i1 );
	tb.y = pos.getY( i1 );
	tb.z = pos.getZ( i1 );

	tc.x = pos.getX( i2 );
	tc.y = pos.getY( i2 );
	tc.z = pos.getZ( i2 );

}

const tempV1 = /* @__PURE__ */ new Vector3();
const tempV2 = /* @__PURE__ */ new Vector3();
const tempV3 = /* @__PURE__ */ new Vector3();
const tempUV1 = /* @__PURE__ */ new Vector2();
const tempUV2 = /* @__PURE__ */ new Vector2();
const tempUV3 = /* @__PURE__ */ new Vector2();

/**
 * @typedef {Object} HitTriangleInfo
 * @property {{ a: number, b: number, c: number, materialIndex: number, normal: Vector3 }} face
 *   Triangle vertex indices, material index, and face normal.
 * @property {Vector2|null} uv - UV coordinates at the hit point, or `null` if no UV attribute is present.
 * @property {Vector3} barycoord - Barycentric coordinates of the hit point within the triangle.
 */

/**
 * Computes hit-point information for a point on a triangle within a `BufferGeometry`. Returns
 * the face vertex indices, face normal, material index, UV coordinates, and barycentric coordinates.
 * Useful for retrieving detailed hit data after a call to `MeshBVH.closestPointToPoint` or
 * `MeshBVH.closestPointToGeometry`.
 *
 * @section Functions
 * @param {Vector3} point - The point on the triangle surface (in the geometry's local space).
 * @param {BufferGeometry} geometry - The geometry containing the triangle.
 * @param {number} triangleIndex - The index of the triangle within the geometry.
 * @param {HitTriangleInfo} [target] - Optional object to write results into. Reuses existing
 *   `face`, `uv`, and `barycoord` sub-objects if present.
 * @returns {HitTriangleInfo}
 */
export function getTriangleHitPointInfo( point, geometry, triangleIndex, target ) {

	const indices = geometry.getIndex().array;
	const positions = geometry.getAttribute( 'position' );
	const uvs = geometry.getAttribute( 'uv' );

	const a = indices[ triangleIndex * 3 ];
	const b = indices[ triangleIndex * 3 + 1 ];
	const c = indices[ triangleIndex * 3 + 2 ];

	tempV1.fromBufferAttribute( positions, a );
	tempV2.fromBufferAttribute( positions, b );
	tempV3.fromBufferAttribute( positions, c );

	// find the associated material index
	let materialIndex = 0;
	const groups = geometry.groups;
	const firstVertexIndex = triangleIndex * 3;
	for ( let i = 0, l = groups.length; i < l; i ++ ) {

		const group = groups[ i ];
		const { start, count } = group;
		if ( firstVertexIndex >= start && firstVertexIndex < start + count ) {

			materialIndex = group.materialIndex;
			break;

		}

	}

	// extract barycoord
	const barycoord = target && target.barycoord ? target.barycoord : new Vector3();
	Triangle.getBarycoord( point, tempV1, tempV2, tempV3, barycoord );

	// extract uvs
	let uv = null;
	if ( uvs ) {

		tempUV1.fromBufferAttribute( uvs, a );
		tempUV2.fromBufferAttribute( uvs, b );
		tempUV3.fromBufferAttribute( uvs, c );

		if ( target && target.uv ) uv = target.uv;
		else uv = new Vector2();

		Triangle.getInterpolation( point, tempV1, tempV2, tempV3, tempUV1, tempUV2, tempUV3, uv );

	}

	// adjust the provided target or create a new one
	if ( target ) {

		if ( ! target.face ) target.face = { };
		target.face.a = a;
		target.face.b = b;
		target.face.c = c;
		target.face.materialIndex = materialIndex;
		if ( ! target.face.normal ) target.face.normal = new Vector3();
		Triangle.getNormal( tempV1, tempV2, tempV3, target.face.normal );

		if ( uv ) target.uv = uv;
		target.barycoord = barycoord;

		return target;

	} else {

		return {
			face: {
				a: a,
				b: b,
				c: c,
				materialIndex: materialIndex,
				normal: Triangle.getNormal( tempV1, tempV2, tempV3, new Vector3() )
			},
			uv: uv,
			barycoord: barycoord,
		};

	}

}