ConvexObjectBreaker.js 13 KB

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  1. /**
  2. * @author yomboprime https://github.com/yomboprime
  3. *
  4. * @fileoverview This class can be used to subdivide a convex Geometry object into pieces.
  5. *
  6. * Usage:
  7. *
  8. * Use the function prepareBreakableObject to prepare a Mesh object to be broken.
  9. *
  10. * Then, call the various functions to subdivide the object (subdivideByImpact, cutByPlane)
  11. *
  12. * Sub-objects that are product of subdivision don't need prepareBreakableObject to be called on them.
  13. *
  14. * Requisites for the object:
  15. *
  16. * - Mesh object must have a Geometry (not BufferGeometry) and a Material
  17. *
  18. * - The Geometry must be convex (this is not tested in the library). You can create convex
  19. * Geometries with THREE.ConvexGeometry. The BoxGeometry, SphereGeometry and other convex primitives
  20. * can also be used.
  21. *
  22. * Note: This lib adds member variables to object's userData member and to its vertices.
  23. * (see prepareBreakableObject function)
  24. * Use with caution and read the code when using with other libs.
  25. *
  26. * @param {double} minSizeForBreak Min size a debris can have to break.
  27. * @param {double} smallDelta Max distance to consider that a point belongs to a plane.
  28. *
  29. */
  30. THREE.ConvexObjectBreaker = function( minSizeForBreak, smallDelta ) {
  31. this.minSizeForBreak = minSizeForBreak || 1.4;
  32. this.smallDelta = smallDelta || 0.0001;
  33. this.tempLine1 = new THREE.Line3();
  34. this.tempPlane1 = new THREE.Plane();
  35. this.tempPlane2 = new THREE.Plane();
  36. this.tempCM1 = new THREE.Vector3();
  37. this.tempCM2 = new THREE.Vector3();
  38. this.tempVector3 = new THREE.Vector3();
  39. this.tempVector3_2 = new THREE.Vector3();
  40. this.tempVector3_3 = new THREE.Vector3();
  41. this.tempResultObjects = { object1: null, object2: null };
  42. this.segments = [];
  43. var n = 30 * 30;
  44. for ( var i = 0; i < n; i++ ) {
  45. this.segments[ i ] = false;
  46. }
  47. };
  48. THREE.ConvexObjectBreaker.prototype = {
  49. constructor: THREE.ConvexObjectBreaker,
  50. prepareBreakableObject: function( object, mass, velocity, angularVelocity, breakable ) {
  51. // object is a THREE.Object3d (normally a Mesh), must have a Geometry, and it must be convex.
  52. // Its material property is propagated to its children (sub-pieces)
  53. // mass must be > 0
  54. // Create vertices mark
  55. var vertices = object.geometry.vertices;
  56. for ( var i = 0, il = vertices.length; i < il; i++ ) {
  57. vertices[ i ].mark = 0;
  58. }
  59. var userData = object.userData;
  60. userData.mass = mass;
  61. userData.velocity = velocity.clone();
  62. userData.angularVelocity = angularVelocity.clone();
  63. userData.breakable = breakable;
  64. },
  65. /*
  66. * @param {int} maxRadialIterations Iterations for radial cuts.
  67. * @param {int} maxRandomIterations Max random iterations for not-radial cuts
  68. * @param {double} minSizeForRadialSubdivision Min size a debris can have to break in radial subdivision.
  69. *
  70. * Returns the array of pieces
  71. */
  72. subdivideByImpact: function( object, pointOfImpact, normal, maxRadialIterations, maxRandomIterations, minSizeForRadialSubdivision ) {
  73. var debris = [];
  74. var tempPlane1 = this.tempPlane1;
  75. var tempPlane2 = this.tempPlane2;
  76. this.tempVector3.addVectors( pointOfImpact, normal );
  77. tempPlane1.setFromCoplanarPoints( pointOfImpact, object.position, this.tempVector3 );
  78. var maxTotalIterations = maxRandomIterations + maxRadialIterations;
  79. var scope = this;
  80. function subdivideRadial( subObject, startAngle, endAngle, numIterations ) {
  81. if ( Math.random() < numIterations * 0.05 || numIterations > maxTotalIterations ) {
  82. debris.push( subObject );
  83. return;
  84. }
  85. var angle = Math.PI;
  86. if ( numIterations === 0 ) {
  87. tempPlane2.normal.copy( tempPlane1.normal );
  88. tempPlane2.constant = tempPlane1.constant;
  89. }
  90. else {
  91. if ( numIterations <= maxRadialIterations ) {
  92. angle = ( endAngle - startAngle ) * ( 0.2 + 0.6 * Math.random() ) + startAngle;
  93. // Rotate tempPlane2 at impact point around normal axis and the angle
  94. scope.tempVector3_2.copy( object.position ).sub( pointOfImpact ).applyAxisAngle( normal, angle ).add( pointOfImpact );
  95. tempPlane2.setFromCoplanarPoints( pointOfImpact, scope.tempVector3, scope.tempVector3_2 );
  96. }
  97. else {
  98. angle = ( ( 0.5 * ( numIterations & 1 ) ) + 0.2 * ( 2 - Math.random() ) ) * Math.PI;
  99. // Rotate tempPlane2 at object position around normal axis and the angle
  100. scope.tempVector3_2.copy( pointOfImpact ).sub( subObject.position ).applyAxisAngle( normal, angle ).add( subObject.position );
  101. scope.tempVector3_3.copy( normal ).add( subObject.position );
  102. tempPlane2.setFromCoplanarPoints( subObject.position, scope.tempVector3_3, scope.tempVector3_2 );
  103. }
  104. }
  105. // Perform the cut
  106. scope.cutByPlane( subObject, tempPlane2, scope.tempResultObjects );
  107. var obj1 = scope.tempResultObjects.object1;
  108. var obj2 = scope.tempResultObjects.object2;
  109. if ( obj1 ) {
  110. subdivideRadial( obj1, startAngle, angle, numIterations + 1 );
  111. }
  112. if ( obj2 ) {
  113. subdivideRadial( obj2, angle, endAngle, numIterations + 1 );
  114. }
  115. }
  116. subdivideRadial( object, 0, 2 * Math.PI, 0 );
  117. return debris;
  118. },
  119. cutByPlane: function( object, plane, output ) {
  120. // Returns breakable objects in output.object1 and output.object2 members, the resulting 2 pieces of the cut.
  121. // object2 can be null if the plane doesn't cut the object.
  122. // object1 can be null only in case of internal error
  123. // Returned value is number of pieces, 0 for error.
  124. var geometry = object.geometry;
  125. var points = geometry.vertices;
  126. var faces = geometry.faces;
  127. var numPoints = points.length;
  128. var points1 = [];
  129. var points2 = [];
  130. var delta = this.smallDelta;
  131. // Reset vertices mark
  132. for ( var i = 0; i < numPoints; i++ ) {
  133. points[ i ].mark = 0;
  134. }
  135. // Reset segments mark
  136. var numPointPairs = numPoints * numPoints;
  137. for ( var i = 0; i < numPointPairs; i++ ) {
  138. this.segments[ i ] = false;
  139. }
  140. // Iterate through the faces to mark edges shared by coplanar faces
  141. for ( var i = 0, il = faces.length - 1; i < il; i++ ) {
  142. var face1 = faces[ i ];
  143. for ( var j = i + 1, jl = faces.length; j < jl; j++ ) {
  144. var face2 = faces[ j ];
  145. var coplanar = 1 - face1.normal.dot( face2.normal ) < delta;
  146. if ( coplanar ) {
  147. var a1 = face1.a;
  148. var b1 = face1.b;
  149. var c1 = face1.c;
  150. var a2 = face2.a;
  151. var b2 = face2.b;
  152. var c2 = face2.c;
  153. if ( a1 === a2 || a1 === b2 || a1 === c2 ) {
  154. if ( b1 === a2 || b1 === b2 || b1 === c2 ) {
  155. this.segments[ a1 * numPoints + b1 ] = true;
  156. this.segments[ b1 * numPoints + a1 ] = true;
  157. }
  158. else {
  159. this.segments[ c1 * numPoints + a1 ] = true;
  160. this.segments[ a1 * numPoints + c1 ] = true;
  161. }
  162. }
  163. else if ( b1 === a2 || b1 === b2 || b1 === c2 ) {
  164. this.segments[ c1 * numPoints + b1 ] = true;
  165. this.segments[ b1 * numPoints + c1 ] = true;
  166. }
  167. }
  168. }
  169. }
  170. // Transform the plane to object local space
  171. var localPlane = this.tempPlane1;
  172. object.updateMatrix();
  173. THREE.ConvexObjectBreaker.transformPlaneToLocalSpace( plane, object.matrix, localPlane );
  174. // Iterate through the faces adding points to both pieces
  175. for ( var i = 0, il = faces.length; i < il; i ++ ) {
  176. var face = faces[ i ];
  177. for ( var segment = 0; segment < 3; segment++ ) {
  178. var i0 = segment === 0 ? face.a : ( segment === 1 ? face.b : face.c );
  179. var i1 = segment === 0 ? face.b : ( segment === 1 ? face.c : face.a );
  180. var segmentState = this.segments[ i0 * numPoints + i1 ];
  181. if ( segmentState ) {
  182. // The segment already has been processed in another face
  183. continue;
  184. }
  185. // Mark segment as processed (also inverted segment)
  186. this.segments[ i0 * numPoints + i1 ] = true;
  187. this.segments[ i1 * numPoints + i0 ] = true;
  188. var p0 = points[ i0 ];
  189. var p1 = points[ i1 ];
  190. if ( p0.mark === 0 ) {
  191. var d = localPlane.distanceToPoint( p0 );
  192. // mark: 1 for negative side, 2 for positive side, 3 for coplanar point
  193. if ( d > delta ) {
  194. p0.mark = 2;
  195. points2.push( p0 );
  196. }
  197. else if ( d < - delta ) {
  198. p0.mark = 1;
  199. points1.push( p0 );
  200. }
  201. else {
  202. p0.mark = 3;
  203. points1.push( p0 );
  204. var p0_2 = p0.clone();
  205. p0_2.mark = 3;
  206. points2.push( p0_2 );
  207. }
  208. }
  209. if ( p1.mark === 0 ) {
  210. var d = localPlane.distanceToPoint( p1 );
  211. // mark: 1 for negative side, 2 for positive side, 3 for coplanar point
  212. if ( d > delta ) {
  213. p1.mark = 2;
  214. points2.push( p1 );
  215. }
  216. else if ( d < - delta ) {
  217. p1.mark = 1;
  218. points1.push( p1 );
  219. }
  220. else {
  221. p1.mark = 3;
  222. points1.push( p1 );
  223. var p1_2 = p1.clone();
  224. p1_2.mark = 3;
  225. points2.push( p1_2 );
  226. }
  227. }
  228. var mark0 = p0.mark;
  229. var mark1 = p1.mark;
  230. if ( ( mark0 === 1 && mark1 === 2 ) || ( mark0 === 2 && mark1 === 1 ) ) {
  231. // Intersection of segment with the plane
  232. this.tempLine1.start.copy( p0 );
  233. this.tempLine1.end.copy( p1 );
  234. var intersection = localPlane.intersectLine( this.tempLine1 );
  235. if ( intersection === undefined ) {
  236. // Shouldn't happen
  237. console.error( "Internal error: segment does not intersect plane." );
  238. output.segmentedObject1 = null;
  239. output.segmentedObject2 = null;
  240. return 0;
  241. }
  242. intersection.mark = 1;
  243. points1.push( intersection );
  244. var intersection_2 = intersection.clone();
  245. intersection_2.mark = 2;
  246. points2.push( intersection_2 );
  247. }
  248. }
  249. }
  250. // Calculate debris mass (very fast and imprecise):
  251. var newMass = object.userData.mass * 0.5;
  252. // Calculate debris Center of Mass (again fast and imprecise)
  253. this.tempCM1.set( 0, 0, 0 );
  254. var radius1 = 0;
  255. var numPoints1 = points1.length;
  256. if ( numPoints1 > 0 ) {
  257. for ( var i = 0; i < numPoints1; i++ ) {
  258. this.tempCM1.add( points1[ i ] );
  259. }
  260. this.tempCM1.divideScalar( numPoints1 );
  261. for ( var i = 0; i < numPoints1; i++ ) {
  262. var p = points1[ i ];
  263. p.sub( this.tempCM1 );
  264. radius1 = Math.max( radius1, p.x, p.y, p.z );
  265. }
  266. this.tempCM1.add( object.position );
  267. }
  268. this.tempCM2.set( 0, 0, 0 );
  269. var radius2 = 0;
  270. var numPoints2 = points2.length;
  271. if ( numPoints2 > 0 ) {
  272. for ( var i = 0; i < numPoints2; i++ ) {
  273. this.tempCM2.add( points2[ i ] );
  274. }
  275. this.tempCM2.divideScalar( numPoints2 );
  276. for ( var i = 0; i < numPoints2; i++ ) {
  277. var p = points2[ i ];
  278. p.sub( this.tempCM2 );
  279. radius2 = Math.max( radius2, p.x, p.y, p.z );
  280. }
  281. this.tempCM2.add( object.position );
  282. }
  283. var object1 = null;
  284. var object2 = null;
  285. var numObjects = 0;
  286. if ( numPoints1 > 4 ) {
  287. object1 = new THREE.Mesh( new THREE.ConvexGeometry( points1 ), object.material );
  288. object1.position.copy( this.tempCM1 );
  289. object1.quaternion.copy( object.quaternion );
  290. this.prepareBreakableObject( object1, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius1 > this.minSizeForBreak );
  291. numObjects++;
  292. }
  293. if ( numPoints2 > 4 ) {
  294. object2 = new THREE.Mesh( new THREE.ConvexGeometry( points2 ), object.material );
  295. object2.position.copy( this.tempCM2 );
  296. object2.quaternion.copy( object.quaternion );
  297. this.prepareBreakableObject( object2, newMass, object.userData.velocity, object.userData.angularVelocity, 2 * radius2 > this.minSizeForBreak );
  298. numObjects++;
  299. }
  300. output.object1 = object1;
  301. output.object2 = object2;
  302. return numObjects;
  303. }
  304. };
  305. THREE.ConvexObjectBreaker.transformFreeVector = function( v, m ) {
  306. // input:
  307. // vector interpreted as a free vector
  308. // THREE.Matrix4 orthogonal matrix (matrix without scale)
  309. var x = v.x, y = v.y, z = v.z;
  310. var e = m.elements;
  311. v.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  312. v.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  313. v.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  314. return v;
  315. };
  316. THREE.ConvexObjectBreaker.transformFreeVectorInverse = function( v, m ) {
  317. // input:
  318. // vector interpreted as a free vector
  319. // THREE.Matrix4 orthogonal matrix (matrix without scale)
  320. var x = v.x, y = v.y, z = v.z;
  321. var e = m.elements;
  322. v.x = e[ 0 ] * x + e[ 1 ] * y + e[ 2 ] * z;
  323. v.y = e[ 4 ] * x + e[ 5 ] * y + e[ 6 ] * z;
  324. v.z = e[ 8 ] * x + e[ 9 ] * y + e[ 10 ] * z;
  325. return v;
  326. };
  327. THREE.ConvexObjectBreaker.transformTiedVectorInverse = function( v, m ) {
  328. // input:
  329. // vector interpreted as a tied (ordinary) vector
  330. // THREE.Matrix4 orthogonal matrix (matrix without scale)
  331. var x = v.x, y = v.y, z = v.z;
  332. var e = m.elements;
  333. v.x = e[ 0 ] * x + e[ 1 ] * y + e[ 2 ] * z - e[ 12 ];
  334. v.y = e[ 4 ] * x + e[ 5 ] * y + e[ 6 ] * z - e[ 13 ];
  335. v.z = e[ 8 ] * x + e[ 9 ] * y + e[ 10 ] * z - e[ 14 ];
  336. return v;
  337. };
  338. THREE.ConvexObjectBreaker.transformPlaneToLocalSpace = function() {
  339. var v1 = new THREE.Vector3();
  340. var m1 = new THREE.Matrix3();
  341. return function transformPlaneToLocalSpace( plane, m, resultPlane ) {
  342. resultPlane.normal.copy( plane.normal );
  343. resultPlane.constant = plane.constant;
  344. var referencePoint = THREE.ConvexObjectBreaker.transformTiedVectorInverse( plane.coplanarPoint( v1 ), m );
  345. THREE.ConvexObjectBreaker.transformFreeVectorInverse( resultPlane.normal, m );
  346. // recalculate constant (like in setFromNormalAndCoplanarPoint)
  347. resultPlane.constant = - referencePoint.dot( resultPlane.normal );
  348. };
  349. }();