import { Vector3 } from './Vector3.js';/*** @author bhouston / http://clara.io* @author WestLangley / http://github.com/WestLangley*/function Box3( min, max ) {this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );}Object.assign( Box3.prototype, {isBox3: true,set: function ( min, max ) {this.min.copy( min );this.max.copy( max );return this;},setFromArray: function ( array ) {var minX = + Infinity;var minY = + Infinity;var minZ = + Infinity;var maxX = - Infinity;var maxY = - Infinity;var maxZ = - Infinity;for ( var i = 0, l = array.length; i < l; i += 3 ) {var x = array[ i ];var y = array[ i + 1 ];var z = array[ i + 2 ];if ( x < minX ) minX = x;if ( y < minY ) minY = y;if ( z < minZ ) minZ = z;if ( x > maxX ) maxX = x;if ( y > maxY ) maxY = y;if ( z > maxZ ) maxZ = z;}this.min.set( minX, minY, minZ );this.max.set( maxX, maxY, maxZ );return this;},setFromBufferAttribute: function ( attribute ) {var minX = + Infinity;var minY = + Infinity;var minZ = + Infinity;var maxX = - Infinity;var maxY = - Infinity;var maxZ = - Infinity;for ( var i = 0, l = attribute.count; i < l; i ++ ) {var x = attribute.getX( i );var y = attribute.getY( i );var z = attribute.getZ( i );if ( x < minX ) minX = x;if ( y < minY ) minY = y;if ( z < minZ ) minZ = z;if ( x > maxX ) maxX = x;if ( y > maxY ) maxY = y;if ( z > maxZ ) maxZ = z;}this.min.set( minX, minY, minZ );this.max.set( maxX, maxY, maxZ );return this;},setFromPoints: function ( points ) {this.makeEmpty();for ( var i = 0, il = points.length; i < il; i ++ ) {this.expandByPoint( points[ i ] );}return this;},setFromCenterAndSize: function () {var v1 = new Vector3();return function setFromCenterAndSize( center, size ) {var halfSize = v1.copy( size ).multiplyScalar( 0.5 );this.min.copy( center ).sub( halfSize );this.max.copy( center ).add( halfSize );return this;};}(),setFromObject: function ( object ) {this.makeEmpty();return this.expandByObject( object );},clone: function () {return new this.constructor().copy( this );},copy: function ( box ) {this.min.copy( box.min );this.max.copy( box.max );return this;},makeEmpty: function () {this.min.x = this.min.y = this.min.z = + Infinity;this.max.x = this.max.y = this.max.z = - Infinity;return this;},isEmpty: function () {// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axesreturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );},getCenter: function ( target ) {if ( target === undefined ) {console.warn( 'THREE.Box3: .getCenter() target is now required' );target = new Vector3();}return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );},getSize: function ( target ) {if ( target === undefined ) {console.warn( 'THREE.Box3: .getSize() target is now required' );target = new Vector3();}return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );},expandByPoint: function ( point ) {this.min.min( point );this.max.max( point );return this;},expandByVector: function ( vector ) {this.min.sub( vector );this.max.add( vector );return this;},expandByScalar: function ( scalar ) {this.min.addScalar( - scalar );this.max.addScalar( scalar );return this;},expandByObject: function () {// Computes the world-axis-aligned bounding box of an object (including its children),// accounting for both the object's, and children's, world transformsvar scope, i, l;var v1 = new Vector3();function traverse( node ) {var geometry = node.geometry;if ( geometry !== undefined ) {if ( geometry.isGeometry ) {var vertices = geometry.vertices;for ( i = 0, l = vertices.length; i < l; i ++ ) {v1.copy( vertices[ i ] );v1.applyMatrix4( node.matrixWorld );scope.expandByPoint( v1 );}} else if ( geometry.isBufferGeometry ) {var attribute = geometry.attributes.position;if ( attribute !== undefined ) {for ( i = 0, l = attribute.count; i < l; i ++ ) {v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );scope.expandByPoint( v1 );}}}}}return function expandByObject( object ) {scope = this;object.updateMatrixWorld( true );object.traverse( traverse );return this;};}(),containsPoint: function ( point ) {return point.x < this.min.x || point.x > this.max.x ||point.y < this.min.y || point.y > this.max.y ||point.z < this.min.z || point.z > this.max.z ? false : true;},containsBox: function ( box ) {return this.min.x <= box.min.x && box.max.x <= this.max.x &&this.min.y <= box.min.y && box.max.y <= this.max.y &&this.min.z <= box.min.z && box.max.z <= this.max.z;},getParameter: function ( point, target ) {// This can potentially have a divide by zero if the box// has a size dimension of 0.if ( target === undefined ) {console.warn( 'THREE.Box3: .getParameter() target is now required' );target = new Vector3();}return target.set(( point.x - this.min.x ) / ( this.max.x - this.min.x ),( point.y - this.min.y ) / ( this.max.y - this.min.y ),( point.z - this.min.z ) / ( this.max.z - this.min.z ));},intersectsBox: function ( box ) {// using 6 splitting planes to rule out intersections.return box.max.x < this.min.x || box.min.x > this.max.x ||box.max.y < this.min.y || box.min.y > this.max.y ||box.max.z < this.min.z || box.min.z > this.max.z ? false : true;},intersectsSphere: ( function () {var closestPoint = new Vector3();return function intersectsSphere( sphere ) {// Find the point on the AABB closest to the sphere center.this.clampPoint( sphere.center, closestPoint );// If that point is inside the sphere, the AABB and sphere intersect.return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );};} )(),intersectsPlane: function ( plane ) {// We compute the minimum and maximum dot product values. If those values// are on the same side (back or front) of the plane, then there is no intersection.var min, max;if ( plane.normal.x > 0 ) {min = plane.normal.x * this.min.x;max = plane.normal.x * this.max.x;} else {min = plane.normal.x * this.max.x;max = plane.normal.x * this.min.x;}if ( plane.normal.y > 0 ) {min += plane.normal.y * this.min.y;max += plane.normal.y * this.max.y;} else {min += plane.normal.y * this.max.y;max += plane.normal.y * this.min.y;}if ( plane.normal.z > 0 ) {min += plane.normal.z * this.min.z;max += plane.normal.z * this.max.z;} else {min += plane.normal.z * this.max.z;max += plane.normal.z * this.min.z;}return ( min <= - plane.constant && max >= - plane.constant );},intersectsTriangle: ( function () {// triangle centered verticesvar v0 = new Vector3();var v1 = new Vector3();var v2 = new Vector3();// triangle edge vectorsvar f0 = new Vector3();var f1 = new Vector3();var f2 = new Vector3();var testAxis = new Vector3();var center = new Vector3();var extents = new Vector3();var triangleNormal = new Vector3();function satForAxes( axes ) {var i, j;for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {testAxis.fromArray( axes, i );// project the aabb onto the seperating axisvar r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z );// project all 3 vertices of the triangle onto the seperating axisvar p0 = v0.dot( testAxis );var p1 = v1.dot( testAxis );var p2 = v2.dot( testAxis );// actual test, basically see if either of the most extreme of the triangle points intersects rif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {// points of the projected triangle are outside the projected half-length of the aabb// the axis is seperating and we can exitreturn false;}}return true;}return function intersectsTriangle( triangle ) {if ( this.isEmpty() ) {return false;}// compute box center and extentsthis.getCenter( center );extents.subVectors( this.max, center );// translate triangle to aabb originv0.subVectors( triangle.a, center );v1.subVectors( triangle.b, center );v2.subVectors( triangle.c, center );// compute edge vectors for trianglef0.subVectors( v1, v0 );f1.subVectors( v2, v1 );f2.subVectors( v0, v2 );// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)var axes = [0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y,f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x,- f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0];if ( ! satForAxes( axes ) ) {return false;}// test 3 face normals from the aabbaxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];if ( ! satForAxes( axes ) ) {return false;}// finally testing the face normal of the triangle// use already existing triangle edge vectors heretriangleNormal.crossVectors( f0, f1 );axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ];return satForAxes( axes );};} )(),clampPoint: function ( point, target ) {if ( target === undefined ) {console.warn( 'THREE.Box3: .clampPoint() target is now required' );target = new Vector3();}return target.copy( point ).clamp( this.min, this.max );},distanceToPoint: function () {var v1 = new Vector3();return function distanceToPoint( point ) {var clampedPoint = v1.copy( point ).clamp( this.min, this.max );return clampedPoint.sub( point ).length();};}(),getBoundingSphere: function () {var v1 = new Vector3();return function getBoundingSphere( target ) {if ( target === undefined ) {console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );//target = new Sphere(); // removed to avoid cyclic dependency}this.getCenter( target.center );target.radius = this.getSize( v1 ).length() * 0.5;return target;};}(),intersect: function ( box ) {this.min.max( box.min );this.max.min( box.max );// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.if ( this.isEmpty() ) this.makeEmpty();return this;},union: function ( box ) {this.min.min( box.min );this.max.max( box.max );return this;},applyMatrix4: function () {var points = [new Vector3(),new Vector3(),new Vector3(),new Vector3(),new Vector3(),new Vector3(),new Vector3(),new Vector3()];return function applyMatrix4( matrix ) {// transform of empty box is an empty box.if ( this.isEmpty() ) return this;// NOTE: I am using a binary pattern to specify all 2^3 combinations belowpoints[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111this.setFromPoints( points );return this;};}(),translate: function ( offset ) {this.min.add( offset );this.max.add( offset );return this;},equals: function ( box ) {return box.min.equals( this.min ) && box.max.equals( this.max );}} );export { Box3 };
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