Triangle.js 4.0 KB

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  1. /**
  2. * @author bhouston / http://exocortex.com
  3. * @author mrdoob / http://mrdoob.com/
  4. */
  5. THREE.Triangle = function ( a, b, c ) {
  6. this.a = new THREE.Vector3();
  7. this.b = new THREE.Vector3();
  8. this.c = new THREE.Vector3();
  9. if( a !== undefined && b !== undefined && c !== undefined ) {
  10. this.a.copy( a );
  11. this.b.copy( b );
  12. this.c.copy( c );
  13. }
  14. };
  15. THREE.Triangle.normal = function( a, b, c, optionalTarget ) {
  16. var result = optionalTarget || new THREE.Vector3();
  17. result.sub( c, b );
  18. THREE.Triangle.__v0.sub( a, b );
  19. result.crossSelf( THREE.Triangle.__v0 );
  20. var resultLengthSq = result.lengthSq();
  21. if( resultLengthSq > 0 ) {
  22. return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
  23. }
  24. return result.set( 0, 0, 0 );
  25. };
  26. // static/instance method to calculate barycoordinates
  27. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  28. THREE.Triangle.barycoordFromPoint = function ( point, a, b, c, optionalTarget ) {
  29. THREE.Triangle.__v0.sub( c, a );
  30. THREE.Triangle.__v1.sub( b, a );
  31. THREE.Triangle.__v2.sub( point, a );
  32. var dot00 = THREE.Triangle.__v0.dot( THREE.Triangle.__v0 );
  33. var dot01 = THREE.Triangle.__v0.dot( THREE.Triangle.__v1 );
  34. var dot02 = THREE.Triangle.__v0.dot( THREE.Triangle.__v2 );
  35. var dot11 = THREE.Triangle.__v1.dot( THREE.Triangle.__v1 );
  36. var dot12 = THREE.Triangle.__v1.dot( THREE.Triangle.__v2 );
  37. var denom = ( dot00 * dot11 - dot01 * dot01 );
  38. var result = optionalTarget || new THREE.Vector3();
  39. // colinear or singular triangle
  40. if( denom == 0 ) {
  41. // arbitrary location outside of triangle?
  42. // not sure if this is the best idea, maybe should be returning undefined
  43. return result.set( -2, -1, -1 );
  44. }
  45. var invDenom = 1 / denom;
  46. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  47. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  48. // barycoordinates must always sum to 1
  49. return result.set( 1 - u - v, v, u );
  50. };
  51. THREE.Triangle.containsPoint = function ( point, a, b, c ) {
  52. // NOTE: need to use __v3 here because __v0, __v1 and __v2 are used in barycoordFromPoint.
  53. var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, THREE.Triangle.__v3 );
  54. return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
  55. };
  56. THREE.Triangle.prototype = {
  57. constructor: THREE.Triangle,
  58. set: function ( a, b, c ) {
  59. this.a.copy( a );
  60. this.b.copy( b );
  61. this.c.copy( c );
  62. return this;
  63. },
  64. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  65. this.a.copy( points[i0] );
  66. this.b.copy( points[i1] );
  67. this.c.copy( points[i2] );
  68. return this;
  69. },
  70. copy: function ( triangle ) {
  71. this.a.copy( triangle.a );
  72. this.b.copy( triangle.b );
  73. this.c.copy( triangle.c );
  74. return this;
  75. },
  76. area: function () {
  77. THREE.Triangle.__v0.sub( this.c, this.b );
  78. THREE.Triangle.__v1.sub( this.a, this.b );
  79. return THREE.Triangle.__v0.crossSelf( THREE.Triangle.__v1 ).length() * 0.5;
  80. },
  81. midpoint: function ( optionalTarget ) {
  82. var result = optionalTarget || new THREE.Vector3();
  83. return result.add( this.a, this.b ).addSelf( this.c ).multiplyScalar( 1 / 3 );
  84. },
  85. normal: function ( optionalTarget ) {
  86. return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
  87. },
  88. plane: function ( optionalTarget ) {
  89. var result = optionalTarget || new THREE.Plane();
  90. return result.setFromCoplanarPoints( this.a, this.b, this.c );
  91. },
  92. barycoordFromPoint: function ( point, optionalTarget ) {
  93. return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
  94. },
  95. containsPoint: function ( point ) {
  96. return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
  97. },
  98. equals: function ( triangle ) {
  99. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  100. },
  101. clone: function () {
  102. return new THREE.Triangle().copy( this );
  103. }
  104. };
  105. THREE.Triangle.__v0 = new THREE.Vector3();
  106. THREE.Triangle.__v1 = new THREE.Vector3();
  107. THREE.Triangle.__v2 = new THREE.Vector3();
  108. THREE.Triangle.__v3 = new THREE.Vector3();
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