@geoblocks/cesium-bvh 0.0.0-stage → 0.2.0
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- package/LICENSE +29 -0
- package/README.md +59 -2
- package/cesium-bvh.js +627 -0
- package/package.json +22 -4
package/LICENSE
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BSD 3-Clause License
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Copyright (c) 2020-present, camptocamp SA
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived from
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this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
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FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
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OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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package/README.md
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#
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# Bounding volume hierarchy for triangles
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Rays and nearest-point queries against a triangle soup: the nearest hit along a ray, whether any lies within a distance, how many, every
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one, and the closest triangle to a point; and, over line segments, those near a point or in a box. Flat typed arrays (a worker takes them as they are), no dependency: not Cesium, not three.js, not the
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DOM. It serves a CesiumJS scene's picking, collisions and measuring, and anything else that asks questions of triangles.
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- nodes packed depth first in typed arrays, the left child right after its parent
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- a split chosen over binned surface areas (SAH); a ray walks the near child first, and a query that wants any hit stops at the first
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- a ray hits both sides of a face; the least distance from its start, 0.1 mm by default, is yours to set (a negative one, `-Infinity`, counts a hit at the start)
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- a hint (the triangle that blocked the last ray) is tried first: the rays of a point toward a sun five minutes on are near each other
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## Installation
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```bash
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npm i --save @geoblocks/cesium-bvh
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```
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## Usage
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```js
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import {buildBvh, bvhQueries} from '@geoblocks/cesium-bvh';
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// a triangle each, nine numbers: its first corner, then its two edges from it (`trianglesOf(groups)` makes them of groups
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// of `{vertices, triangles}`: x, y, z a vertex, three indices a triangle)
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const tris = Float64Array.of(-5, -5, 0, 10, 0, 0, 0, 10, 0);
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const bvh = buildBvh(tris); // a subset of the triangles by number: buildBvh(tris, [0, 2, 5])
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const queries = bvhQueries(bvh, {min: 0.01}); // a ray starting on a surface is not to hit it
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queries.nearest(0, 0, 3, 0, 0, -1, 100); // 3, the distance of the nearest hit within 100 m, or Infinity
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queries.nearestHit(0, 0, 3, 0, 0, -1, 100); // {triangle: 0, distance: 3}, the same with its triangle, or undefined
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queries.any(0, 0, 3, 0, 0, -1, 100); // 0, the number of a triangle hit, or -1
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queries.count(0, 0, 3, 0, 0, -1, 100, 6); // 1, the hits, counted to 6
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queries.hits(0, 0, 3, 0, 0, -1, 100); // [3], every hit, nearest first
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queries.closest(0, 0, 0.5, 2); // {triangle: 0, distance: 0.5, point: [0, 0, 0]}, the nearest triangle within 2 m and its nearest point, or undefined
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```
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Line segments (edges), a tree of their own:
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```js
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import {buildSegmentBvh, segmentQueries} from '@geoblocks/cesium-bvh';
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const segments = Float64Array.of(0, 0, 0, 1, 0, 0, 5, 5, 5, 6, 5, 5); // a segment each, six numbers: its two ends
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const edges = segmentQueries(buildSegmentBvh(segments));
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edges.near(5.5, 5, 5.05, 0.1); // [1], the segments within 0.1 m of a point
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edges.overlapping(-1, -1, -1, 0.5, 1, 1); // [0], those whose boxes meet a box
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```
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Triangles that moved (a piece dragged, a door opened), the tree kept: its boxes made again from the leaves up, in place, a few milliseconds for 45,000 triangles (a build takes 130):
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```js
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refitBvh(bvh, movedTris); // the same triangles, the same numbers, new places; `queries` made of `bvh` follow
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```
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The tree is plain arrays (`bounds`, `meta`, `data`, `ids`): send them to a worker, and make the queries there.
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## Not here
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- A tree that restructures as triangles move: `refitBvh` keeps the shape, so it answers right but slower the farther triangles have gone; rebuild it then.
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- Triangles by a box, a sphere or a capsule: the arrays are laid out to walk, as `closest` and the segments' queries do.
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package/cesium-bvh.js
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// A bounding volume hierarchy over triangles, for rays and for the nearest triangle to a point: the nearest hit along a ray, whether any lies
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// within a distance, how many, every one; the closest triangle within a radius. Flat typed arrays (a worker takes them as they are), no dependency,
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// no Cesium, no DOM: any scene, in Node and in the browser.
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//
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// The ideas are the established ones (three-mesh-bvh, flatbush, Aila and Laine): nodes packed depth first in typed arrays, the left child
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// right after its parent; a split chosen over binned surface areas (SAH); a ray walks the near child first, by its sign on the split axis,
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// and a query that wants any hit stops at the first.
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const BINS = 16;
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// a node's bins: a quarter of its triangles, from MIN_BINS to BINS
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const MIN_BINS = 4;
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// the cost of a box test against a triangle's, in the split's estimate
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const TRAVERSAL = 0.5;
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const STACK = 128;
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const stackNode = new Int32Array(STACK);
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const stackNear = new Float64Array(STACK);
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/**
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* The tree over primitives' boxes: the nodes, and the primitives' order, in leaves.
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* @param {Float64Array} lo Each primitive's lowest corner, three numbers a primitive.
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* @param {Float64Array} hi Its highest.
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* @param {number} leaf The most primitives a leaf holds.
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*/
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function buildTree(lo, hi, leaf) {
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const n = lo.length / 3;
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const mid = Float64Array.from(lo, (v, i) => (v + hi[i]) / 2);
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// the triangles are permuted with their boxes: `at` says where each is
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const at = Int32Array.from({length: n}, (_, i) => i);
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const bounds = new Float64Array(Math.max(1, 2 * n) * 6);
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const meta = new Int32Array(Math.max(1, 2 * n) * 3);
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let nodes = 0;
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const binCount = new Int32Array(BINS), binLo = new Float64Array(BINS * 3), binHi = new Float64Array(BINS * 3);
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const rightArea = new Float64Array(BINS);
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/**
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* @param {number} x0
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* @param {number} y0
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* @param {number} z0
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* @param {number} x1
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* @param {number} y1
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* @param {number} z1
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*/
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const area = (x0, y0, z0, x1, y1, z1) => {
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const [dx, dy, dz] = [x1 - x0, y1 - y0, z1 - z0];
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return dx < 0 ? 0 : 2 * (dx * dy + dy * dz + dz * dx);
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};
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// the node over the triangles [from, to) of `at`; its index
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/**
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* @param {number} from
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* @param {number} to
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*/
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const build = (from, to) => {
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const node = nodes++;
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let [x0, y0, z0, x1, y1, z1] = [Infinity, Infinity, Infinity, -Infinity, -Infinity, -Infinity];
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let [cx0, cy0, cz0, cx1, cy1, cz1] = [Infinity, Infinity, Infinity, -Infinity, -Infinity, -Infinity];
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for (let k = from; k < to; k++) {
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const t = at[k] * 3;
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x0 = Math.min(x0, lo[t]); y0 = Math.min(y0, lo[t + 1]); z0 = Math.min(z0, lo[t + 2]);
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x1 = Math.max(x1, hi[t]); y1 = Math.max(y1, hi[t + 1]); z1 = Math.max(z1, hi[t + 2]);
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cx0 = Math.min(cx0, mid[t]); cy0 = Math.min(cy0, mid[t + 1]); cz0 = Math.min(cz0, mid[t + 2]);
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cx1 = Math.max(cx1, mid[t]); cy1 = Math.max(cy1, mid[t + 1]); cz1 = Math.max(cz1, mid[t + 2]);
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}
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bounds.set([x0, y0, z0, x1, y1, z1], node * 6);
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const count = to - from;
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const makeLeaf = () => {
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meta[node * 3] = from;
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meta[node * 3 + 1] = count;
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return node;
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};
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if (count <= leaf) {
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return makeLeaf();
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}
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// the best split over the three axes: the surface areas of the two sides, by their triangles, over BINS bins of the centers
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const [cmin, cmax] = [[cx0, cy0, cz0], [cx1, cy1, cz1]];
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const whole = area(x0, y0, z0, x1, y1, z1);
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// few triangles need few bins: the search over 16 is most of the build's time, in the many small nodes near the leaves
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const bins = Math.max(MIN_BINS, Math.min(BINS, count >> 2));
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let best = {cost: Infinity, axis: -1, bin: 0, bins};
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for (let a = 0; a < 3; a++) {
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const extent = cmax[a] - cmin[a];
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if (!(extent > 1e-12)) {
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continue;
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}
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binCount.fill(0, 0, bins);
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binLo.fill(Infinity, 0, bins * 3);
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binHi.fill(-Infinity, 0, bins * 3);
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const scale = bins / extent;
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for (let k = from; k < to; k++) {
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const t = at[k] * 3;
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const b = Math.min(bins - 1, Math.floor((mid[t + a] - cmin[a]) * scale));
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binCount[b]++;
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for (let c = 0; c < 3; c++) {
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binLo[b * 3 + c] = Math.min(binLo[b * 3 + c], lo[t + c]);
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binHi[b * 3 + c] = Math.max(binHi[b * 3 + c], hi[t + c]);
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}
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}
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// from the right: each split's right area
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let [rx0, ry0, rz0, rx1, ry1, rz1] = [Infinity, Infinity, Infinity, -Infinity, -Infinity, -Infinity];
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for (let b = bins - 1; b > 0; b--) {
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rx0 = Math.min(rx0, binLo[b * 3]); ry0 = Math.min(ry0, binLo[b * 3 + 1]); rz0 = Math.min(rz0, binLo[b * 3 + 2]);
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rx1 = Math.max(rx1, binHi[b * 3]); ry1 = Math.max(ry1, binHi[b * 3 + 1]); rz1 = Math.max(rz1, binHi[b * 3 + 2]);
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rightArea[b] = area(rx0, ry0, rz0, rx1, ry1, rz1);
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}
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let [lx0, ly0, lz0, lx1, ly1, lz1] = [Infinity, Infinity, Infinity, -Infinity, -Infinity, -Infinity];
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let left = 0;
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for (let b = 0; b < bins - 1; b++) {
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lx0 = Math.min(lx0, binLo[b * 3]); ly0 = Math.min(ly0, binLo[b * 3 + 1]); lz0 = Math.min(lz0, binLo[b * 3 + 2]);
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lx1 = Math.max(lx1, binHi[b * 3]); ly1 = Math.max(ly1, binHi[b * 3 + 1]); lz1 = Math.max(lz1, binHi[b * 3 + 2]);
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left += binCount[b];
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if (left === 0 || left === count) {
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continue;
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}
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const cost = TRAVERSAL + (area(lx0, ly0, lz0, lx1, ly1, lz1) * left + rightArea[b + 1] * (count - left)) / (whole || 1);
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if (cost < best.cost) {
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best = {cost, axis: a, bin: b, bins};
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}
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}
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}
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if (best.axis < 0) {
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// no split pays (or all the centers are one point): a leaf, however many, unless it is far over the size
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if (count <= leaf * 4) {
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return makeLeaf();
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}
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const half = from + (count >> 1);
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meta[node * 3 + 2] = 0;
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build(from, half);
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meta[node * 3] = build(half, to);
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return node;
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}
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// partition by the chosen bin
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const scale = best.bins / (cmax[best.axis] - cmin[best.axis]);
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let [i, j] = [from, to - 1];
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while (i <= j) {
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const b = Math.min(best.bins - 1, Math.floor((mid[at[i] * 3 + best.axis] - cmin[best.axis]) * scale));
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if (b <= best.bin) {
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i++;
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} else {
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[at[i], at[j]] = [at[j], at[i]];
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j--;
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}
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}
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// a split that left one side empty (rounding): the middle
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const cut = i === from || i === to ? from + (count >> 1) : i;
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meta[node * 3 + 2] = best.axis;
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build(from, cut);
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meta[node * 3] = build(cut, to);
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return node;
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};
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build(0, n);
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return {bounds: bounds.slice(0, nodes * 6), meta: meta.slice(0, nodes * 3), at, nodes};
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}
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const EMPTY = {bounds: new Float64Array(0), meta: new Int32Array(0), data: new Float64Array(0), ids: new Int32Array(0), nodes: 0};
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/**
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* The tree over some triangles.
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* @param {Float64Array} tris A triangle each, nine numbers: its first corner, then its two edges from it.
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* @param {Int32Array | number[]} [ids] The triangles to take; all by default.
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* @param {{leaf?: number}} [options] `leaf`: the most triangles a leaf holds.
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* @return {{bounds: Float64Array, meta: Int32Array, data: Float64Array, ids: Int32Array, nodes: number}} A node's box (six numbers) and
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* `meta` (three: a leaf's first triangle and its count, else its right child, 0, its split axis); `data` the triangles in leaf order
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* (the tris' layout), `ids` their numbers in `tris`.
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*/
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export function buildBvh(tris, ids = Int32Array.from({length: tris.length / 9}, (_, i) => i), {leaf = 4} = {}) {
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const n = ids.length;
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if (n === 0) {
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return EMPTY;
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}
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const order = Int32Array.from(ids);
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const lo = new Float64Array(n * 3), hi = new Float64Array(n * 3);
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for (let k = 0; k < n; k++) {
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const o = order[k] * 9;
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for (let a = 0; a < 3; a++) {
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const p = tris[o + a], q = p + tris[o + 3 + a], r = p + tris[o + 6 + a];
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lo[k * 3 + a] = Math.min(p, q, r);
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hi[k * 3 + a] = Math.max(p, q, r);
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}
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}
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const {bounds, meta, at, nodes} = buildTree(lo, hi, leaf);
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const data = new Float64Array(n * 9);
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const sorted = new Int32Array(n);
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for (let k = 0; k < n; k++) {
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sorted[k] = order[at[k]];
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data.set(tris.subarray(sorted[k] * 9, sorted[k] * 9 + 9), k * 9);
|
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}
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return {bounds, meta, data, ids: sorted, nodes};
|
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}
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/**
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* The triangles of groups of vertices and indices, as `buildBvh` takes them: nine numbers each, a corner and its two edges from it, the
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* groups' triangles one after the other, so a triangle's number is its place in the groups' order.
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* @param {{vertices: ArrayLike<number>, triangles: ArrayLike<number>}[]} groups x, y, z a vertex; three indices a triangle.
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* @param {Float64Array} [result] Of the right size: filled instead of a new array, for triangles that moved (`refitBvh`).
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* @return {Float64Array}
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*/
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export function trianglesOf(groups, result) {
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const tris = result ?? new Float64Array(9 * groups.reduce((sum, {triangles}) => sum + triangles.length / 3, 0));
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let n = 0;
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for (const {vertices: v, triangles: t} of groups) {
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for (let k = 0; k < t.length; k += 3, n++) {
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const [a, b, c] = [t[k] * 3, t[k + 1] * 3, t[k + 2] * 3];
|
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tris[n * 9] = v[a];
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tris[n * 9 + 1] = v[a + 1];
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tris[n * 9 + 2] = v[a + 2];
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tris[n * 9 + 3] = v[b] - v[a];
|
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|
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tris[n * 9 + 4] = v[b + 1] - v[a + 1];
|
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|
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tris[n * 9 + 5] = v[b + 2] - v[a + 2];
|
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|
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tris[n * 9 + 6] = v[c] - v[a];
|
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|
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tris[n * 9 + 7] = v[c + 1] - v[a + 1];
|
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|
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tris[n * 9 + 8] = v[c + 2] - v[a + 2];
|
|
211
|
+
}
|
|
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|
+
}
|
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213
|
+
return tris;
|
|
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|
+
}
|
|
215
|
+
|
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216
|
+
/**
|
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217
|
+
* The tree kept for triangles that have moved: their new corners and edges taken, and every box made again from the leaves up, the
|
|
218
|
+
* tree's shape as it was. A few milliseconds for 45,000 triangles, where a build takes 130; the tree answers right at once, and
|
|
219
|
+
* the more the triangles have gone from where it was built for them the slower it answers (boxes grown to cover both places): build it
|
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220
|
+
* again when many have moved far.
|
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221
|
+
* @param {ReturnType<typeof buildBvh>} bvh A tree made by `buildBvh`, changed in place: the queries made of it follow.
|
|
222
|
+
* @param {Float64Array} tris The triangles the tree was built from, moved: the same layout and numbers.
|
|
223
|
+
* @return {ReturnType<typeof buildBvh>} The same tree.
|
|
224
|
+
*/
|
|
225
|
+
export function refitBvh(bvh, tris) {
|
|
226
|
+
const {bounds, meta, data, ids, nodes} = bvh;
|
|
227
|
+
if (data.length !== ids.length * 9) {
|
|
228
|
+
throw new Error('refitBvh: not a tree of triangles (nine numbers an element)');
|
|
229
|
+
}
|
|
230
|
+
for (let k = 0; k < ids.length; k++) {
|
|
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|
+
data.set(tris.subarray(ids[k] * 9, ids[k] * 9 + 9), k * 9);
|
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232
|
+
}
|
|
233
|
+
// a node comes before its children: from the last, each node's children are done
|
|
234
|
+
for (let node = nodes - 1; node >= 0; node--) {
|
|
235
|
+
const b = node * 6;
|
|
236
|
+
const count = meta[node * 3 + 1];
|
|
237
|
+
if (count > 0) {
|
|
238
|
+
const first = meta[node * 3];
|
|
239
|
+
for (let a = 0; a < 3; a++) {
|
|
240
|
+
let [low, high] = [Infinity, -Infinity];
|
|
241
|
+
for (let k = first; k < first + count; k++) {
|
|
242
|
+
const p = data[k * 9 + a], q = p + data[k * 9 + 3 + a], r = p + data[k * 9 + 6 + a];
|
|
243
|
+
low = Math.min(low, p, q, r);
|
|
244
|
+
high = Math.max(high, p, q, r);
|
|
245
|
+
}
|
|
246
|
+
bounds[b + a] = low;
|
|
247
|
+
bounds[b + 3 + a] = high;
|
|
248
|
+
}
|
|
249
|
+
} else {
|
|
250
|
+
const [left, right] = [(node + 1) * 6, meta[node * 3] * 6];
|
|
251
|
+
for (let a = 0; a < 3; a++) {
|
|
252
|
+
bounds[b + a] = Math.min(bounds[left + a], bounds[right + a]);
|
|
253
|
+
bounds[b + 3 + a] = Math.max(bounds[left + 3 + a], bounds[right + 3 + a]);
|
|
254
|
+
}
|
|
255
|
+
}
|
|
256
|
+
}
|
|
257
|
+
return bvh;
|
|
258
|
+
}
|
|
259
|
+
|
|
260
|
+
/**
|
|
261
|
+
* The tree over some line segments, for `segmentQueries`.
|
|
262
|
+
* @param {Float64Array} segments A segment each, six numbers: its two ends.
|
|
263
|
+
* @param {Int32Array | number[]} [ids] The segments to take; all by default.
|
|
264
|
+
* @param {{leaf?: number}} [options] `leaf`: the most segments a leaf holds.
|
|
265
|
+
* @return {{bounds: Float64Array, meta: Int32Array, data: Float64Array, ids: Int32Array, nodes: number}} As `buildBvh`'s, `data` six numbers a segment.
|
|
266
|
+
*/
|
|
267
|
+
export function buildSegmentBvh(segments, ids = Int32Array.from({length: segments.length / 6}, (_, i) => i), {leaf = 4} = {}) {
|
|
268
|
+
const n = ids.length;
|
|
269
|
+
if (n === 0) {
|
|
270
|
+
return EMPTY;
|
|
271
|
+
}
|
|
272
|
+
const order = Int32Array.from(ids);
|
|
273
|
+
const lo = new Float64Array(n * 3), hi = new Float64Array(n * 3);
|
|
274
|
+
for (let k = 0; k < n; k++) {
|
|
275
|
+
for (let a = 0; a < 3; a++) {
|
|
276
|
+
const [p, q] = [segments[order[k] * 6 + a], segments[order[k] * 6 + 3 + a]];
|
|
277
|
+
lo[k * 3 + a] = Math.min(p, q);
|
|
278
|
+
hi[k * 3 + a] = Math.max(p, q);
|
|
279
|
+
}
|
|
280
|
+
}
|
|
281
|
+
const {bounds, meta, at, nodes} = buildTree(lo, hi, leaf);
|
|
282
|
+
const data = new Float64Array(n * 6);
|
|
283
|
+
const sorted = new Int32Array(n);
|
|
284
|
+
for (let k = 0; k < n; k++) {
|
|
285
|
+
sorted[k] = order[at[k]];
|
|
286
|
+
data.set(segments.subarray(sorted[k] * 6, sorted[k] * 6 + 6), k * 6);
|
|
287
|
+
}
|
|
288
|
+
return {bounds, meta, data, ids: sorted, nodes};
|
|
289
|
+
}
|
|
290
|
+
|
|
291
|
+
/**
|
|
292
|
+
* The queries of a tree built by `buildBvh`: a ray from (px, py, pz) along the unit (dx, dy, dz), the triangles hit within `reach` meters,
|
|
293
|
+
* both sides of a face (a hit nearer than `min` is not one); the triangle nearest a point.
|
|
294
|
+
* @param {ReturnType<typeof buildBvh>} bvh
|
|
295
|
+
* @param {{min?: number}} [options] `min`: the least distance a hit is from the ray's start, 0.1 mm by default: a ray starting on a surface is
|
|
296
|
+
* not to hit it. A negative one (`-Infinity`) lets a hit at the start count: a mover standing on a floor.
|
|
297
|
+
*/
|
|
298
|
+
export function bvhQueries({bounds, meta, data, ids, nodes}, {min = 1e-4} = {}) {
|
|
299
|
+
/**
|
|
300
|
+
* @param {number} k
|
|
301
|
+
* @param {number} px
|
|
302
|
+
* @param {number} py
|
|
303
|
+
* @param {number} pz
|
|
304
|
+
* @param {number} dx
|
|
305
|
+
* @param {number} dy
|
|
306
|
+
* @param {number} dz
|
|
307
|
+
*/
|
|
308
|
+
const hit = (k, px, py, pz, dx, dy, dz) => {
|
|
309
|
+
const o = k * 9;
|
|
310
|
+
const e1x = data[o + 3], e1y = data[o + 4], e1z = data[o + 5], e2x = data[o + 6], e2y = data[o + 7], e2z = data[o + 8];
|
|
311
|
+
const hx = dy * e2z - dz * e2y, hy = dz * e2x - dx * e2z, hz = dx * e2y - dy * e2x;
|
|
312
|
+
const a = e1x * hx + e1y * hy + e1z * hz;
|
|
313
|
+
if (a > -1e-12 && a < 1e-12) {
|
|
314
|
+
return -1;
|
|
315
|
+
}
|
|
316
|
+
const f = 1 / a, sx = px - data[o], sy = py - data[o + 1], sz = pz - data[o + 2];
|
|
317
|
+
const u = f * (sx * hx + sy * hy + sz * hz);
|
|
318
|
+
if (u < 0 || u > 1) {
|
|
319
|
+
return -1;
|
|
320
|
+
}
|
|
321
|
+
const qx = sy * e1z - sz * e1y, qy = sz * e1x - sx * e1z, qz = sx * e1y - sy * e1x;
|
|
322
|
+
const v = f * (dx * qx + dy * qy + dz * qz);
|
|
323
|
+
if (v < 0 || u + v > 1) {
|
|
324
|
+
return -1;
|
|
325
|
+
}
|
|
326
|
+
const t = f * (e2x * qx + e2y * qy + e2z * qz);
|
|
327
|
+
return t > min ? t : -1;
|
|
328
|
+
};
|
|
329
|
+
// where a ray enters a node's box, or Infinity: the slab test, over the ray's inverse direction
|
|
330
|
+
/**
|
|
331
|
+
* @param {number} node
|
|
332
|
+
* @param {number} px
|
|
333
|
+
* @param {number} py
|
|
334
|
+
* @param {number} pz
|
|
335
|
+
* @param {number} ix
|
|
336
|
+
* @param {number} iy
|
|
337
|
+
* @param {number} iz
|
|
338
|
+
* @param {number} tmax
|
|
339
|
+
*/
|
|
340
|
+
const enter = (node, px, py, pz, ix, iy, iz, tmax) => {
|
|
341
|
+
const b = node * 6;
|
|
342
|
+
let t0 = 0, t1 = tmax;
|
|
343
|
+
let a = (bounds[b] - px) * ix, c = (bounds[b + 3] - px) * ix;
|
|
344
|
+
t0 = Math.max(t0, a < c ? a : c);
|
|
345
|
+
t1 = Math.min(t1, a < c ? c : a);
|
|
346
|
+
a = (bounds[b + 1] - py) * iy;
|
|
347
|
+
c = (bounds[b + 4] - py) * iy;
|
|
348
|
+
t0 = Math.max(t0, a < c ? a : c);
|
|
349
|
+
t1 = Math.min(t1, a < c ? c : a);
|
|
350
|
+
a = (bounds[b + 2] - pz) * iz;
|
|
351
|
+
c = (bounds[b + 5] - pz) * iz;
|
|
352
|
+
t0 = Math.max(t0, a < c ? a : c);
|
|
353
|
+
t1 = Math.min(t1, a < c ? c : a);
|
|
354
|
+
return t0 <= t1 ? t0 : Infinity;
|
|
355
|
+
};
|
|
356
|
+
|
|
357
|
+
// a ray's way down the tree. A node's box is tested when the node is reached, with the reach the ray has by then; the child the ray
|
|
358
|
+
// meets first (by its sign on the split axis) is walked, the other left on the stack: a query that stops early never tests it.
|
|
359
|
+
/**
|
|
360
|
+
* @param {number} px
|
|
361
|
+
* @param {number} py
|
|
362
|
+
* @param {number} pz
|
|
363
|
+
* @param {number} dx
|
|
364
|
+
* @param {number} dy
|
|
365
|
+
* @param {number} dz
|
|
366
|
+
* @param {number} reach
|
|
367
|
+
* @param {(k: number, t: number, reach: number) => number} found
|
|
368
|
+
*/
|
|
369
|
+
const unit = (px, py, pz, dx, dy, dz, reach, found) => {
|
|
370
|
+
// `found(k, t, reach)` per triangle hit: the reach to go on with, or a negative number to stop; called for each triangle in a leaf reached
|
|
371
|
+
if (nodes === 0) {
|
|
372
|
+
return;
|
|
373
|
+
}
|
|
374
|
+
const [ix, iy, iz] = [1 / dx, 1 / dy, 1 / dz];
|
|
375
|
+
let tmax = reach;
|
|
376
|
+
let top = 0;
|
|
377
|
+
let node = 0;
|
|
378
|
+
for (;;) {
|
|
379
|
+
if (enter(node, px, py, pz, ix, iy, iz, tmax) !== Infinity) {
|
|
380
|
+
const count = meta[node * 3 + 1];
|
|
381
|
+
if (count > 0) {
|
|
382
|
+
const first = meta[node * 3];
|
|
383
|
+
for (let k = first; k < first + count; k++) {
|
|
384
|
+
const t = hit(k, px, py, pz, dx, dy, dz);
|
|
385
|
+
if (t >= 0 && t <= tmax) {
|
|
386
|
+
tmax = found(k, t, tmax);
|
|
387
|
+
if (tmax < 0) {
|
|
388
|
+
return;
|
|
389
|
+
}
|
|
390
|
+
}
|
|
391
|
+
}
|
|
392
|
+
} else {
|
|
393
|
+
const axis = meta[node * 3 + 2];
|
|
394
|
+
const negative = axis === 0 ? dx < 0 : axis === 1 ? dy < 0 : dz < 0;
|
|
395
|
+
const right = meta[node * 3];
|
|
396
|
+
stackNode[top++] = negative ? node + 1 : right;
|
|
397
|
+
node = negative ? right : node + 1;
|
|
398
|
+
continue;
|
|
399
|
+
}
|
|
400
|
+
}
|
|
401
|
+
if (top === 0) {
|
|
402
|
+
return;
|
|
403
|
+
}
|
|
404
|
+
node = stackNode[--top];
|
|
405
|
+
}
|
|
406
|
+
};
|
|
407
|
+
|
|
408
|
+
// the squared distance from a point to a node's box
|
|
409
|
+
/**
|
|
410
|
+
* @param {number} node
|
|
411
|
+
* @param {number} px
|
|
412
|
+
* @param {number} py
|
|
413
|
+
* @param {number} pz
|
|
414
|
+
*/
|
|
415
|
+
const boxDistance2 = (node, px, py, pz) => {
|
|
416
|
+
const b = node * 6;
|
|
417
|
+
const dx = Math.max(bounds[b] - px, 0, px - bounds[b + 3]);
|
|
418
|
+
const dy = Math.max(bounds[b + 1] - py, 0, py - bounds[b + 4]);
|
|
419
|
+
const dz = Math.max(bounds[b + 2] - pz, 0, pz - bounds[b + 5]);
|
|
420
|
+
return dx * dx + dy * dy + dz * dz;
|
|
421
|
+
};
|
|
422
|
+
// the offset from a triangle's corner to the nearest point of it, as triangleDistance2 last found it
|
|
423
|
+
const offset = new Float64Array(3);
|
|
424
|
+
// the squared distance from a point to a triangle: to the nearest point of it, by the region the point falls in (Ericson's)
|
|
425
|
+
/**
|
|
426
|
+
* @param {number} k
|
|
427
|
+
* @param {number} px
|
|
428
|
+
* @param {number} py
|
|
429
|
+
* @param {number} pz
|
|
430
|
+
*/
|
|
431
|
+
const triangleDistance2 = (k, px, py, pz) => {
|
|
432
|
+
const o = k * 9;
|
|
433
|
+
const [abx, aby, abz, acx, acy, acz] = [data[o + 3], data[o + 4], data[o + 5], data[o + 6], data[o + 7], data[o + 8]];
|
|
434
|
+
const [apx, apy, apz] = [px - data[o], py - data[o + 1], pz - data[o + 2]];
|
|
435
|
+
const to = (/** @type {number} */ x, /** @type {number} */ y, /** @type {number} */ z) => {
|
|
436
|
+
offset[0] = x;
|
|
437
|
+
offset[1] = y;
|
|
438
|
+
offset[2] = z;
|
|
439
|
+
return (apx - x) ** 2 + (apy - y) ** 2 + (apz - z) ** 2;
|
|
440
|
+
};
|
|
441
|
+
const d1 = abx * apx + aby * apy + abz * apz, d2 = acx * apx + acy * apy + acz * apz;
|
|
442
|
+
if (d1 <= 0 && d2 <= 0) {
|
|
443
|
+
return to(0, 0, 0);
|
|
444
|
+
}
|
|
445
|
+
const [bpx, bpy, bpz] = [apx - abx, apy - aby, apz - abz];
|
|
446
|
+
const d3 = abx * bpx + aby * bpy + abz * bpz, d4 = acx * bpx + acy * bpy + acz * bpz;
|
|
447
|
+
if (d3 >= 0 && d4 <= d3) {
|
|
448
|
+
return to(abx, aby, abz);
|
|
449
|
+
}
|
|
450
|
+
const vc = d1 * d4 - d3 * d2;
|
|
451
|
+
if (vc <= 0 && d1 >= 0 && d3 <= 0) {
|
|
452
|
+
const v = d1 / (d1 - d3);
|
|
453
|
+
return to(abx * v, aby * v, abz * v);
|
|
454
|
+
}
|
|
455
|
+
const [cpx, cpy, cpz] = [apx - acx, apy - acy, apz - acz];
|
|
456
|
+
const d5 = abx * cpx + aby * cpy + abz * cpz, d6 = acx * cpx + acy * cpy + acz * cpz;
|
|
457
|
+
if (d6 >= 0 && d5 <= d6) {
|
|
458
|
+
return to(acx, acy, acz);
|
|
459
|
+
}
|
|
460
|
+
const vb = d5 * d2 - d1 * d6;
|
|
461
|
+
if (vb <= 0 && d2 >= 0 && d6 <= 0) {
|
|
462
|
+
const w = d2 / (d2 - d6);
|
|
463
|
+
return to(acx * w, acy * w, acz * w);
|
|
464
|
+
}
|
|
465
|
+
const va = d3 * d6 - d5 * d4;
|
|
466
|
+
if (va <= 0 && d4 - d3 >= 0 && d5 - d6 >= 0) {
|
|
467
|
+
const w = (d4 - d3) / (d4 - d3 + d5 - d6);
|
|
468
|
+
return to(abx + (acx - abx) * w, aby + (acy - aby) * w, abz + (acz - abz) * w);
|
|
469
|
+
}
|
|
470
|
+
const denominator = 1 / (va + vb + vc);
|
|
471
|
+
const [v, w] = [vb * denominator, vc * denominator];
|
|
472
|
+
return to(abx * v + acx * w, aby * v + acy * w, abz * v + acz * w);
|
|
473
|
+
};
|
|
474
|
+
|
|
475
|
+
return {
|
|
476
|
+
/** The distance to the nearest hit within `reach`, or Infinity. */
|
|
477
|
+
nearest(/** @type {number} */ px, /** @type {number} */ py, /** @type {number} */ pz, /** @type {number} */ dx, /** @type {number} */ dy, /** @type {number} */ dz, /** @type {number} */ reach) {
|
|
478
|
+
let best = Infinity;
|
|
479
|
+
unit(px, py, pz, dx, dy, dz, reach, (_k, t) => ((best = t), t));
|
|
480
|
+
return best;
|
|
481
|
+
},
|
|
482
|
+
/** The nearest hit within `reach`: its triangle's number (in the `tris` the tree was built from) and its distance; none: undefined. */
|
|
483
|
+
nearestHit(/** @type {number} */ px, /** @type {number} */ py, /** @type {number} */ pz, /** @type {number} */ dx, /** @type {number} */ dy, /** @type {number} */ dz, /** @type {number} */ reach) {
|
|
484
|
+
let [best, found] = [Infinity, -1];
|
|
485
|
+
unit(px, py, pz, dx, dy, dz, reach, (k, t) => ((best = t), (found = k), t));
|
|
486
|
+
return found < 0 ? undefined : {triangle: ids[found], distance: best};
|
|
487
|
+
},
|
|
488
|
+
/**
|
|
489
|
+
* A triangle hit within `reach`, its number, or -1 if none is. `hint`, a triangle that blocked a ray before, is tried first: the rays of
|
|
490
|
+
* one point toward a sun five minutes on are near the last, and the same triangle most often stops them.
|
|
491
|
+
*/
|
|
492
|
+
any(/** @type {number} */ px, /** @type {number} */ py, /** @type {number} */ pz, /** @type {number} */ dx, /** @type {number} */ dy, /** @type {number} */ dz, /** @type {number} */ reach, /** @type {number} */ hint = -1) {
|
|
493
|
+
if (hint >= 0) {
|
|
494
|
+
const t = hit(hint, px, py, pz, dx, dy, dz);
|
|
495
|
+
if (t >= 0 && t <= reach) {
|
|
496
|
+
return hint;
|
|
497
|
+
}
|
|
498
|
+
}
|
|
499
|
+
let found = -1;
|
|
500
|
+
unit(px, py, pz, dx, dy, dz, reach, k => ((found = k), -1));
|
|
501
|
+
return found;
|
|
502
|
+
},
|
|
503
|
+
/** How many triangles are hit within `reach`, to `cap`. */
|
|
504
|
+
count(/** @type {number} */ px, /** @type {number} */ py, /** @type {number} */ pz, /** @type {number} */ dx, /** @type {number} */ dy, /** @type {number} */ dz, /** @type {number} */ reach, /** @type {number} */ cap = Infinity) {
|
|
505
|
+
let n = 0;
|
|
506
|
+
unit(px, py, pz, dx, dy, dz, reach, (_k, _t, tmax) => (++n >= cap ? -1 : tmax));
|
|
507
|
+
return n;
|
|
508
|
+
},
|
|
509
|
+
/** The distances of every hit within `reach`, nearest first. */
|
|
510
|
+
hits(/** @type {number} */ px, /** @type {number} */ py, /** @type {number} */ pz, /** @type {number} */ dx, /** @type {number} */ dy, /** @type {number} */ dz, /** @type {number} */ reach) {
|
|
511
|
+
/** @type {number[]} */
|
|
512
|
+
const found = [];
|
|
513
|
+
unit(px, py, pz, dx, dy, dz, reach, (_k, t, tmax) => (found.push(t), tmax));
|
|
514
|
+
return found.sort((a, b) => a - b);
|
|
515
|
+
},
|
|
516
|
+
/** The triangle nearest a point within `radius` meters, its number (in the `tris` the tree was built from), its distance and the nearest point of it; none: undefined. */
|
|
517
|
+
closest(/** @type {number} */ px, /** @type {number} */ py, /** @type {number} */ pz, /** @type {number} */ radius) {
|
|
518
|
+
if (nodes === 0) {
|
|
519
|
+
return undefined;
|
|
520
|
+
}
|
|
521
|
+
let [best, found, top, node, near] = [radius * radius, -1, 0, 0, boxDistance2(0, px, py, pz)];
|
|
522
|
+
for (;;) {
|
|
523
|
+
if (near <= best) {
|
|
524
|
+
const count = meta[node * 3 + 1];
|
|
525
|
+
if (count > 0) {
|
|
526
|
+
const first = meta[node * 3];
|
|
527
|
+
for (let k = first; k < first + count; k++) {
|
|
528
|
+
const d = triangleDistance2(k, px, py, pz);
|
|
529
|
+
if (d <= best) {
|
|
530
|
+
[best, found] = [d, k];
|
|
531
|
+
}
|
|
532
|
+
}
|
|
533
|
+
} else {
|
|
534
|
+
const [left, right] = [node + 1, meta[node * 3]];
|
|
535
|
+
const [dl, dr] = [boxDistance2(left, px, py, pz), boxDistance2(right, px, py, pz)];
|
|
536
|
+
const [first, second, df, ds] = dl <= dr ? [left, right, dl, dr] : [right, left, dr, dl];
|
|
537
|
+
if (ds <= best) {
|
|
538
|
+
stackNode[top] = second;
|
|
539
|
+
stackNear[top++] = ds;
|
|
540
|
+
}
|
|
541
|
+
[node, near] = [first, df];
|
|
542
|
+
continue;
|
|
543
|
+
}
|
|
544
|
+
}
|
|
545
|
+
do {
|
|
546
|
+
if (top === 0) {
|
|
547
|
+
if (found < 0) {
|
|
548
|
+
return undefined;
|
|
549
|
+
}
|
|
550
|
+
triangleDistance2(found, px, py, pz);
|
|
551
|
+
const o = found * 9;
|
|
552
|
+
const point = [0, 1, 2].map(a => data[o + a] + offset[a]);
|
|
553
|
+
return {triangle: ids[found], distance: Math.sqrt(best), point};
|
|
554
|
+
}
|
|
555
|
+
top--;
|
|
556
|
+
[node, near] = [stackNode[top], stackNear[top]];
|
|
557
|
+
} while (near > best);
|
|
558
|
+
}
|
|
559
|
+
},
|
|
560
|
+
};
|
|
561
|
+
}
|
|
562
|
+
|
|
563
|
+
/**
|
|
564
|
+
* The queries of a tree built by `buildSegmentBvh`: the segments within a distance of a point, and those whose boxes meet a box. Each gives the
|
|
565
|
+
* segments' numbers in the array the tree was built from, in no order.
|
|
566
|
+
* @param {ReturnType<typeof buildSegmentBvh>} bvh
|
|
567
|
+
*/
|
|
568
|
+
export function segmentQueries({bounds, meta, data, ids, nodes}) {
|
|
569
|
+
// walks the nodes whose boxes `reaches` says, and gives the leaves' segments `takes` says
|
|
570
|
+
/**
|
|
571
|
+
* @param {(node: number) => boolean} reaches A node's offset in `bounds`.
|
|
572
|
+
* @param {(segment: number) => boolean} takes A segment's offset in `data`.
|
|
573
|
+
*/
|
|
574
|
+
const walk = (reaches, takes) => {
|
|
575
|
+
/** @type {number[]} */
|
|
576
|
+
const found = [];
|
|
577
|
+
if (nodes === 0) {
|
|
578
|
+
return found;
|
|
579
|
+
}
|
|
580
|
+
let [top, node] = [0, 0];
|
|
581
|
+
for (;;) {
|
|
582
|
+
if (reaches(node * 6)) {
|
|
583
|
+
const count = meta[node * 3 + 1];
|
|
584
|
+
if (count > 0) {
|
|
585
|
+
for (let k = meta[node * 3]; k < meta[node * 3] + count; k++) {
|
|
586
|
+
if (takes(k * 6)) {
|
|
587
|
+
found.push(ids[k]);
|
|
588
|
+
}
|
|
589
|
+
}
|
|
590
|
+
} else {
|
|
591
|
+
stackNode[top++] = meta[node * 3];
|
|
592
|
+
node += 1;
|
|
593
|
+
continue;
|
|
594
|
+
}
|
|
595
|
+
}
|
|
596
|
+
if (top === 0) {
|
|
597
|
+
return found;
|
|
598
|
+
}
|
|
599
|
+
node = stackNode[--top];
|
|
600
|
+
}
|
|
601
|
+
};
|
|
602
|
+
return {
|
|
603
|
+
/** The segments within `radius` meters of a point. */
|
|
604
|
+
near(/** @type {number} */ px, /** @type {number} */ py, /** @type {number} */ pz, /** @type {number} */ radius) {
|
|
605
|
+
const r2 = radius * radius;
|
|
606
|
+
return walk(b => {
|
|
607
|
+
const dx = Math.max(bounds[b] - px, 0, px - bounds[b + 3]);
|
|
608
|
+
const dy = Math.max(bounds[b + 1] - py, 0, py - bounds[b + 4]);
|
|
609
|
+
const dz = Math.max(bounds[b + 2] - pz, 0, pz - bounds[b + 5]);
|
|
610
|
+
return dx * dx + dy * dy + dz * dz <= r2;
|
|
611
|
+
}, o => {
|
|
612
|
+
const [ax, ay, az] = [data[o], data[o + 1], data[o + 2]];
|
|
613
|
+
const [rx, ry, rz] = [data[o + 3] - ax, data[o + 4] - ay, data[o + 5] - az];
|
|
614
|
+
const length = rx * rx + ry * ry + rz * rz;
|
|
615
|
+
const t = length > 0 ? Math.min(1, Math.max(0, ((px - ax) * rx + (py - ay) * ry + (pz - az) * rz) / length)) : 0;
|
|
616
|
+
const [dx, dy, dz] = [px - ax - t * rx, py - ay - t * ry, pz - az - t * rz];
|
|
617
|
+
return dx * dx + dy * dy + dz * dz <= r2;
|
|
618
|
+
});
|
|
619
|
+
},
|
|
620
|
+
/** The segments whose boxes (an end to the other) meet the box from (x0, y0, z0) to (x1, y1, z1). */
|
|
621
|
+
overlapping(/** @type {number} */ x0, /** @type {number} */ y0, /** @type {number} */ z0, /** @type {number} */ x1, /** @type {number} */ y1, /** @type {number} */ z1) {
|
|
622
|
+
return walk(b => bounds[b] <= x1 && bounds[b + 3] >= x0 && bounds[b + 1] <= y1 && bounds[b + 4] >= y0 && bounds[b + 2] <= z1 && bounds[b + 5] >= z0,
|
|
623
|
+
o => Math.min(data[o], data[o + 3]) <= x1 && Math.max(data[o], data[o + 3]) >= x0 && Math.min(data[o + 1], data[o + 4]) <= y1
|
|
624
|
+
&& Math.max(data[o + 1], data[o + 4]) >= y0 && Math.min(data[o + 2], data[o + 5]) <= z1 && Math.max(data[o + 2], data[o + 5]) >= z0);
|
|
625
|
+
},
|
|
626
|
+
};
|
|
627
|
+
}
|
package/package.json
CHANGED
|
@@ -1,6 +1,24 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@geoblocks/cesium-bvh",
|
|
3
|
-
"version": "0.
|
|
4
|
-
"
|
|
5
|
-
"
|
|
6
|
-
|
|
3
|
+
"version": "0.2.0",
|
|
4
|
+
"license": "BSD-3-Clause",
|
|
5
|
+
"type": "module",
|
|
6
|
+
"repository": {
|
|
7
|
+
"type": "git",
|
|
8
|
+
"url": "https://github.com/geoblocks/cesium-helpers/",
|
|
9
|
+
"directory": "packages/cesium-bvh"
|
|
10
|
+
},
|
|
11
|
+
"main": "cesium-bvh.js",
|
|
12
|
+
"module": "cesium-bvh.js",
|
|
13
|
+
"sideEffects": false,
|
|
14
|
+
"exports": {
|
|
15
|
+
".": "./cesium-bvh.js"
|
|
16
|
+
},
|
|
17
|
+
"files": [
|
|
18
|
+
"cesium-bvh.js"
|
|
19
|
+
],
|
|
20
|
+
"publishConfig": {
|
|
21
|
+
"access": "public"
|
|
22
|
+
},
|
|
23
|
+
"gitHead": "c1e407611f437b0da1057ef0373c74ace28ad58a"
|
|
24
|
+
}
|