@geoblocks/cesium-bvh 0.0.0-stage → 0.3.0
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- package/LICENSE +29 -0
- package/README.md +59 -2
- package/dist/cesium-bvh.d.ts +100 -0
- package/dist/cesium-bvh.d.ts.map +1 -0
- package/dist/cesium-bvh.js +635 -0
- package/dist/cesium-bvh.js.map +1 -0
- package/package.json +33 -4
- package/src/cesium-bvh.js +627 -0
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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/**
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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 declare function buildBvh(tris: Float64Array, ids?: Int32Array | number[], { leaf }?: {
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leaf?: number;
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}): {
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bounds: Float64Array;
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meta: Int32Array;
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data: Float64Array;
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ids: Int32Array;
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nodes: number;
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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 declare function trianglesOf(groups: {
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vertices: ArrayLike<number>;
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triangles: ArrayLike<number>;
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}[], result?: Float64Array): Float64Array;
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/**
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* The tree kept for triangles that have moved: their new corners and edges taken, and every box made again from the leaves up, the
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* 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
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* 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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* again when many have moved far.
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* @param {ReturnType<typeof buildBvh>} bvh A tree made by `buildBvh`, changed in place: the queries made of it follow.
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* @param {Float64Array} tris The triangles the tree was built from, moved: the same layout and numbers.
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* @return {ReturnType<typeof buildBvh>} The same tree.
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*/
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export declare function refitBvh(bvh: ReturnType<typeof buildBvh>, tris: Float64Array): ReturnType<typeof buildBvh>;
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/**
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* The tree over some line segments, for `segmentQueries`.
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* @param {Float64Array} segments A segment each, six numbers: its two ends.
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* @param {Int32Array | number[]} [ids] The segments to take; all by default.
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* @param {{leaf?: number}} [options] `leaf`: the most segments a leaf holds.
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* @return {{bounds: Float64Array, meta: Int32Array, data: Float64Array, ids: Int32Array, nodes: number}} As `buildBvh`'s, `data` six numbers a segment.
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*/
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export declare function buildSegmentBvh(segments: Float64Array, ids?: Int32Array | number[], { leaf }?: {
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leaf?: number;
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}): {
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bounds: Float64Array;
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meta: Int32Array;
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data: Float64Array;
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ids: Int32Array;
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nodes: number;
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};
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/**
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* 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,
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* both sides of a face (a hit nearer than `min` is not one); the triangle nearest a point.
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* @param {ReturnType<typeof buildBvh>} bvh
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* @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
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* not to hit it. A negative one (`-Infinity`) lets a hit at the start count: a mover standing on a floor.
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*/
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export declare function bvhQueries({ bounds, meta, data, ids, nodes }: ReturnType<typeof buildBvh>, { min }?: {
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min?: number;
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}): {
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/** The distance to the nearest hit within `reach`, or Infinity. */
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nearest(/** @type {number} */ px: number, /** @type {number} */ py: number, /** @type {number} */ pz: number, /** @type {number} */ dx: number, /** @type {number} */ dy: number, /** @type {number} */ dz: number, /** @type {number} */ reach: number): number;
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/** The nearest hit within `reach`: its triangle's number (in the `tris` the tree was built from) and its distance; none: undefined. */
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nearestHit(/** @type {number} */ px: number, /** @type {number} */ py: number, /** @type {number} */ pz: number, /** @type {number} */ dx: number, /** @type {number} */ dy: number, /** @type {number} */ dz: number, /** @type {number} */ reach: number): {
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triangle: number;
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distance: number;
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} | undefined;
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/**
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* 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
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* one point toward a sun five minutes on are near the last, and the same triangle most often stops them.
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*/
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any(/** @type {number} */ px: number, /** @type {number} */ py: number, /** @type {number} */ pz: number, /** @type {number} */ dx: number, /** @type {number} */ dy: number, /** @type {number} */ dz: number, /** @type {number} */ reach: number, /** @type {number} */ hint?: number): number;
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/** How many triangles are hit within `reach`, to `cap`. */
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count(/** @type {number} */ px: number, /** @type {number} */ py: number, /** @type {number} */ pz: number, /** @type {number} */ dx: number, /** @type {number} */ dy: number, /** @type {number} */ dz: number, /** @type {number} */ reach: number, /** @type {number} */ cap?: number): number;
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/** The distances of every hit within `reach`, nearest first. */
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hits(/** @type {number} */ px: number, /** @type {number} */ py: number, /** @type {number} */ pz: number, /** @type {number} */ dx: number, /** @type {number} */ dy: number, /** @type {number} */ dz: number, /** @type {number} */ reach: number): number[];
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/** 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. */
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closest(/** @type {number} */ px: number, /** @type {number} */ py: number, /** @type {number} */ pz: number, /** @type {number} */ radius: number): {
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triangle: number;
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distance: number;
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point: number[];
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} | undefined;
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};
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/**
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* 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
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* segments' numbers in the array the tree was built from, in no order.
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* @param {ReturnType<typeof buildSegmentBvh>} bvh
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*/
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export declare function segmentQueries({ bounds, meta, data, ids, nodes }: ReturnType<typeof buildSegmentBvh>): {
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/** The segments within `radius` meters of a point. */
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near(/** @type {number} */ px: number, /** @type {number} */ py: number, /** @type {number} */ pz: number, /** @type {number} */ radius: number): number[];
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/** The segments whose boxes (an end to the other) meet the box from (x0, y0, z0) to (x1, y1, z1). */
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overlapping(/** @type {number} */ x0: number, /** @type {number} */ y0: number, /** @type {number} */ z0: number, /** @type {number} */ x1: number, /** @type {number} */ y1: number, /** @type {number} */ z1: number): number[];
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};
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//# sourceMappingURL=cesium-bvh.d.ts.map
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