@math.gl/culling 3.5.6 → 3.6.0-alpha.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (132) hide show
  1. package/dist/constants.d.ts +6 -0
  2. package/dist/constants.d.ts.map +1 -0
  3. package/dist/constants.js +8 -0
  4. package/dist/es5/constants.js +7 -5
  5. package/dist/es5/constants.js.map +1 -1
  6. package/dist/es5/index.js +12 -24
  7. package/dist/es5/index.js.map +1 -1
  8. package/dist/es5/lib/algorithms/bounding-box-from-points.js +72 -123
  9. package/dist/es5/lib/algorithms/bounding-box-from-points.js.map +1 -1
  10. package/dist/es5/lib/algorithms/bounding-sphere-from-points.js +81 -109
  11. package/dist/es5/lib/algorithms/bounding-sphere-from-points.js.map +1 -1
  12. package/dist/es5/lib/algorithms/compute-eigen-decomposition.js +36 -37
  13. package/dist/es5/lib/algorithms/compute-eigen-decomposition.js.map +1 -1
  14. package/dist/es5/lib/bounding-volumes/axis-aligned-bounding-box.js +68 -74
  15. package/dist/es5/lib/bounding-volumes/axis-aligned-bounding-box.js.map +1 -1
  16. package/dist/es5/lib/bounding-volumes/bounding-sphere.js +93 -110
  17. package/dist/es5/lib/bounding-volumes/bounding-sphere.js.map +1 -1
  18. package/dist/es5/lib/bounding-volumes/bounding-volume.js +2 -0
  19. package/dist/es5/lib/bounding-volumes/bounding-volume.js.map +1 -0
  20. package/dist/es5/lib/bounding-volumes/oriented-bounding-box.js +190 -211
  21. package/dist/es5/lib/bounding-volumes/oriented-bounding-box.js.map +1 -1
  22. package/dist/es5/lib/culling-volume.js +80 -131
  23. package/dist/es5/lib/culling-volume.js.map +1 -1
  24. package/dist/es5/lib/perspective-frustum.js +73 -84
  25. package/dist/es5/lib/perspective-frustum.js.map +1 -1
  26. package/dist/es5/lib/perspective-off-center-frustum.js +114 -117
  27. package/dist/es5/lib/perspective-off-center-frustum.js.map +1 -1
  28. package/dist/es5/lib/plane.js +55 -69
  29. package/dist/es5/lib/plane.js.map +1 -1
  30. package/dist/esm/constants.js +7 -5
  31. package/dist/esm/constants.js.map +1 -1
  32. package/dist/esm/index.js +0 -2
  33. package/dist/esm/index.js.map +1 -1
  34. package/dist/esm/lib/algorithms/bounding-box-from-points.js.map +1 -1
  35. package/dist/esm/lib/algorithms/bounding-sphere-from-points.js.map +1 -1
  36. package/dist/esm/lib/algorithms/compute-eigen-decomposition.js.map +1 -1
  37. package/dist/esm/lib/bounding-volumes/axis-aligned-bounding-box.js +15 -6
  38. package/dist/esm/lib/bounding-volumes/axis-aligned-bounding-box.js.map +1 -1
  39. package/dist/esm/lib/bounding-volumes/bounding-sphere.js +9 -4
  40. package/dist/esm/lib/bounding-volumes/bounding-sphere.js.map +1 -1
  41. package/dist/esm/lib/bounding-volumes/bounding-volume.js +2 -0
  42. package/dist/esm/lib/bounding-volumes/bounding-volume.js.map +1 -0
  43. package/dist/esm/lib/bounding-volumes/oriented-bounding-box.js +5 -0
  44. package/dist/esm/lib/bounding-volumes/oriented-bounding-box.js.map +1 -1
  45. package/dist/esm/lib/culling-volume.js +10 -16
  46. package/dist/esm/lib/culling-volume.js.map +1 -1
  47. package/dist/esm/lib/perspective-frustum.js +31 -5
  48. package/dist/esm/lib/perspective-frustum.js.map +1 -1
  49. package/dist/esm/lib/perspective-off-center-frustum.js +31 -3
  50. package/dist/esm/lib/perspective-off-center-frustum.js.map +1 -1
  51. package/dist/esm/lib/plane.js +6 -1
  52. package/dist/esm/lib/plane.js.map +1 -1
  53. package/dist/index.d.ts +12 -0
  54. package/dist/index.d.ts.map +1 -0
  55. package/dist/index.js +13 -0
  56. package/{src → dist}/lib/algorithms/bounding-box-from-points.d.ts +3 -10
  57. package/dist/lib/algorithms/bounding-box-from-points.d.ts.map +1 -0
  58. package/dist/lib/algorithms/bounding-box-from-points.js +131 -0
  59. package/dist/{esm/lib → lib}/algorithms/bounding-sphere-from-points.d.ts +2 -5
  60. package/dist/lib/algorithms/bounding-sphere-from-points.d.ts.map +1 -0
  61. package/dist/lib/algorithms/bounding-sphere-from-points.js +142 -0
  62. package/dist/{es5/lib → lib}/algorithms/compute-eigen-decomposition.d.ts +7 -9
  63. package/dist/lib/algorithms/compute-eigen-decomposition.d.ts.map +1 -0
  64. package/dist/lib/algorithms/compute-eigen-decomposition.js +131 -0
  65. package/dist/lib/bounding-volumes/axis-aligned-bounding-box.d.ts +56 -0
  66. package/dist/lib/bounding-volumes/axis-aligned-bounding-box.d.ts.map +1 -0
  67. package/dist/lib/bounding-volumes/axis-aligned-bounding-box.js +111 -0
  68. package/dist/lib/bounding-volumes/bounding-sphere.d.ts +40 -0
  69. package/dist/lib/bounding-volumes/bounding-sphere.d.ts.map +1 -0
  70. package/dist/lib/bounding-volumes/bounding-sphere.js +118 -0
  71. package/dist/lib/bounding-volumes/bounding-volume.d.ts +30 -0
  72. package/dist/lib/bounding-volumes/bounding-volume.d.ts.map +1 -0
  73. package/dist/lib/bounding-volumes/bounding-volume.js +1 -0
  74. package/dist/lib/bounding-volumes/oriented-bounding-box.d.ts +67 -0
  75. package/dist/lib/bounding-volumes/oriented-bounding-box.d.ts.map +1 -0
  76. package/dist/lib/bounding-volumes/oriented-bounding-box.js +256 -0
  77. package/dist/lib/culling-volume.d.ts +46 -0
  78. package/dist/lib/culling-volume.d.ts.map +1 -0
  79. package/dist/lib/culling-volume.js +121 -0
  80. package/dist/lib/perspective-frustum.d.ts +140 -0
  81. package/dist/lib/perspective-frustum.d.ts.map +1 -0
  82. package/dist/lib/perspective-frustum.js +205 -0
  83. package/dist/lib/perspective-off-center-frustum.d.ts +122 -0
  84. package/dist/lib/perspective-off-center-frustum.d.ts.map +1 -0
  85. package/dist/lib/perspective-off-center-frustum.js +305 -0
  86. package/dist/lib/plane.d.ts +26 -0
  87. package/dist/lib/plane.d.ts.map +1 -0
  88. package/dist/lib/plane.js +63 -0
  89. package/package.json +4 -4
  90. package/src/constants.ts +8 -0
  91. package/src/{index.js → index.ts} +0 -4
  92. package/src/lib/algorithms/{bounding-box-from-points.js → bounding-box-from-points.ts} +17 -4
  93. package/src/lib/algorithms/{bounding-sphere-from-points.js → bounding-sphere-from-points.ts} +15 -1
  94. package/src/lib/algorithms/{compute-eigen-decomposition.js → compute-eigen-decomposition.ts} +40 -1
  95. package/src/lib/bounding-volumes/{axis-aligned-bounding-box.js → axis-aligned-bounding-box.ts} +45 -14
  96. package/src/lib/bounding-volumes/{bounding-sphere.js → bounding-sphere.ts} +44 -29
  97. package/src/lib/bounding-volumes/{bounding-volume.d.ts → bounding-volume.ts} +7 -7
  98. package/src/lib/bounding-volumes/{oriented-bounding-box.js → oriented-bounding-box.ts} +72 -14
  99. package/src/lib/{culling-volume.js → culling-volume.ts} +42 -34
  100. package/src/lib/{perspective-frustum.js → perspective-frustum.ts} +48 -66
  101. package/src/lib/{perspective-off-center-frustum.js → perspective-off-center-frustum.ts} +24 -14
  102. package/src/lib/{plane.js → plane.ts} +24 -17
  103. package/dist/es5/constants.d.ts +0 -6
  104. package/dist/es5/index.d.ts +0 -20
  105. package/dist/es5/lib/algorithms/bounding-box-from-points.d.ts +0 -22
  106. package/dist/es5/lib/algorithms/bounding-sphere-from-points.d.ts +0 -17
  107. package/dist/es5/lib/bounding-volumes/axis-aligned-bounding-box.d.ts +0 -51
  108. package/dist/es5/lib/bounding-volumes/bounding-sphere.d.ts +0 -52
  109. package/dist/es5/lib/bounding-volumes/bounding-volume.d.ts +0 -32
  110. package/dist/es5/lib/bounding-volumes/oriented-bounding-box.d.ts +0 -83
  111. package/dist/es5/lib/culling-volume.d.ts +0 -55
  112. package/dist/es5/lib/plane.d.ts +0 -38
  113. package/dist/esm/constants.d.ts +0 -6
  114. package/dist/esm/index.d.ts +0 -20
  115. package/dist/esm/lib/algorithms/bounding-box-from-points.d.ts +0 -22
  116. package/dist/esm/lib/algorithms/compute-eigen-decomposition.d.ts +0 -39
  117. package/dist/esm/lib/bounding-volumes/axis-aligned-bounding-box.d.ts +0 -51
  118. package/dist/esm/lib/bounding-volumes/bounding-sphere.d.ts +0 -52
  119. package/dist/esm/lib/bounding-volumes/bounding-volume.d.ts +0 -32
  120. package/dist/esm/lib/bounding-volumes/oriented-bounding-box.d.ts +0 -83
  121. package/dist/esm/lib/culling-volume.d.ts +0 -55
  122. package/dist/esm/lib/plane.d.ts +0 -38
  123. package/src/constants.d.ts +0 -6
  124. package/src/constants.js +0 -8
  125. package/src/index.d.ts +0 -20
  126. package/src/lib/algorithms/bounding-sphere-from-points.d.ts +0 -17
  127. package/src/lib/algorithms/compute-eigen-decomposition.d.ts +0 -39
  128. package/src/lib/bounding-volumes/axis-aligned-bounding-box.d.ts +0 -51
  129. package/src/lib/bounding-volumes/bounding-sphere.d.ts +0 -52
  130. package/src/lib/bounding-volumes/oriented-bounding-box.d.ts +0 -83
  131. package/src/lib/culling-volume.d.ts +0 -55
  132. package/src/lib/plane.d.ts +0 -38
@@ -7,11 +7,7 @@ Object.defineProperty(exports, "__esModule", {
7
7
  });
8
8
  exports.default = void 0;
9
9
 
10
- var _toConsumableArray2 = _interopRequireDefault(require("@babel/runtime/helpers/toConsumableArray"));
11
-
12
- var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
13
-
14
- var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
10
+ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
15
11
 
16
12
  var _core = require("@math.gl/core");
17
13
 
@@ -19,14 +15,14 @@ var _boundingSphere = _interopRequireDefault(require("./bounding-sphere"));
19
15
 
20
16
  var _constants = require("../../constants");
21
17
 
22
- var scratchVector3 = new _core.Vector3();
23
- var scratchOffset = new _core.Vector3();
24
- var scratchVectorU = new _core.Vector3();
25
- var scratchVectorV = new _core.Vector3();
26
- var scratchVectorW = new _core.Vector3();
27
- var scratchCorner = new _core.Vector3();
28
- var scratchToCenter = new _core.Vector3();
29
- var MATRIX3 = {
18
+ const scratchVector3 = new _core.Vector3();
19
+ const scratchOffset = new _core.Vector3();
20
+ const scratchVectorU = new _core.Vector3();
21
+ const scratchVectorV = new _core.Vector3();
22
+ const scratchVectorW = new _core.Vector3();
23
+ const scratchCorner = new _core.Vector3();
24
+ const scratchToCenter = new _core.Vector3();
25
+ const MATRIX3 = {
30
26
  COLUMN0ROW0: 0,
31
27
  COLUMN0ROW1: 1,
32
28
  COLUMN0ROW2: 2,
@@ -38,212 +34,195 @@ var MATRIX3 = {
38
34
  COLUMN2ROW2: 8
39
35
  };
40
36
 
41
- var OrientedBoundingBox = function () {
42
- function OrientedBoundingBox() {
43
- var center = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [0, 0, 0];
44
- var halfAxes = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [0, 0, 0, 0, 0, 0, 0, 0, 0];
45
- (0, _classCallCheck2.default)(this, OrientedBoundingBox);
37
+ class OrientedBoundingBox {
38
+ constructor(center = [0, 0, 0], halfAxes = [0, 0, 0, 0, 0, 0, 0, 0, 0]) {
39
+ (0, _defineProperty2.default)(this, "center", void 0);
40
+ (0, _defineProperty2.default)(this, "halfAxes", void 0);
46
41
  this.center = new _core.Vector3().from(center);
47
42
  this.halfAxes = new _core.Matrix3(halfAxes);
48
43
  }
49
44
 
50
- (0, _createClass2.default)(OrientedBoundingBox, [{
51
- key: "halfSize",
52
- get: function get() {
53
- var xAxis = this.halfAxes.getColumn(0);
54
- var yAxis = this.halfAxes.getColumn(1);
55
- var zAxis = this.halfAxes.getColumn(2);
56
- return [new _core.Vector3(xAxis).len(), new _core.Vector3(yAxis).len(), new _core.Vector3(zAxis).len()];
57
- }
58
- }, {
59
- key: "quaternion",
60
- get: function get() {
61
- var xAxis = this.halfAxes.getColumn(0);
62
- var yAxis = this.halfAxes.getColumn(1);
63
- var zAxis = this.halfAxes.getColumn(2);
64
- var normXAxis = new _core.Vector3(xAxis).normalize();
65
- var normYAxis = new _core.Vector3(yAxis).normalize();
66
- var normZAxis = new _core.Vector3(zAxis).normalize();
67
- return new _core.Quaternion().fromMatrix3(new _core.Matrix3([].concat((0, _toConsumableArray2.default)(normXAxis), (0, _toConsumableArray2.default)(normYAxis), (0, _toConsumableArray2.default)(normZAxis))));
68
- }
69
- }, {
70
- key: "fromCenterHalfSizeQuaternion",
71
- value: function fromCenterHalfSizeQuaternion(center, halfSize, quaternion) {
72
- var quaternionObject = new _core.Quaternion(quaternion);
73
- var directionsMatrix = new _core.Matrix3().fromQuaternion(quaternionObject);
74
- directionsMatrix[0] = directionsMatrix[0] * halfSize[0];
75
- directionsMatrix[1] = directionsMatrix[1] * halfSize[0];
76
- directionsMatrix[2] = directionsMatrix[2] * halfSize[0];
77
- directionsMatrix[3] = directionsMatrix[3] * halfSize[1];
78
- directionsMatrix[4] = directionsMatrix[4] * halfSize[1];
79
- directionsMatrix[5] = directionsMatrix[5] * halfSize[1];
80
- directionsMatrix[6] = directionsMatrix[6] * halfSize[2];
81
- directionsMatrix[7] = directionsMatrix[7] * halfSize[2];
82
- directionsMatrix[8] = directionsMatrix[8] * halfSize[2];
83
- this.center = new _core.Vector3().from(center);
84
- this.halfAxes = directionsMatrix;
85
- return this;
86
- }
87
- }, {
88
- key: "clone",
89
- value: function clone() {
90
- return new OrientedBoundingBox(this.center, this.halfAxes);
91
- }
92
- }, {
93
- key: "equals",
94
- value: function equals(right) {
95
- return this === right || Boolean(right) && this.center.equals(right.center) && this.halfAxes.equals(right.halfAxes);
96
- }
97
- }, {
98
- key: "getBoundingSphere",
99
- value: function getBoundingSphere() {
100
- var result = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : new _boundingSphere.default();
101
- var halfAxes = this.halfAxes;
102
- var u = halfAxes.getColumn(0, scratchVectorU);
103
- var v = halfAxes.getColumn(1, scratchVectorV);
104
- var w = halfAxes.getColumn(2, scratchVectorW);
105
- var cornerVector = scratchVector3.copy(u).add(v).add(w);
106
- result.center.copy(this.center);
107
- result.radius = cornerVector.magnitude();
108
- return result;
109
- }
110
- }, {
111
- key: "intersectPlane",
112
- value: function intersectPlane(plane) {
113
- var center = this.center;
114
- var normal = plane.normal;
115
- var halfAxes = this.halfAxes;
116
- var normalX = normal.x;
117
- var normalY = normal.y;
118
- var normalZ = normal.z;
119
- var radEffective = Math.abs(normalX * halfAxes[MATRIX3.COLUMN0ROW0] + normalY * halfAxes[MATRIX3.COLUMN0ROW1] + normalZ * halfAxes[MATRIX3.COLUMN0ROW2]) + Math.abs(normalX * halfAxes[MATRIX3.COLUMN1ROW0] + normalY * halfAxes[MATRIX3.COLUMN1ROW1] + normalZ * halfAxes[MATRIX3.COLUMN1ROW2]) + Math.abs(normalX * halfAxes[MATRIX3.COLUMN2ROW0] + normalY * halfAxes[MATRIX3.COLUMN2ROW1] + normalZ * halfAxes[MATRIX3.COLUMN2ROW2]);
120
- var distanceToPlane = normal.dot(center) + plane.distance;
121
-
122
- if (distanceToPlane <= -radEffective) {
123
- return _constants.INTERSECTION.OUTSIDE;
124
- } else if (distanceToPlane >= radEffective) {
125
- return _constants.INTERSECTION.INSIDE;
126
- }
127
-
128
- return _constants.INTERSECTION.INTERSECTING;
129
- }
130
- }, {
131
- key: "distanceTo",
132
- value: function distanceTo(point) {
133
- return Math.sqrt(this.distanceSquaredTo(point));
134
- }
135
- }, {
136
- key: "distanceSquaredTo",
137
- value: function distanceSquaredTo(point) {
138
- var offset = scratchOffset.from(point).subtract(this.center);
139
- var halfAxes = this.halfAxes;
140
- var u = halfAxes.getColumn(0, scratchVectorU);
141
- var v = halfAxes.getColumn(1, scratchVectorV);
142
- var w = halfAxes.getColumn(2, scratchVectorW);
143
- var uHalf = u.magnitude();
144
- var vHalf = v.magnitude();
145
- var wHalf = w.magnitude();
146
- u.normalize();
147
- v.normalize();
148
- w.normalize();
149
- var distanceSquared = 0.0;
150
- var d;
151
- d = Math.abs(offset.dot(u)) - uHalf;
152
-
153
- if (d > 0) {
154
- distanceSquared += d * d;
155
- }
156
-
157
- d = Math.abs(offset.dot(v)) - vHalf;
158
-
159
- if (d > 0) {
160
- distanceSquared += d * d;
161
- }
162
-
163
- d = Math.abs(offset.dot(w)) - wHalf;
164
-
165
- if (d > 0) {
166
- distanceSquared += d * d;
167
- }
168
-
169
- return distanceSquared;
45
+ get halfSize() {
46
+ const xAxis = this.halfAxes.getColumn(0);
47
+ const yAxis = this.halfAxes.getColumn(1);
48
+ const zAxis = this.halfAxes.getColumn(2);
49
+ return [new _core.Vector3(xAxis).len(), new _core.Vector3(yAxis).len(), new _core.Vector3(zAxis).len()];
50
+ }
51
+
52
+ get quaternion() {
53
+ const xAxis = this.halfAxes.getColumn(0);
54
+ const yAxis = this.halfAxes.getColumn(1);
55
+ const zAxis = this.halfAxes.getColumn(2);
56
+ const normXAxis = new _core.Vector3(xAxis).normalize();
57
+ const normYAxis = new _core.Vector3(yAxis).normalize();
58
+ const normZAxis = new _core.Vector3(zAxis).normalize();
59
+ return new _core.Quaternion().fromMatrix3(new _core.Matrix3([...normXAxis, ...normYAxis, ...normZAxis]));
60
+ }
61
+
62
+ fromCenterHalfSizeQuaternion(center, halfSize, quaternion) {
63
+ const quaternionObject = new _core.Quaternion(quaternion);
64
+ const directionsMatrix = new _core.Matrix3().fromQuaternion(quaternionObject);
65
+ directionsMatrix[0] = directionsMatrix[0] * halfSize[0];
66
+ directionsMatrix[1] = directionsMatrix[1] * halfSize[0];
67
+ directionsMatrix[2] = directionsMatrix[2] * halfSize[0];
68
+ directionsMatrix[3] = directionsMatrix[3] * halfSize[1];
69
+ directionsMatrix[4] = directionsMatrix[4] * halfSize[1];
70
+ directionsMatrix[5] = directionsMatrix[5] * halfSize[1];
71
+ directionsMatrix[6] = directionsMatrix[6] * halfSize[2];
72
+ directionsMatrix[7] = directionsMatrix[7] * halfSize[2];
73
+ directionsMatrix[8] = directionsMatrix[8] * halfSize[2];
74
+ this.center = new _core.Vector3().from(center);
75
+ this.halfAxes = directionsMatrix;
76
+ return this;
77
+ }
78
+
79
+ clone() {
80
+ return new OrientedBoundingBox(this.center, this.halfAxes);
81
+ }
82
+
83
+ equals(right) {
84
+ return this === right || Boolean(right) && this.center.equals(right.center) && this.halfAxes.equals(right.halfAxes);
85
+ }
86
+
87
+ getBoundingSphere(result = new _boundingSphere.default()) {
88
+ const halfAxes = this.halfAxes;
89
+ const u = halfAxes.getColumn(0, scratchVectorU);
90
+ const v = halfAxes.getColumn(1, scratchVectorV);
91
+ const w = halfAxes.getColumn(2, scratchVectorW);
92
+ const cornerVector = scratchVector3.copy(u).add(v).add(w);
93
+ result.center.copy(this.center);
94
+ result.radius = cornerVector.magnitude();
95
+ return result;
96
+ }
97
+
98
+ intersectPlane(plane) {
99
+ const center = this.center;
100
+ const normal = plane.normal;
101
+ const halfAxes = this.halfAxes;
102
+ const normalX = normal.x;
103
+ const normalY = normal.y;
104
+ const normalZ = normal.z;
105
+ const radEffective = Math.abs(normalX * halfAxes[MATRIX3.COLUMN0ROW0] + normalY * halfAxes[MATRIX3.COLUMN0ROW1] + normalZ * halfAxes[MATRIX3.COLUMN0ROW2]) + Math.abs(normalX * halfAxes[MATRIX3.COLUMN1ROW0] + normalY * halfAxes[MATRIX3.COLUMN1ROW1] + normalZ * halfAxes[MATRIX3.COLUMN1ROW2]) + Math.abs(normalX * halfAxes[MATRIX3.COLUMN2ROW0] + normalY * halfAxes[MATRIX3.COLUMN2ROW1] + normalZ * halfAxes[MATRIX3.COLUMN2ROW2]);
106
+ const distanceToPlane = normal.dot(center) + plane.distance;
107
+
108
+ if (distanceToPlane <= -radEffective) {
109
+ return _constants.INTERSECTION.OUTSIDE;
110
+ } else if (distanceToPlane >= radEffective) {
111
+ return _constants.INTERSECTION.INSIDE;
170
112
  }
171
- }, {
172
- key: "computePlaneDistances",
173
- value: function computePlaneDistances(position, direction) {
174
- var result = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : [-0, -0];
175
- var minDist = Number.POSITIVE_INFINITY;
176
- var maxDist = Number.NEGATIVE_INFINITY;
177
- var center = this.center;
178
- var halfAxes = this.halfAxes;
179
- var u = halfAxes.getColumn(0, scratchVectorU);
180
- var v = halfAxes.getColumn(1, scratchVectorV);
181
- var w = halfAxes.getColumn(2, scratchVectorW);
182
- var corner = scratchCorner.copy(u).add(v).add(w).add(center);
183
- var toCenter = scratchToCenter.copy(corner).subtract(position);
184
- var mag = direction.dot(toCenter);
185
- minDist = Math.min(mag, minDist);
186
- maxDist = Math.max(mag, maxDist);
187
- corner.copy(center).add(u).add(v).subtract(w);
188
- toCenter.copy(corner).subtract(position);
189
- mag = direction.dot(toCenter);
190
- minDist = Math.min(mag, minDist);
191
- maxDist = Math.max(mag, maxDist);
192
- corner.copy(center).add(u).subtract(v).add(w);
193
- toCenter.copy(corner).subtract(position);
194
- mag = direction.dot(toCenter);
195
- minDist = Math.min(mag, minDist);
196
- maxDist = Math.max(mag, maxDist);
197
- corner.copy(center).add(u).subtract(v).subtract(w);
198
- toCenter.copy(corner).subtract(position);
199
- mag = direction.dot(toCenter);
200
- minDist = Math.min(mag, minDist);
201
- maxDist = Math.max(mag, maxDist);
202
- center.copy(corner).subtract(u).add(v).add(w);
203
- toCenter.copy(corner).subtract(position);
204
- mag = direction.dot(toCenter);
205
- minDist = Math.min(mag, minDist);
206
- maxDist = Math.max(mag, maxDist);
207
- center.copy(corner).subtract(u).add(v).subtract(w);
208
- toCenter.copy(corner).subtract(position);
209
- mag = direction.dot(toCenter);
210
- minDist = Math.min(mag, minDist);
211
- maxDist = Math.max(mag, maxDist);
212
- center.copy(corner).subtract(u).subtract(v).add(w);
213
- toCenter.copy(corner).subtract(position);
214
- mag = direction.dot(toCenter);
215
- minDist = Math.min(mag, minDist);
216
- maxDist = Math.max(mag, maxDist);
217
- center.copy(corner).subtract(u).subtract(v).subtract(w);
218
- toCenter.copy(corner).subtract(position);
219
- mag = direction.dot(toCenter);
220
- minDist = Math.min(mag, minDist);
221
- maxDist = Math.max(mag, maxDist);
222
- result[0] = minDist;
223
- result[1] = maxDist;
224
- return result;
113
+
114
+ return _constants.INTERSECTION.INTERSECTING;
115
+ }
116
+
117
+ distanceTo(point) {
118
+ return Math.sqrt(this.distanceSquaredTo(point));
119
+ }
120
+
121
+ distanceSquaredTo(point) {
122
+ const offset = scratchOffset.from(point).subtract(this.center);
123
+ const halfAxes = this.halfAxes;
124
+ const u = halfAxes.getColumn(0, scratchVectorU);
125
+ const v = halfAxes.getColumn(1, scratchVectorV);
126
+ const w = halfAxes.getColumn(2, scratchVectorW);
127
+ const uHalf = u.magnitude();
128
+ const vHalf = v.magnitude();
129
+ const wHalf = w.magnitude();
130
+ u.normalize();
131
+ v.normalize();
132
+ w.normalize();
133
+ let distanceSquared = 0.0;
134
+ let d;
135
+ d = Math.abs(offset.dot(u)) - uHalf;
136
+
137
+ if (d > 0) {
138
+ distanceSquared += d * d;
225
139
  }
226
- }, {
227
- key: "transform",
228
- value: function transform(transformation) {
229
- this.center.transformAsPoint(transformation);
230
- var xAxis = this.halfAxes.getColumn(0, scratchVectorU);
231
- xAxis.transformAsPoint(transformation);
232
- var yAxis = this.halfAxes.getColumn(1, scratchVectorV);
233
- yAxis.transformAsPoint(transformation);
234
- var zAxis = this.halfAxes.getColumn(2, scratchVectorW);
235
- zAxis.transformAsPoint(transformation);
236
- this.halfAxes = new _core.Matrix3([].concat((0, _toConsumableArray2.default)(xAxis), (0, _toConsumableArray2.default)(yAxis), (0, _toConsumableArray2.default)(zAxis)));
237
- return this;
140
+
141
+ d = Math.abs(offset.dot(v)) - vHalf;
142
+
143
+ if (d > 0) {
144
+ distanceSquared += d * d;
238
145
  }
239
- }, {
240
- key: "getTransform",
241
- value: function getTransform() {
242
- throw new Error('not implemented');
146
+
147
+ d = Math.abs(offset.dot(w)) - wHalf;
148
+
149
+ if (d > 0) {
150
+ distanceSquared += d * d;
243
151
  }
244
- }]);
245
- return OrientedBoundingBox;
246
- }();
152
+
153
+ return distanceSquared;
154
+ }
155
+
156
+ computePlaneDistances(position, direction, result = [-0, -0]) {
157
+ let minDist = Number.POSITIVE_INFINITY;
158
+ let maxDist = Number.NEGATIVE_INFINITY;
159
+ const center = this.center;
160
+ const halfAxes = this.halfAxes;
161
+ const u = halfAxes.getColumn(0, scratchVectorU);
162
+ const v = halfAxes.getColumn(1, scratchVectorV);
163
+ const w = halfAxes.getColumn(2, scratchVectorW);
164
+ const corner = scratchCorner.copy(u).add(v).add(w).add(center);
165
+ const toCenter = scratchToCenter.copy(corner).subtract(position);
166
+ let mag = direction.dot(toCenter);
167
+ minDist = Math.min(mag, minDist);
168
+ maxDist = Math.max(mag, maxDist);
169
+ corner.copy(center).add(u).add(v).subtract(w);
170
+ toCenter.copy(corner).subtract(position);
171
+ mag = direction.dot(toCenter);
172
+ minDist = Math.min(mag, minDist);
173
+ maxDist = Math.max(mag, maxDist);
174
+ corner.copy(center).add(u).subtract(v).add(w);
175
+ toCenter.copy(corner).subtract(position);
176
+ mag = direction.dot(toCenter);
177
+ minDist = Math.min(mag, minDist);
178
+ maxDist = Math.max(mag, maxDist);
179
+ corner.copy(center).add(u).subtract(v).subtract(w);
180
+ toCenter.copy(corner).subtract(position);
181
+ mag = direction.dot(toCenter);
182
+ minDist = Math.min(mag, minDist);
183
+ maxDist = Math.max(mag, maxDist);
184
+ center.copy(corner).subtract(u).add(v).add(w);
185
+ toCenter.copy(corner).subtract(position);
186
+ mag = direction.dot(toCenter);
187
+ minDist = Math.min(mag, minDist);
188
+ maxDist = Math.max(mag, maxDist);
189
+ center.copy(corner).subtract(u).add(v).subtract(w);
190
+ toCenter.copy(corner).subtract(position);
191
+ mag = direction.dot(toCenter);
192
+ minDist = Math.min(mag, minDist);
193
+ maxDist = Math.max(mag, maxDist);
194
+ center.copy(corner).subtract(u).subtract(v).add(w);
195
+ toCenter.copy(corner).subtract(position);
196
+ mag = direction.dot(toCenter);
197
+ minDist = Math.min(mag, minDist);
198
+ maxDist = Math.max(mag, maxDist);
199
+ center.copy(corner).subtract(u).subtract(v).subtract(w);
200
+ toCenter.copy(corner).subtract(position);
201
+ mag = direction.dot(toCenter);
202
+ minDist = Math.min(mag, minDist);
203
+ maxDist = Math.max(mag, maxDist);
204
+ result[0] = minDist;
205
+ result[1] = maxDist;
206
+ return result;
207
+ }
208
+
209
+ transform(transformation) {
210
+ this.center.transformAsPoint(transformation);
211
+ const xAxis = this.halfAxes.getColumn(0, scratchVectorU);
212
+ xAxis.transformAsPoint(transformation);
213
+ const yAxis = this.halfAxes.getColumn(1, scratchVectorV);
214
+ yAxis.transformAsPoint(transformation);
215
+ const zAxis = this.halfAxes.getColumn(2, scratchVectorW);
216
+ zAxis.transformAsPoint(transformation);
217
+ this.halfAxes = new _core.Matrix3([...xAxis, ...yAxis, ...zAxis]);
218
+ return this;
219
+ }
220
+
221
+ getTransform() {
222
+ throw new Error('not implemented');
223
+ }
224
+
225
+ }
247
226
 
248
227
  exports.default = OrientedBoundingBox;
249
228
  //# sourceMappingURL=oriented-bounding-box.js.map
@@ -1 +1 @@
1
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This file is derived from the Cesium math library under Apache 2 license\n// See LICENSE.md and https://github.com/AnalyticalGraphicsInc/cesium/blob/master/LICENSE.md\n\nimport {Vector3, Matrix3, Quaternion} from '@math.gl/core';\nimport BoundingSphere from './bounding-sphere';\nimport {INTERSECTION} from '../../constants';\n\nconst scratchVector3 = new Vector3();\nconst scratchOffset = new Vector3();\nconst scratchVectorU = new Vector3();\nconst scratchVectorV = new Vector3();\nconst scratchVectorW = new Vector3();\nconst scratchCorner = new Vector3();\nconst scratchToCenter = new Vector3();\n\nconst MATRIX3 = {\n COLUMN0ROW0: 0,\n COLUMN0ROW1: 1,\n COLUMN0ROW2: 2,\n COLUMN1ROW0: 3,\n COLUMN1ROW1: 4,\n COLUMN1ROW2: 5,\n COLUMN2ROW0: 6,\n COLUMN2ROW1: 7,\n COLUMN2ROW2: 8\n};\n\nexport default class OrientedBoundingBox {\n constructor(center = [0, 0, 0], halfAxes = [0, 0, 0, 0, 0, 0, 0, 0, 0]) {\n this.center = new Vector3().from(center);\n this.halfAxes = new Matrix3(halfAxes);\n }\n\n get halfSize() {\n const xAxis = this.halfAxes.getColumn(0);\n const yAxis = this.halfAxes.getColumn(1);\n const zAxis = this.halfAxes.getColumn(2);\n return [new Vector3(xAxis).len(), new Vector3(yAxis).len(), new Vector3(zAxis).len()];\n }\n\n get quaternion() {\n const xAxis = this.halfAxes.getColumn(0);\n const yAxis = this.halfAxes.getColumn(1);\n const zAxis = this.halfAxes.getColumn(2);\n const normXAxis = new Vector3(xAxis).normalize();\n const normYAxis = new Vector3(yAxis).normalize();\n const normZAxis = new Vector3(zAxis).normalize();\n return new Quaternion().fromMatrix3(new Matrix3([...normXAxis, ...normYAxis, ...normZAxis]));\n }\n\n fromCenterHalfSizeQuaternion(center, halfSize, quaternion) {\n const quaternionObject = new Quaternion(quaternion);\n const directionsMatrix = new Matrix3().fromQuaternion(quaternionObject);\n directionsMatrix[0] = directionsMatrix[0] * halfSize[0];\n directionsMatrix[1] = directionsMatrix[1] * halfSize[0];\n directionsMatrix[2] = directionsMatrix[2] * halfSize[0];\n directionsMatrix[3] = directionsMatrix[3] * halfSize[1];\n directionsMatrix[4] = directionsMatrix[4] * halfSize[1];\n directionsMatrix[5] = directionsMatrix[5] * halfSize[1];\n directionsMatrix[6] = directionsMatrix[6] * halfSize[2];\n directionsMatrix[7] = directionsMatrix[7] * halfSize[2];\n directionsMatrix[8] = directionsMatrix[8] * halfSize[2];\n this.center = new Vector3().from(center);\n this.halfAxes = directionsMatrix;\n return this;\n }\n\n clone() {\n return new OrientedBoundingBox(this.center, this.halfAxes);\n }\n\n equals(right) {\n return (\n this === right ||\n (Boolean(right) && this.center.equals(right.center) && this.halfAxes.equals(right.halfAxes))\n );\n }\n\n getBoundingSphere(result = new BoundingSphere()) {\n const halfAxes = this.halfAxes;\n const u = halfAxes.getColumn(0, scratchVectorU);\n const v = halfAxes.getColumn(1, scratchVectorV);\n const w = halfAxes.getColumn(2, scratchVectorW);\n\n // Calculate \"corner\" vector\n const cornerVector = scratchVector3.copy(u).add(v).add(w);\n\n result.center.copy(this.center);\n result.radius = cornerVector.magnitude();\n\n return result;\n }\n\n intersectPlane(plane) {\n const center = this.center;\n const normal = plane.normal;\n const halfAxes = this.halfAxes;\n\n const normalX = normal.x;\n const normalY = normal.y;\n const normalZ = normal.z;\n\n // Plane is used as if it is its normal; the first three components are assumed to be normalized\n const radEffective =\n Math.abs(\n normalX * halfAxes[MATRIX3.COLUMN0ROW0] +\n normalY * halfAxes[MATRIX3.COLUMN0ROW1] +\n normalZ * halfAxes[MATRIX3.COLUMN0ROW2]\n ) +\n Math.abs(\n normalX * halfAxes[MATRIX3.COLUMN1ROW0] +\n normalY * halfAxes[MATRIX3.COLUMN1ROW1] +\n normalZ * halfAxes[MATRIX3.COLUMN1ROW2]\n ) +\n Math.abs(\n normalX * halfAxes[MATRIX3.COLUMN2ROW0] +\n normalY * halfAxes[MATRIX3.COLUMN2ROW1] +\n normalZ * halfAxes[MATRIX3.COLUMN2ROW2]\n );\n const distanceToPlane = normal.dot(center) + plane.distance;\n\n if (distanceToPlane <= -radEffective) {\n // The entire box is on the negative side of the plane normal\n return INTERSECTION.OUTSIDE;\n } else if (distanceToPlane >= radEffective) {\n // The entire box is on the positive side of the plane normal\n return INTERSECTION.INSIDE;\n }\n return INTERSECTION.INTERSECTING;\n }\n\n distanceTo(point) {\n return Math.sqrt(this.distanceSquaredTo(point));\n }\n\n distanceSquaredTo(point) {\n // Computes the estimated distance squared from the\n // closest point on a bounding box to a point.\n // See Geometric Tools for Computer Graphics 10.4.2\n const offset = scratchOffset.from(point).subtract(this.center);\n\n const halfAxes = this.halfAxes;\n const u = halfAxes.getColumn(0, scratchVectorU);\n const v = halfAxes.getColumn(1, scratchVectorV);\n const w = halfAxes.getColumn(2, scratchVectorW);\n\n const uHalf = u.magnitude();\n const vHalf = v.magnitude();\n const wHalf = w.magnitude();\n\n u.normalize();\n v.normalize();\n w.normalize();\n\n let distanceSquared = 0.0;\n let d;\n\n d = Math.abs(offset.dot(u)) - uHalf;\n if (d > 0) {\n distanceSquared += d * d;\n }\n\n d = Math.abs(offset.dot(v)) - vHalf;\n if (d > 0) {\n distanceSquared += d * d;\n }\n\n d = Math.abs(offset.dot(w)) - wHalf;\n if (d > 0) {\n distanceSquared += d * d;\n }\n\n return distanceSquared;\n }\n\n // eslint-disable-next-line max-statements\n computePlaneDistances(position, direction, result = [-0, -0]) {\n let minDist = Number.POSITIVE_INFINITY;\n let maxDist = Number.NEGATIVE_INFINITY;\n\n const center = this.center;\n const halfAxes = this.halfAxes;\n\n const u = halfAxes.getColumn(0, scratchVectorU);\n const v = halfAxes.getColumn(1, scratchVectorV);\n const w = halfAxes.getColumn(2, scratchVectorW);\n\n // project first corner\n const corner = scratchCorner.copy(u).add(v).add(w).add(center);\n\n const toCenter = scratchToCenter.copy(corner).subtract(position);\n let mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n // project second corner\n corner.copy(center).add(u).add(v).subtract(w);\n\n toCenter.copy(corner).subtract(position);\n mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n // project third corner\n corner.copy(center).add(u).subtract(v).add(w);\n\n toCenter.copy(corner).subtract(position);\n mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n // project fourth corner\n corner.copy(center).add(u).subtract(v).subtract(w);\n\n toCenter.copy(corner).subtract(position);\n mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n // project fifth corner\n center.copy(corner).subtract(u).add(v).add(w);\n\n toCenter.copy(corner).subtract(position);\n mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n // project sixth corner\n center.copy(corner).subtract(u).add(v).subtract(w);\n\n toCenter.copy(corner).subtract(position);\n mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n // project seventh corner\n center.copy(corner).subtract(u).subtract(v).add(w);\n\n toCenter.copy(corner).subtract(position);\n mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n // project eighth corner\n center.copy(corner).subtract(u).subtract(v).subtract(w);\n\n toCenter.copy(corner).subtract(position);\n mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n result[0] = minDist;\n result[1] = maxDist;\n return result;\n }\n\n transform(transformation) {\n this.center.transformAsPoint(transformation);\n\n const xAxis = this.halfAxes.getColumn(0, scratchVectorU);\n xAxis.transformAsPoint(transformation);\n\n const yAxis = this.halfAxes.getColumn(1, scratchVectorV);\n yAxis.transformAsPoint(transformation);\n\n const zAxis = this.halfAxes.getColumn(2, scratchVectorW);\n zAxis.transformAsPoint(transformation);\n\n this.halfAxes = new Matrix3([...xAxis, ...yAxis, ...zAxis]);\n return this;\n }\n\n getTransform() {\n // const modelMatrix = Matrix4.fromRotationTranslation(this.boundingVolume.halfAxes, this.boundingVolume.center);\n // return modelMatrix;\n throw new Error('not implemented');\n }\n}\n"],"file":"oriented-bounding-box.js"}
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This file is derived from the Cesium math library under Apache 2 license\n// See LICENSE.md and https://github.com/AnalyticalGraphicsInc/cesium/blob/master/LICENSE.md\n\nimport {Vector3, Matrix3, Quaternion, NumericArray} from '@math.gl/core';\nimport type {BoundingVolume} from './bounding-volume';\nimport BoundingSphere from './bounding-sphere';\nimport type Plane from '../plane';\nimport {INTERSECTION} from '../../constants';\n\nconst scratchVector3 = new Vector3();\nconst scratchOffset = new Vector3();\nconst scratchVectorU = new Vector3();\nconst scratchVectorV = new Vector3();\nconst scratchVectorW = new Vector3();\nconst scratchCorner = new Vector3();\nconst scratchToCenter = new Vector3();\n\nconst MATRIX3 = {\n COLUMN0ROW0: 0,\n COLUMN0ROW1: 1,\n COLUMN0ROW2: 2,\n COLUMN1ROW0: 3,\n COLUMN1ROW1: 4,\n COLUMN1ROW2: 5,\n COLUMN2ROW0: 6,\n COLUMN2ROW1: 7,\n COLUMN2ROW2: 8\n};\n\n/**\n * An OrientedBoundingBox of some object is a closed and convex cuboid.\n * It can provide a tighter bounding volume than `BoundingSphere` or\n * `AxisAlignedBoundingBox` in many cases.\n */\nexport default class OrientedBoundingBox implements BoundingVolume {\n center: Vector3;\n halfAxes: Matrix3;\n\n /**\n * An OrientedBoundingBox of some object is a closed and convex cuboid.\n * It can provide a tighter bounding volume than\n * `BoundingSphere` or `AxisAlignedBoundingBox` in many cases.\n */\n constructor(center?: readonly number[], halfAxes?: readonly number[]);\n constructor(center: Readonly<NumericArray> = [0, 0, 0], halfAxes = [0, 0, 0, 0, 0, 0, 0, 0, 0]) {\n this.center = new Vector3().from(center);\n this.halfAxes = new Matrix3(halfAxes);\n }\n\n /** Returns an array with three halfSizes for the bounding box */\n get halfSize(): number[] {\n const xAxis = this.halfAxes.getColumn(0);\n const yAxis = this.halfAxes.getColumn(1);\n const zAxis = this.halfAxes.getColumn(2);\n return [new Vector3(xAxis).len(), new Vector3(yAxis).len(), new Vector3(zAxis).len()];\n }\n\n /** Returns a quaternion describing the orientation of the bounding box */\n get quaternion(): Quaternion {\n const xAxis = this.halfAxes.getColumn(0);\n const yAxis = this.halfAxes.getColumn(1);\n const zAxis = this.halfAxes.getColumn(2);\n const normXAxis = new Vector3(xAxis).normalize();\n const normYAxis = new Vector3(yAxis).normalize();\n const normZAxis = new Vector3(zAxis).normalize();\n return new Quaternion().fromMatrix3(new Matrix3([...normXAxis, ...normYAxis, ...normZAxis]));\n }\n\n /**\n * Create OrientedBoundingBox from quaternion based OBB,\n */\n fromCenterHalfSizeQuaternion(\n center: number[],\n halfSize: number[],\n quaternion: number[]\n ): OrientedBoundingBox {\n const quaternionObject = new Quaternion(quaternion);\n const directionsMatrix = new Matrix3().fromQuaternion(quaternionObject);\n directionsMatrix[0] = directionsMatrix[0] * halfSize[0];\n directionsMatrix[1] = directionsMatrix[1] * halfSize[0];\n directionsMatrix[2] = directionsMatrix[2] * halfSize[0];\n directionsMatrix[3] = directionsMatrix[3] * halfSize[1];\n directionsMatrix[4] = directionsMatrix[4] * halfSize[1];\n directionsMatrix[5] = directionsMatrix[5] * halfSize[1];\n directionsMatrix[6] = directionsMatrix[6] * halfSize[2];\n directionsMatrix[7] = directionsMatrix[7] * halfSize[2];\n directionsMatrix[8] = directionsMatrix[8] * halfSize[2];\n this.center = new Vector3().from(center);\n this.halfAxes = directionsMatrix;\n return this;\n }\n\n /** Duplicates a OrientedBoundingBox instance. */\n clone(): OrientedBoundingBox {\n return new OrientedBoundingBox(this.center, this.halfAxes);\n }\n\n /** Compares the provided OrientedBoundingBox component wise and returns */\n equals(right: OrientedBoundingBox): boolean {\n return (\n this === right ||\n (Boolean(right) && this.center.equals(right.center) && this.halfAxes.equals(right.halfAxes))\n );\n }\n\n /** Computes a tight-fitting bounding sphere enclosing the provided oriented bounding box. */\n getBoundingSphere(result = new BoundingSphere()): BoundingSphere {\n const halfAxes = this.halfAxes;\n const u = halfAxes.getColumn(0, scratchVectorU);\n const v = halfAxes.getColumn(1, scratchVectorV);\n const w = halfAxes.getColumn(2, scratchVectorW);\n\n // Calculate \"corner\" vector\n const cornerVector = scratchVector3.copy(u).add(v).add(w);\n\n result.center.copy(this.center);\n result.radius = cornerVector.magnitude();\n\n return result;\n }\n\n /** Determines which side of a plane the oriented bounding box is located. */\n intersectPlane(plane: Plane): INTERSECTION {\n const center = this.center;\n const normal = plane.normal;\n const halfAxes = this.halfAxes;\n\n const normalX = normal.x;\n const normalY = normal.y;\n const normalZ = normal.z;\n\n // Plane is used as if it is its normal; the first three components are assumed to be normalized\n const radEffective =\n Math.abs(\n normalX * halfAxes[MATRIX3.COLUMN0ROW0] +\n normalY * halfAxes[MATRIX3.COLUMN0ROW1] +\n normalZ * halfAxes[MATRIX3.COLUMN0ROW2]\n ) +\n Math.abs(\n normalX * halfAxes[MATRIX3.COLUMN1ROW0] +\n normalY * halfAxes[MATRIX3.COLUMN1ROW1] +\n normalZ * halfAxes[MATRIX3.COLUMN1ROW2]\n ) +\n Math.abs(\n normalX * halfAxes[MATRIX3.COLUMN2ROW0] +\n normalY * halfAxes[MATRIX3.COLUMN2ROW1] +\n normalZ * halfAxes[MATRIX3.COLUMN2ROW2]\n );\n const distanceToPlane = normal.dot(center) + plane.distance;\n\n if (distanceToPlane <= -radEffective) {\n // The entire box is on the negative side of the plane normal\n return INTERSECTION.OUTSIDE;\n } else if (distanceToPlane >= radEffective) {\n // The entire box is on the positive side of the plane normal\n return INTERSECTION.INSIDE;\n }\n return INTERSECTION.INTERSECTING;\n }\n\n /** Computes the estimated distance from the closest point on a bounding box to a point. */\n distanceTo(point: readonly number[]): number {\n return Math.sqrt(this.distanceSquaredTo(point));\n }\n\n /**\n * Computes the estimated distance squared from the closest point\n * on a bounding box to a point.\n * See Geometric Tools for Computer Graphics 10.4.2\n */\n distanceSquaredTo(point: readonly number[]): number {\n // Computes the estimated distance squared from the\n // closest point on a bounding box to a point.\n // See Geometric Tools for Computer Graphics 10.4.2\n const offset = scratchOffset.from(point).subtract(this.center);\n\n const halfAxes = this.halfAxes;\n const u = halfAxes.getColumn(0, scratchVectorU);\n const v = halfAxes.getColumn(1, scratchVectorV);\n const w = halfAxes.getColumn(2, scratchVectorW);\n\n const uHalf = u.magnitude();\n const vHalf = v.magnitude();\n const wHalf = w.magnitude();\n\n u.normalize();\n v.normalize();\n w.normalize();\n\n let distanceSquared = 0.0;\n let d;\n\n d = Math.abs(offset.dot(u)) - uHalf;\n if (d > 0) {\n distanceSquared += d * d;\n }\n\n d = Math.abs(offset.dot(v)) - vHalf;\n if (d > 0) {\n distanceSquared += d * d;\n }\n\n d = Math.abs(offset.dot(w)) - wHalf;\n if (d > 0) {\n distanceSquared += d * d;\n }\n\n return distanceSquared;\n }\n\n /**\n * The distances calculated by the vector from the center of the bounding box\n * to position projected onto direction.\n *\n * - If you imagine the infinite number of planes with normal direction,\n * this computes the smallest distance to the closest and farthest planes\n * from `position` that intersect the bounding box.\n *\n * @param position The position to calculate the distance from.\n * @param direction The direction from position.\n * @param result An Interval (array of length 2) to store the nearest and farthest distances.\n * @returns Interval (array of length 2) with nearest and farthest distances\n * on the bounding box from position in direction.\n */\n // eslint-disable-next-line max-statements\n computePlaneDistances(\n position: readonly number[],\n direction: Vector3,\n result: number[] = [-0, -0]\n ): number[] {\n let minDist = Number.POSITIVE_INFINITY;\n let maxDist = Number.NEGATIVE_INFINITY;\n\n const center = this.center;\n const halfAxes = this.halfAxes;\n\n const u = halfAxes.getColumn(0, scratchVectorU);\n const v = halfAxes.getColumn(1, scratchVectorV);\n const w = halfAxes.getColumn(2, scratchVectorW);\n\n // project first corner\n const corner = scratchCorner.copy(u).add(v).add(w).add(center);\n\n const toCenter = scratchToCenter.copy(corner).subtract(position);\n let mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n // project second corner\n corner.copy(center).add(u).add(v).subtract(w);\n\n toCenter.copy(corner).subtract(position);\n mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n // project third corner\n corner.copy(center).add(u).subtract(v).add(w);\n\n toCenter.copy(corner).subtract(position);\n mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n // project fourth corner\n corner.copy(center).add(u).subtract(v).subtract(w);\n\n toCenter.copy(corner).subtract(position);\n mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n // project fifth corner\n center.copy(corner).subtract(u).add(v).add(w);\n\n toCenter.copy(corner).subtract(position);\n mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n // project sixth corner\n center.copy(corner).subtract(u).add(v).subtract(w);\n\n toCenter.copy(corner).subtract(position);\n mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n // project seventh corner\n center.copy(corner).subtract(u).subtract(v).add(w);\n\n toCenter.copy(corner).subtract(position);\n mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n // project eighth corner\n center.copy(corner).subtract(u).subtract(v).subtract(w);\n\n toCenter.copy(corner).subtract(position);\n mag = direction.dot(toCenter);\n\n minDist = Math.min(mag, minDist);\n maxDist = Math.max(mag, maxDist);\n\n result[0] = minDist;\n result[1] = maxDist;\n return result;\n }\n\n /**\n * Applies a 4x4 affine transformation matrix to a bounding sphere.\n * @param transform The transformation matrix to apply to the bounding sphere.\n * @returns itself, i.e. the modified BoundingVolume.\n */\n transform(transformation: readonly number[]): this {\n this.center.transformAsPoint(transformation);\n\n const xAxis = this.halfAxes.getColumn(0, scratchVectorU);\n xAxis.transformAsPoint(transformation);\n\n const yAxis = this.halfAxes.getColumn(1, scratchVectorV);\n yAxis.transformAsPoint(transformation);\n\n const zAxis = this.halfAxes.getColumn(2, scratchVectorW);\n zAxis.transformAsPoint(transformation);\n\n this.halfAxes = new Matrix3([...xAxis, ...yAxis, ...zAxis]);\n return this;\n }\n\n getTransform() {\n // const modelMatrix = Matrix4.fromRotationTranslation(this.boundingVolume.halfAxes, this.boundingVolume.center);\n // return modelMatrix;\n throw new Error('not implemented');\n }\n}\n"],"file":"oriented-bounding-box.js"}