fixes for distances

This commit is contained in:
Yeicor
2024-02-29 20:56:45 +01:00
parent 0431a56d1a
commit d96f7df191

View File

@@ -1,51 +1,67 @@
import {Vector3} from 'three';
import {BufferAttribute, InterleavedBufferAttribute, Vector3} from 'three';
import type {MObject3D} from "../tools/Selection.vue";
function getCenterAndVertexList(obj: InstanceType<typeof MObject3D>): {
center: Vector3,
vertices: Array<Vector3>
} {
obj.updateMatrixWorld();
let pos: InterleavedBufferAttribute = obj.geometry.getAttribute('position');
let ind: BufferAttribute = obj.geometry.index;
let center = new Vector3();
let vertices = [];
for (let i = 0; i < ind.count; i++) {
let index = ind.array[i];
let vertex = new Vector3(pos.getX(index), pos.getY(index), pos.getZ(index));
// vertex = obj.localToWorld(vertex); // TODO: Bad locations due to with model viewer?
center.add(vertex);
vertices.push(vertex);
}
center = center.divideScalar(ind.count);
console.log("center", center)
return {center, vertices};
}
/**
* Given two THREE.Object3D objects, returns their closest and farthest vertices, and the geometric centers.
* All of them are approximated and should not be used for precise calculations.
*/
export function distances(
a: InstanceType<typeof MObject3D>, b: InstanceType<typeof MObject3D>): {
export function distances(a: InstanceType<typeof MObject3D>, b: InstanceType<typeof MObject3D>): {
min: Array<Vector3>,
center: Array<Vector3>,
max: Array<Vector3>
} {
// Simplify this problem (approximate) by using the distance between each of their vertices.
// Find the center of each object.
let {center: aCenter, vertices: aVertices} = getCenterAndVertexList(a);
let {center: bCenter, vertices: bVertices} = getCenterAndVertexList(b);
// Find the closest and farthest vertices.
// TODO: Compute actual min and max distances between the two objects.
a.updateMatrixWorld();
b.updateMatrixWorld();
// FIXME: Working for points and lines, but not triangles...
const aVertices = a.geometry.getAttribute('position').array;
const aCenter = new Vector3();
const bVertices = b.geometry.getAttribute('position').array;
const bCenter = new Vector3();
// FIXME: Really slow... (use a BVH or something)
let minDistance = Infinity;
let minDistanceVertices = [new Vector3(), new Vector3()];
let maxDistance = -Infinity;
let maxDistanceVertices = [new Vector3(), new Vector3()];
for (let i = 0; i < aVertices.length; i += 3) {
const v = new Vector3(aVertices[i], aVertices[i + 1], aVertices[i + 2]);
//a.localToWorld(v);
aCenter.add(v);
for (let j = 0; j < bVertices.length; j += 3) {
const w = new Vector3(bVertices[j], bVertices[j + 1], bVertices[j + 2]);
//b.localToWorld(w);
bCenter.add(w);
const d = v.distanceTo(w);
if (d < minDistance) {
minDistance = d;
minDistanceVertices = [v, w];
for (let i = 0; i < aVertices.length; i++) {
for (let j = 0; j < bVertices.length; j++) {
let distance = aVertices[i].distanceTo(bVertices[j]);
if (distance < minDistance) {
minDistance = distance;
minDistanceVertices[0] = aVertices[i];
minDistanceVertices[1] = bVertices[j];
}
if (d > maxDistance) {
maxDistance = d;
maxDistanceVertices = [v, w];
if (distance > maxDistance) {
maxDistance = distance;
maxDistanceVertices[0] = aVertices[i];
maxDistanceVertices[1] = bVertices[j];
}
}
}
aCenter.divideScalar(aVertices.length / 3);
bCenter.divideScalar(bVertices.length / 3);
// Return the results.
return {
min: minDistanceVertices,
center: [aCenter, bCenter],