import {BufferAttribute, InterleavedBufferAttribute, Vector3} from 'three'; import type {MObject3D} from "../tools/Selection.vue"; import type { ModelScene } from '@google/model-viewer/lib/three-components/ModelScene'; function getCenterAndVertexList(obj: MObject3D, scene: ModelScene): { center: Vector3, vertices: Array } { obj.updateMatrixWorld(); let pos: BufferAttribute | InterleavedBufferAttribute = obj.geometry.getAttribute('position'); let ind: BufferAttribute | null = obj.geometry.index; if (!ind) { ind = new BufferAttribute(new Uint16Array(pos.count), 1); for (let i = 0; i < pos.count; i++) { ind.array[i] = i; } } 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 = scene.target.worldToLocal(obj.localToWorld(vertex)); center.add(vertex); vertices.push(vertex); } center = center.divideScalar(ind.count); 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: MObject3D, b: MObject3D, scene: ModelScene): { min: Array, center: Array, max: Array } { // 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, scene); let {center: bCenter, vertices: bVertices} = getCenterAndVertexList(b, scene); // Find the closest and farthest vertices. // TODO: Compute actual min and max distances between the two objects. // 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++) { 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 (distance > maxDistance) { maxDistance = distance; maxDistanceVertices[0] = aVertices[i]; maxDistanceVertices[1] = bVertices[j]; } } } // Return the results. return { min: minDistanceVertices, center: [aCenter, bCenter], max: maxDistanceVertices }; }