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yet-another-cad-viewer/frontend/misc/distances.ts

75 lines
3.0 KiB
TypeScript

import {BufferAttribute, InterleavedBufferAttribute, Vector3} from 'three';
import type {MObject3D} from "../tools/Selection.vue";
import type {ModelScene} from '@google/model-viewer/lib/three-components/ModelScene';
import type {SelectionInfo} from "../tools/selection";
function getCenterAndVertexList(selInfo: SelectionInfo, scene: ModelScene): {
center: Vector3,
vertices: Array<Vector3>
} {
let pos: BufferAttribute | InterleavedBufferAttribute = selInfo.object.geometry.getAttribute('position');
let ind: BufferAttribute | null = selInfo.object.geometry.index;
if (ind === null) {
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 = selInfo.indices[0]; i < selInfo.indices[1]; i++) {
let index = ind.getX(i)
let vertex = new Vector3(pos.getX(index), pos.getY(index), pos.getZ(index));
vertex = scene.target.worldToLocal(selInfo.object.localToWorld(vertex));
center.add(vertex);
vertices.push(vertex);
}
center = center.divideScalar(selInfo.indices[1] - selInfo.indices[0]);
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: SelectionInfo, b: SelectionInfo, scene: ModelScene): {
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, 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
};
}