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speckle-server/scratch/edge-debug-selection/Default/Cache/Cache_Data/f_0000f1
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import {
BackSide,
Box3,
BufferAttribute,
BufferGeometry,
ByteType,
DataTexture,
DoubleSide,
FloatType,
FrontSide,
Group,
IntType,
Line3,
LineBasicMaterial,
Matrix3,
Matrix4,
Mesh,
MeshBasicMaterial,
NearestFilter,
Object3D,
Plane,
RGBAFormat,
RGBAIntegerFormat,
RGFormat,
RGIntegerFormat,
Ray,
RedFormat,
RedIntegerFormat,
ShortType,
Sphere,
Triangle,
UnsignedByteType,
UnsignedIntType,
UnsignedShortType,
Vector2,
Vector3,
Vector4
} from "/_nuxt/node_modules/.cache/vite/client/deps/chunk-KHL3VXVA.js?v=e4f18c29";
import "/_nuxt/node_modules/.cache/vite/client/deps/chunk-V4OQ3NZ2.js?v=e4f18c29";
// ../../node_modules/three-mesh-bvh/src/core/Constants.js
var CENTER = 0;
var AVERAGE = 1;
var SAH = 2;
var NOT_INTERSECTED = 0;
var INTERSECTED = 1;
var CONTAINED = 2;
var TRIANGLE_INTERSECT_COST = 1.25;
var TRAVERSAL_COST = 1;
var BYTES_PER_NODE = 6 * 4 + 4 + 4;
var IS_LEAFNODE_FLAG = 65535;
var FLOAT32_EPSILON = Math.pow(2, -24);
// ../../node_modules/three-mesh-bvh/src/core/MeshBVHNode.js
var MeshBVHNode = class {
constructor() {
}
};
// ../../node_modules/three-mesh-bvh/src/utils/ArrayBoxUtilities.js
function arrayToBox(nodeIndex32, array, target) {
target.min.x = array[nodeIndex32];
target.min.y = array[nodeIndex32 + 1];
target.min.z = array[nodeIndex32 + 2];
target.max.x = array[nodeIndex32 + 3];
target.max.y = array[nodeIndex32 + 4];
target.max.z = array[nodeIndex32 + 5];
return target;
}
function getLongestEdgeIndex(bounds) {
let splitDimIdx = -1;
let splitDist = -Infinity;
for (let i = 0; i < 3; i++) {
const dist = bounds[i + 3] - bounds[i];
if (dist > splitDist) {
splitDist = dist;
splitDimIdx = i;
}
}
return splitDimIdx;
}
function copyBounds(source, target) {
target.set(source);
}
function unionBounds(a, b, target) {
let aVal, bVal;
for (let d = 0; d < 3; d++) {
const d3 = d + 3;
aVal = a[d];
bVal = b[d];
target[d] = aVal < bVal ? aVal : bVal;
aVal = a[d3];
bVal = b[d3];
target[d3] = aVal > bVal ? aVal : bVal;
}
}
function expandByTriangleBounds(startIndex, triangleBounds, bounds) {
for (let d = 0; d < 3; d++) {
const tCenter = triangleBounds[startIndex + 2 * d];
const tHalf = triangleBounds[startIndex + 2 * d + 1];
const tMin = tCenter - tHalf;
const tMax = tCenter + tHalf;
if (tMin < bounds[d]) {
bounds[d] = tMin;
}
if (tMax > bounds[d + 3]) {
bounds[d + 3] = tMax;
}
}
}
function computeSurfaceArea(bounds) {
const d0 = bounds[3] - bounds[0];
const d1 = bounds[4] - bounds[1];
const d2 = bounds[5] - bounds[2];
return 2 * (d0 * d1 + d1 * d2 + d2 * d0);
}
// ../../node_modules/three-mesh-bvh/src/core/buildFunctions.js
function ensureIndex(geo, options) {
if (!geo.index) {
const vertexCount = geo.attributes.position.count;
const BufferConstructor = options.useSharedArrayBuffer ? SharedArrayBuffer : ArrayBuffer;
let index;
if (vertexCount > 65535) {
index = new Uint32Array(new BufferConstructor(4 * vertexCount));
} else {
index = new Uint16Array(new BufferConstructor(2 * vertexCount));
}
geo.setIndex(new BufferAttribute(index, 1));
for (let i = 0; i < vertexCount; i++) {
index[i] = i;
}
}
}
function getRootIndexRanges(geo) {
if (!geo.groups || !geo.groups.length) {
return [{ offset: 0, count: geo.index.count / 3 }];
}
const ranges = [];
const rangeBoundaries = /* @__PURE__ */ new Set();
for (const group of geo.groups) {
rangeBoundaries.add(group.start);
rangeBoundaries.add(group.start + group.count);
}
const sortedBoundaries = Array.from(rangeBoundaries.values()).sort((a, b) => a - b);
for (let i = 0; i < sortedBoundaries.length - 1; i++) {
const start = sortedBoundaries[i], end = sortedBoundaries[i + 1];
ranges.push({ offset: start / 3, count: (end - start) / 3 });
}
return ranges;
}
function getBounds(triangleBounds, offset, count, target, centroidTarget = null) {
let minx = Infinity;
let miny = Infinity;
let minz = Infinity;
let maxx = -Infinity;
let maxy = -Infinity;
let maxz = -Infinity;
let cminx = Infinity;
let cminy = Infinity;
let cminz = Infinity;
let cmaxx = -Infinity;
let cmaxy = -Infinity;
let cmaxz = -Infinity;
const includeCentroid = centroidTarget !== null;
for (let i = offset * 6, end = (offset + count) * 6; i < end; i += 6) {
const cx = triangleBounds[i + 0];
const hx = triangleBounds[i + 1];
const lx = cx - hx;
const rx = cx + hx;
if (lx < minx) minx = lx;
if (rx > maxx) maxx = rx;
if (includeCentroid && cx < cminx) cminx = cx;
if (includeCentroid && cx > cmaxx) cmaxx = cx;
const cy = triangleBounds[i + 2];
const hy = triangleBounds[i + 3];
const ly = cy - hy;
const ry = cy + hy;
if (ly < miny) miny = ly;
if (ry > maxy) maxy = ry;
if (includeCentroid && cy < cminy) cminy = cy;
if (includeCentroid && cy > cmaxy) cmaxy = cy;
const cz = triangleBounds[i + 4];
const hz = triangleBounds[i + 5];
const lz = cz - hz;
const rz = cz + hz;
if (lz < minz) minz = lz;
if (rz > maxz) maxz = rz;
if (includeCentroid && cz < cminz) cminz = cz;
if (includeCentroid && cz > cmaxz) cmaxz = cz;
}
target[0] = minx;
target[1] = miny;
target[2] = minz;
target[3] = maxx;
target[4] = maxy;
target[5] = maxz;
if (includeCentroid) {
centroidTarget[0] = cminx;
centroidTarget[1] = cminy;
centroidTarget[2] = cminz;
centroidTarget[3] = cmaxx;
centroidTarget[4] = cmaxy;
centroidTarget[5] = cmaxz;
}
}
function getCentroidBounds(triangleBounds, offset, count, centroidTarget) {
let cminx = Infinity;
let cminy = Infinity;
let cminz = Infinity;
let cmaxx = -Infinity;
let cmaxy = -Infinity;
let cmaxz = -Infinity;
for (let i = offset * 6, end = (offset + count) * 6; i < end; i += 6) {
const cx = triangleBounds[i + 0];
if (cx < cminx) cminx = cx;
if (cx > cmaxx) cmaxx = cx;
const cy = triangleBounds[i + 2];
if (cy < cminy) cminy = cy;
if (cy > cmaxy) cmaxy = cy;
const cz = triangleBounds[i + 4];
if (cz < cminz) cminz = cz;
if (cz > cmaxz) cmaxz = cz;
}
centroidTarget[0] = cminx;
centroidTarget[1] = cminy;
centroidTarget[2] = cminz;
centroidTarget[3] = cmaxx;
centroidTarget[4] = cmaxy;
centroidTarget[5] = cmaxz;
}
function partition(index, triangleBounds, offset, count, split) {
let left = offset;
let right = offset + count - 1;
const pos = split.pos;
const axisOffset = split.axis * 2;
while (true) {
while (left <= right && triangleBounds[left * 6 + axisOffset] < pos) {
left++;
}
while (left <= right && triangleBounds[right * 6 + axisOffset] >= pos) {
right--;
}
if (left < right) {
for (let i = 0; i < 3; i++) {
let t0 = index[left * 3 + i];
index[left * 3 + i] = index[right * 3 + i];
index[right * 3 + i] = t0;
let t1 = triangleBounds[left * 6 + i * 2 + 0];
triangleBounds[left * 6 + i * 2 + 0] = triangleBounds[right * 6 + i * 2 + 0];
triangleBounds[right * 6 + i * 2 + 0] = t1;
let t2 = triangleBounds[left * 6 + i * 2 + 1];
triangleBounds[left * 6 + i * 2 + 1] = triangleBounds[right * 6 + i * 2 + 1];
triangleBounds[right * 6 + i * 2 + 1] = t2;
}
left++;
right--;
} else {
return left;
}
}
}
var BIN_COUNT = 32;
var binsSort = (a, b) => a.candidate - b.candidate;
var sahBins = new Array(BIN_COUNT).fill().map(() => {
return {
count: 0,
bounds: new Float32Array(6),
rightCacheBounds: new Float32Array(6),
leftCacheBounds: new Float32Array(6),
candidate: 0
};
});
var leftBounds = new Float32Array(6);
function getOptimalSplit(nodeBoundingData, centroidBoundingData, triangleBounds, offset, count, strategy) {
let axis = -1;
let pos = 0;
if (strategy === CENTER) {
axis = getLongestEdgeIndex(centroidBoundingData);
if (axis !== -1) {
pos = (centroidBoundingData[axis] + centroidBoundingData[axis + 3]) / 2;
}
} else if (strategy === AVERAGE) {
axis = getLongestEdgeIndex(nodeBoundingData);
if (axis !== -1) {
pos = getAverage(triangleBounds, offset, count, axis);
}
} else if (strategy === SAH) {
const rootSurfaceArea = computeSurfaceArea(nodeBoundingData);
let bestCost = TRIANGLE_INTERSECT_COST * count;
const cStart = offset * 6;
const cEnd = (offset + count) * 6;
for (let a = 0; a < 3; a++) {
const axisLeft = centroidBoundingData[a];
const axisRight = centroidBoundingData[a + 3];
const axisLength = axisRight - axisLeft;
const binWidth = axisLength / BIN_COUNT;
if (count < BIN_COUNT / 4) {
const truncatedBins = [...sahBins];
truncatedBins.length = count;
let b = 0;
for (let c = cStart; c < cEnd; c += 6, b++) {
const bin = truncatedBins[b];
bin.candidate = triangleBounds[c + 2 * a];
bin.count = 0;
const {
bounds,
leftCacheBounds,
rightCacheBounds
} = bin;
for (let d = 0; d < 3; d++) {
rightCacheBounds[d] = Infinity;
rightCacheBounds[d + 3] = -Infinity;
leftCacheBounds[d] = Infinity;
leftCacheBounds[d + 3] = -Infinity;
bounds[d] = Infinity;
bounds[d + 3] = -Infinity;
}
expandByTriangleBounds(c, triangleBounds, bounds);
}
truncatedBins.sort(binsSort);
let splitCount = count;
for (let bi = 0; bi < splitCount; bi++) {
const bin = truncatedBins[bi];
while (bi + 1 < splitCount && truncatedBins[bi + 1].candidate === bin.candidate) {
truncatedBins.splice(bi + 1, 1);
splitCount--;
}
}
for (let c = cStart; c < cEnd; c += 6) {
const center = triangleBounds[c + 2 * a];
for (let bi = 0; bi < splitCount; bi++) {
const bin = truncatedBins[bi];
if (center >= bin.candidate) {
expandByTriangleBounds(c, triangleBounds, bin.rightCacheBounds);
} else {
expandByTriangleBounds(c, triangleBounds, bin.leftCacheBounds);
bin.count++;
}
}
}
for (let bi = 0; bi < splitCount; bi++) {
const bin = truncatedBins[bi];
const leftCount = bin.count;
const rightCount = count - bin.count;
const leftBounds2 = bin.leftCacheBounds;
const rightBounds = bin.rightCacheBounds;
let leftProb = 0;
if (leftCount !== 0) {
leftProb = computeSurfaceArea(leftBounds2) / rootSurfaceArea;
}
let rightProb = 0;
if (rightCount !== 0) {
rightProb = computeSurfaceArea(rightBounds) / rootSurfaceArea;
}
const cost = TRAVERSAL_COST + TRIANGLE_INTERSECT_COST * (leftProb * leftCount + rightProb * rightCount);
if (cost < bestCost) {
axis = a;
bestCost = cost;
pos = bin.candidate;
}
}
} else {
for (let i = 0; i < BIN_COUNT; i++) {
const bin = sahBins[i];
bin.count = 0;
bin.candidate = axisLeft + binWidth + i * binWidth;
const bounds = bin.bounds;
for (let d = 0; d < 3; d++) {
bounds[d] = Infinity;
bounds[d + 3] = -Infinity;
}
}
for (let c = cStart; c < cEnd; c += 6) {
const triCenter = triangleBounds[c + 2 * a];
const relativeCenter = triCenter - axisLeft;
let binIndex = ~~(relativeCenter / binWidth);
if (binIndex >= BIN_COUNT) binIndex = BIN_COUNT - 1;
const bin = sahBins[binIndex];
bin.count++;
expandByTriangleBounds(c, triangleBounds, bin.bounds);
}
const lastBin = sahBins[BIN_COUNT - 1];
copyBounds(lastBin.bounds, lastBin.rightCacheBounds);
for (let i = BIN_COUNT - 2; i >= 0; i--) {
const bin = sahBins[i];
const nextBin = sahBins[i + 1];
unionBounds(bin.bounds, nextBin.rightCacheBounds, bin.rightCacheBounds);
}
let leftCount = 0;
for (let i = 0; i < BIN_COUNT - 1; i++) {
const bin = sahBins[i];
const binCount = bin.count;
const bounds = bin.bounds;
const nextBin = sahBins[i + 1];
const rightBounds = nextBin.rightCacheBounds;
if (binCount !== 0) {
if (leftCount === 0) {
copyBounds(bounds, leftBounds);
} else {
unionBounds(bounds, leftBounds, leftBounds);
}
}
leftCount += binCount;
let leftProb = 0;
let rightProb = 0;
if (leftCount !== 0) {
leftProb = computeSurfaceArea(leftBounds) / rootSurfaceArea;
}
const rightCount = count - leftCount;
if (rightCount !== 0) {
rightProb = computeSurfaceArea(rightBounds) / rootSurfaceArea;
}
const cost = TRAVERSAL_COST + TRIANGLE_INTERSECT_COST * (leftProb * leftCount + rightProb * rightCount);
if (cost < bestCost) {
axis = a;
bestCost = cost;
pos = bin.candidate;
}
}
}
}
} else {
console.warn(`MeshBVH: Invalid build strategy value ${strategy} used.`);
}
return { axis, pos };
}
function getAverage(triangleBounds, offset, count, axis) {
let avg = 0;
for (let i = offset, end = offset + count; i < end; i++) {
avg += triangleBounds[i * 6 + axis * 2];
}
return avg / count;
}
function computeTriangleBounds(geo, fullBounds) {
const posAttr = geo.attributes.position;
const index = geo.index.array;
const triCount = index.length / 3;
const triangleBounds = new Float32Array(triCount * 6);
const normalized = posAttr.normalized;
const posArr = posAttr.array;
const bufferOffset = posAttr.offset || 0;
let stride = 3;
if (posAttr.isInterleavedBufferAttribute) {
stride = posAttr.data.stride;
}
const getters = ["getX", "getY", "getZ"];
for (let tri = 0; tri < triCount; tri++) {
const tri3 = tri * 3;
const tri6 = tri * 6;
let ai, bi, ci;
if (normalized) {
ai = index[tri3 + 0];
bi = index[tri3 + 1];
ci = index[tri3 + 2];
} else {
ai = index[tri3 + 0] * stride + bufferOffset;
bi = index[tri3 + 1] * stride + bufferOffset;
ci = index[tri3 + 2] * stride + bufferOffset;
}
for (let el = 0; el < 3; el++) {
let a, b, c;
if (normalized) {
a = posAttr[getters[el]](ai);
b = posAttr[getters[el]](bi);
c = posAttr[getters[el]](ci);
} else {
a = posArr[ai + el];
b = posArr[bi + el];
c = posArr[ci + el];
}
let min = a;
if (b < min) min = b;
if (c < min) min = c;
let max = a;
if (b > max) max = b;
if (c > max) max = c;
const halfExtents = (max - min) / 2;
const el2 = el * 2;
triangleBounds[tri6 + el2 + 0] = min + halfExtents;
triangleBounds[tri6 + el2 + 1] = halfExtents + (Math.abs(min) + halfExtents) * FLOAT32_EPSILON;
if (min < fullBounds[el]) fullBounds[el] = min;
if (max > fullBounds[el + 3]) fullBounds[el + 3] = max;
}
}
return triangleBounds;
}
function buildTree(geo, options) {
function triggerProgress(trianglesProcessed) {
if (onProgress) {
onProgress(trianglesProcessed / totalTriangles);
}
}
function splitNode(node, offset, count, centroidBoundingData = null, depth = 0) {
if (!reachedMaxDepth && depth >= maxDepth) {
reachedMaxDepth = true;
if (verbose) {
console.warn(`MeshBVH: Max depth of ${maxDepth} reached when generating BVH. Consider increasing maxDepth.`);
console.warn(geo);
}
}
if (count <= maxLeafTris || depth >= maxDepth) {
triggerProgress(offset + count);
node.offset = offset;
node.count = count;
return node;
}
const split = getOptimalSplit(node.boundingData, centroidBoundingData, triangleBounds, offset, count, strategy);
if (split.axis === -1) {
triggerProgress(offset + count);
node.offset = offset;
node.count = count;
return node;
}
const splitOffset = partition(indexArray, triangleBounds, offset, count, split);
if (splitOffset === offset || splitOffset === offset + count) {
triggerProgress(offset + count);
node.offset = offset;
node.count = count;
} else {
node.splitAxis = split.axis;
const left = new MeshBVHNode();
const lstart = offset;
const lcount = splitOffset - offset;
node.left = left;
left.boundingData = new Float32Array(6);
getBounds(triangleBounds, lstart, lcount, left.boundingData, cacheCentroidBoundingData);
splitNode(left, lstart, lcount, cacheCentroidBoundingData, depth + 1);
const right = new MeshBVHNode();
const rstart = splitOffset;
const rcount = count - lcount;
node.right = right;
right.boundingData = new Float32Array(6);
getBounds(triangleBounds, rstart, rcount, right.boundingData, cacheCentroidBoundingData);
splitNode(right, rstart, rcount, cacheCentroidBoundingData, depth + 1);
}
return node;
}
ensureIndex(geo, options);
const fullBounds = new Float32Array(6);
const cacheCentroidBoundingData = new Float32Array(6);
const triangleBounds = computeTriangleBounds(geo, fullBounds);
const indexArray = geo.index.array;
const maxDepth = options.maxDepth;
const verbose = options.verbose;
const maxLeafTris = options.maxLeafTris;
const strategy = options.strategy;
const onProgress = options.onProgress;
const totalTriangles = geo.index.count / 3;
let reachedMaxDepth = false;
const roots = [];
const ranges = getRootIndexRanges(geo);
if (ranges.length === 1) {
const range = ranges[0];
const root = new MeshBVHNode();
root.boundingData = fullBounds;
getCentroidBounds(triangleBounds, range.offset, range.count, cacheCentroidBoundingData);
splitNode(root, range.offset, range.count, cacheCentroidBoundingData);
roots.push(root);
} else {
for (let range of ranges) {
const root = new MeshBVHNode();
root.boundingData = new Float32Array(6);
getBounds(triangleBounds, range.offset, range.count, root.boundingData, cacheCentroidBoundingData);
splitNode(root, range.offset, range.count, cacheCentroidBoundingData);
roots.push(root);
}
}
return roots;
}
function buildPackedTree(geo, options) {
const roots = buildTree(geo, options);
let float32Array;
let uint32Array;
let uint16Array;
const packedRoots = [];
const BufferConstructor = options.useSharedArrayBuffer ? SharedArrayBuffer : ArrayBuffer;
for (let i = 0; i < roots.length; i++) {
const root = roots[i];
let nodeCount = countNodes(root);
const buffer = new BufferConstructor(BYTES_PER_NODE * nodeCount);
float32Array = new Float32Array(buffer);
uint32Array = new Uint32Array(buffer);
uint16Array = new Uint16Array(buffer);
populateBuffer(0, root);
packedRoots.push(buffer);
}
return packedRoots;
function countNodes(node) {
if (node.count) {
return 1;
} else {
return 1 + countNodes(node.left) + countNodes(node.right);
}
}
function populateBuffer(byteOffset, node) {
const stride4Offset = byteOffset / 4;
const stride2Offset = byteOffset / 2;
const isLeaf = !!node.count;
const boundingData = node.boundingData;
for (let i = 0; i < 6; i++) {
float32Array[stride4Offset + i] = boundingData[i];
}
if (isLeaf) {
const offset = node.offset;
const count = node.count;
uint32Array[stride4Offset + 6] = offset;
uint16Array[stride2Offset + 14] = count;
uint16Array[stride2Offset + 15] = IS_LEAFNODE_FLAG;
return byteOffset + BYTES_PER_NODE;
} else {
const left = node.left;
const right = node.right;
const splitAxis = node.splitAxis;
let nextUnusedPointer;
nextUnusedPointer = populateBuffer(byteOffset + BYTES_PER_NODE, left);
if (nextUnusedPointer / 4 > Math.pow(2, 32)) {
throw new Error("MeshBVH: Cannot store child pointer greater than 32 bits.");
}
uint32Array[stride4Offset + 6] = nextUnusedPointer / 4;
nextUnusedPointer = populateBuffer(nextUnusedPointer, right);
uint32Array[stride4Offset + 7] = splitAxis;
return nextUnusedPointer;
}
}
}
// ../../node_modules/three-mesh-bvh/src/math/SeparatingAxisBounds.js
var SeparatingAxisBounds = class {
constructor() {
this.min = Infinity;
this.max = -Infinity;
}
setFromPointsField(points, field) {
let min = Infinity;
let max = -Infinity;
for (let i = 0, l = points.length; i < l; i++) {
const p = points[i];
const val = p[field];
min = val < min ? val : min;
max = val > max ? val : max;
}
this.min = min;
this.max = max;
}
setFromPoints(axis, points) {
let min = Infinity;
let max = -Infinity;
for (let i = 0, l = points.length; i < l; i++) {
const p = points[i];
const val = axis.dot(p);
min = val < min ? val : min;
max = val > max ? val : max;
}
this.min = min;
this.max = max;
}
isSeparated(other) {
return this.min > other.max || other.min > this.max;
}
};
SeparatingAxisBounds.prototype.setFromBox = function() {
const p = new Vector3();
return function setFromBox(axis, box) {
const boxMin = box.min;
const boxMax = box.max;
let min = Infinity;
let max = -Infinity;
for (let x = 0; x <= 1; x++) {
for (let y = 0; y <= 1; y++) {
for (let z = 0; z <= 1; z++) {
p.x = boxMin.x * x + boxMax.x * (1 - x);
p.y = boxMin.y * y + boxMax.y * (1 - y);
p.z = boxMin.z * z + boxMax.z * (1 - z);
const val = axis.dot(p);
min = Math.min(val, min);
max = Math.max(val, max);
}
}
}
this.min = min;
this.max = max;
};
}();
var areIntersecting = function() {
const cacheSatBounds = new SeparatingAxisBounds();
return function areIntersecting2(shape1, shape2) {
const points1 = shape1.points;
const satAxes1 = shape1.satAxes;
const satBounds1 = shape1.satBounds;
const points2 = shape2.points;
const satAxes2 = shape2.satAxes;
const satBounds2 = shape2.satBounds;
for (let i = 0; i < 3; i++) {
const sb = satBounds1[i];
const sa = satAxes1[i];
cacheSatBounds.setFromPoints(sa, points2);
if (sb.isSeparated(cacheSatBounds)) return false;
}
for (let i = 0; i < 3; i++) {
const sb = satBounds2[i];
const sa = satAxes2[i];
cacheSatBounds.setFromPoints(sa, points1);
if (sb.isSeparated(cacheSatBounds)) return false;
}
};
}();
// ../../node_modules/three-mesh-bvh/src/math/MathUtilities.js
var closestPointLineToLine = function() {
const dir1 = new Vector3();
const dir2 = new Vector3();
const v02 = new Vector3();
return function closestPointLineToLine2(l1, l2, result) {
const v0 = l1.start;
const v10 = dir1;
const v2 = l2.start;
const v32 = dir2;
v02.subVectors(v0, v2);
dir1.subVectors(l1.end, l1.start);
dir2.subVectors(l2.end, l2.start);
const d0232 = v02.dot(v32);
const d3210 = v32.dot(v10);
const d3232 = v32.dot(v32);
const d0210 = v02.dot(v10);
const d1010 = v10.dot(v10);
const denom = d1010 * d3232 - d3210 * d3210;
let d, d2;
if (denom !== 0) {
d = (d0232 * d3210 - d0210 * d3232) / denom;
} else {
d = 0;
}
d2 = (d0232 + d * d3210) / d3232;
result.x = d;
result.y = d2;
};
}();
var closestPointsSegmentToSegment = function() {
const paramResult = new Vector2();
const temp12 = new Vector3();
const temp22 = new Vector3();
return function closestPointsSegmentToSegment2(l1, l2, target1, target2) {
closestPointLineToLine(l1, l2, paramResult);
let d = paramResult.x;
let d2 = paramResult.y;
if (d >= 0 && d <= 1 && d2 >= 0 && d2 <= 1) {
l1.at(d, target1);
l2.at(d2, target2);
return;
} else if (d >= 0 && d <= 1) {
if (d2 < 0) {
l2.at(0, target2);
} else {
l2.at(1, target2);
}
l1.closestPointToPoint(target2, true, target1);
return;
} else if (d2 >= 0 && d2 <= 1) {
if (d < 0) {
l1.at(0, target1);
} else {
l1.at(1, target1);
}
l2.closestPointToPoint(target1, true, target2);
return;
} else {
let p;
if (d < 0) {
p = l1.start;
} else {
p = l1.end;
}
let p2;
if (d2 < 0) {
p2 = l2.start;
} else {
p2 = l2.end;
}
const closestPoint = temp12;
const closestPoint2 = temp22;
l1.closestPointToPoint(p2, true, temp12);
l2.closestPointToPoint(p, true, temp22);
if (closestPoint.distanceToSquared(p2) <= closestPoint2.distanceToSquared(p)) {
target1.copy(closestPoint);
target2.copy(p2);
return;
} else {
target1.copy(p);
target2.copy(closestPoint2);
return;
}
}
};
}();
var sphereIntersectTriangle = function() {
const closestPointTemp = new Vector3();
const projectedPointTemp = new Vector3();
const planeTemp = new Plane();
const lineTemp = new Line3();
return function sphereIntersectTriangle2(sphere, triangle) {
const { radius, center } = sphere;
const { a, b, c } = triangle;
lineTemp.start = a;
lineTemp.end = b;
const closestPoint1 = lineTemp.closestPointToPoint(center, true, closestPointTemp);
if (closestPoint1.distanceTo(center) <= radius) return true;
lineTemp.start = a;
lineTemp.end = c;
const closestPoint2 = lineTemp.closestPointToPoint(center, true, closestPointTemp);
if (closestPoint2.distanceTo(center) <= radius) return true;
lineTemp.start = b;
lineTemp.end = c;
const closestPoint3 = lineTemp.closestPointToPoint(center, true, closestPointTemp);
if (closestPoint3.distanceTo(center) <= radius) return true;
const plane = triangle.getPlane(planeTemp);
const dp = Math.abs(plane.distanceToPoint(center));
if (dp <= radius) {
const pp = plane.projectPoint(center, projectedPointTemp);
const cp = triangle.containsPoint(pp);
if (cp) return true;
}
return false;
};
}();
// ../../node_modules/three-mesh-bvh/src/math/ExtendedTriangle.js
var DIST_EPSILON = 1e-15;
function isNearZero(value) {
return Math.abs(value) < DIST_EPSILON;
}
var ExtendedTriangle = class extends Triangle {
constructor(...args) {
super(...args);
this.isExtendedTriangle = true;
this.satAxes = new Array(4).fill().map(() => new Vector3());
this.satBounds = new Array(4).fill().map(() => new SeparatingAxisBounds());
this.points = [this.a, this.b, this.c];
this.sphere = new Sphere();
this.plane = new Plane();
this.needsUpdate = true;
}
intersectsSphere(sphere) {
return sphereIntersectTriangle(sphere, this);
}
update() {
const a = this.a;
const b = this.b;
const c = this.c;
const points = this.points;
const satAxes = this.satAxes;
const satBounds = this.satBounds;
const axis0 = satAxes[0];
const sab0 = satBounds[0];
this.getNormal(axis0);
sab0.setFromPoints(axis0, points);
const axis1 = satAxes[1];
const sab1 = satBounds[1];
axis1.subVectors(a, b);
sab1.setFromPoints(axis1, points);
const axis2 = satAxes[2];
const sab2 = satBounds[2];
axis2.subVectors(b, c);
sab2.setFromPoints(axis2, points);
const axis3 = satAxes[3];
const sab3 = satBounds[3];
axis3.subVectors(c, a);
sab3.setFromPoints(axis3, points);
this.sphere.setFromPoints(this.points);
this.plane.setFromNormalAndCoplanarPoint(axis0, a);
this.needsUpdate = false;
}
};
ExtendedTriangle.prototype.closestPointToSegment = function() {
const point1 = new Vector3();
const point2 = new Vector3();
const edge = new Line3();
return function distanceToSegment(segment, target1 = null, target2 = null) {
const { start, end } = segment;
const points = this.points;
let distSq;
let closestDistanceSq = Infinity;
for (let i = 0; i < 3; i++) {
const nexti = (i + 1) % 3;
edge.start.copy(points[i]);
edge.end.copy(points[nexti]);
closestPointsSegmentToSegment(edge, segment, point1, point2);
distSq = point1.distanceToSquared(point2);
if (distSq < closestDistanceSq) {
closestDistanceSq = distSq;
if (target1) target1.copy(point1);
if (target2) target2.copy(point2);
}
}
this.closestPointToPoint(start, point1);
distSq = start.distanceToSquared(point1);
if (distSq < closestDistanceSq) {
closestDistanceSq = distSq;
if (target1) target1.copy(point1);
if (target2) target2.copy(start);
}
this.closestPointToPoint(end, point1);
distSq = end.distanceToSquared(point1);
if (distSq < closestDistanceSq) {
closestDistanceSq = distSq;
if (target1) target1.copy(point1);
if (target2) target2.copy(end);
}
return Math.sqrt(closestDistanceSq);
};
}();
ExtendedTriangle.prototype.intersectsTriangle = function() {
const saTri2 = new ExtendedTriangle();
const arr1 = new Array(3);
const arr2 = new Array(3);
const cachedSatBounds = new SeparatingAxisBounds();
const cachedSatBounds2 = new SeparatingAxisBounds();
const cachedAxis = new Vector3();
const dir1 = new Vector3();
const dir2 = new Vector3();
const tempDir = new Vector3();
const edge = new Line3();
const edge1 = new Line3();
const edge2 = new Line3();
return function intersectsTriangle(other, target = null) {
if (this.needsUpdate) {
this.update();
}
if (!other.isExtendedTriangle) {
saTri2.copy(other);
saTri2.update();
other = saTri2;
} else if (other.needsUpdate) {
other.update();
}
const plane1 = this.plane;
const plane2 = other.plane;
if (Math.abs(plane1.normal.dot(plane2.normal)) > 1 - 1e-10) {
const satBounds1 = this.satBounds;
const satAxes1 = this.satAxes;
arr2[0] = other.a;
arr2[1] = other.b;
arr2[2] = other.c;
for (let i = 0; i < 4; i++) {
const sb = satBounds1[i];
const sa = satAxes1[i];
cachedSatBounds.setFromPoints(sa, arr2);
if (sb.isSeparated(cachedSatBounds)) return false;
}
const satBounds2 = other.satBounds;
const satAxes2 = other.satAxes;
arr1[0] = this.a;
arr1[1] = this.b;
arr1[2] = this.c;
for (let i = 0; i < 4; i++) {
const sb = satBounds2[i];
const sa = satAxes2[i];
cachedSatBounds.setFromPoints(sa, arr1);
if (sb.isSeparated(cachedSatBounds)) return false;
}
for (let i = 0; i < 4; i++) {
const sa1 = satAxes1[i];
for (let i2 = 0; i2 < 4; i2++) {
const sa2 = satAxes2[i2];
cachedAxis.crossVectors(sa1, sa2);
cachedSatBounds.setFromPoints(cachedAxis, arr1);
cachedSatBounds2.setFromPoints(cachedAxis, arr2);
if (cachedSatBounds.isSeparated(cachedSatBounds2)) return false;
}
}
if (target) {
console.warn("ExtendedTriangle.intersectsTriangle: Triangles are coplanar which does not support an output edge. Setting edge to 0, 0, 0.");
target.start.set(0, 0, 0);
target.end.set(0, 0, 0);
}
return true;
} else {
const points1 = this.points;
let found1 = false;
let count1 = 0;
for (let i = 0; i < 3; i++) {
const p = points1[i];
const pNext = points1[(i + 1) % 3];
edge.start.copy(p);
edge.end.copy(pNext);
edge.delta(dir1);
const targetPoint = found1 ? edge1.start : edge1.end;
const startIntersects = isNearZero(plane2.distanceToPoint(p));
if (isNearZero(plane2.normal.dot(dir1)) && startIntersects) {
edge1.copy(edge);
count1 = 2;
break;
}
const doesIntersect = plane2.intersectLine(edge, targetPoint) || startIntersects;
if (doesIntersect && !isNearZero(targetPoint.distanceTo(pNext))) {
count1++;
if (found1) {
break;
}
found1 = true;
}
}
if (count1 === 1 && this.containsPoint(edge1.end)) {
if (target) {
target.start.copy(edge1.end);
target.end.copy(edge1.end);
}
return true;
} else if (count1 !== 2) {
return false;
}
const points2 = other.points;
let found2 = false;
let count2 = 0;
for (let i = 0; i < 3; i++) {
const p = points2[i];
const pNext = points2[(i + 1) % 3];
edge.start.copy(p);
edge.end.copy(pNext);
edge.delta(dir2);
const targetPoint = found2 ? edge2.start : edge2.end;
const startIntersects = isNearZero(plane1.distanceToPoint(p));
if (isNearZero(plane1.normal.dot(dir2)) && startIntersects) {
edge2.copy(edge);
count2 = 2;
break;
}
const doesIntersect = plane1.intersectLine(edge, targetPoint) || startIntersects;
if (doesIntersect && !isNearZero(targetPoint.distanceTo(pNext))) {
count2++;
if (found2) {
break;
}
found2 = true;
}
}
if (count2 === 1 && this.containsPoint(edge2.end)) {
if (target) {
target.start.copy(edge2.end);
target.end.copy(edge2.end);
}
return true;
} else if (count2 !== 2) {
return false;
}
edge1.delta(dir1);
edge2.delta(dir2);
if (dir1.dot(dir2) < 0) {
let tmp = edge2.start;
edge2.start = edge2.end;
edge2.end = tmp;
}
const s1 = edge1.start.dot(dir1);
const e1 = edge1.end.dot(dir1);
const s2 = edge2.start.dot(dir1);
const e2 = edge2.end.dot(dir1);
const separated1 = e1 < s2;
const separated2 = s1 < e2;
if (s1 !== e2 && s2 !== e1 && separated1 === separated2) {
return false;
}
if (target) {
tempDir.subVectors(edge1.start, edge2.start);
if (tempDir.dot(dir1) > 0) {
target.start.copy(edge1.start);
} else {
target.start.copy(edge2.start);
}
tempDir.subVectors(edge1.end, edge2.end);
if (tempDir.dot(dir1) < 0) {
target.end.copy(edge1.end);
} else {
target.end.copy(edge2.end);
}
}
return true;
}
};
}();
ExtendedTriangle.prototype.distanceToPoint = function() {
const target = new Vector3();
return function distanceToPoint(point) {
this.closestPointToPoint(point, target);
return point.distanceTo(target);
};
}();
ExtendedTriangle.prototype.distanceToTriangle = function() {
const point = new Vector3();
const point2 = new Vector3();
const cornerFields = ["a", "b", "c"];
const line1 = new Line3();
const line2 = new Line3();
return function distanceToTriangle(other, target1 = null, target2 = null) {
const lineTarget = target1 || target2 ? line1 : null;
if (this.intersectsTriangle(other, lineTarget)) {
if (target1 || target2) {
if (target1) lineTarget.getCenter(target1);
if (target2) lineTarget.getCenter(target2);
}
return 0;
}
let closestDistanceSq = Infinity;
for (let i = 0; i < 3; i++) {
let dist;
const field = cornerFields[i];
const otherVec = other[field];
this.closestPointToPoint(otherVec, point);
dist = otherVec.distanceToSquared(point);
if (dist < closestDistanceSq) {
closestDistanceSq = dist;
if (target1) target1.copy(point);
if (target2) target2.copy(otherVec);
}
const thisVec = this[field];
other.closestPointToPoint(thisVec, point);
dist = thisVec.distanceToSquared(point);
if (dist < closestDistanceSq) {
closestDistanceSq = dist;
if (target1) target1.copy(thisVec);
if (target2) target2.copy(point);
}
}
for (let i = 0; i < 3; i++) {
const f11 = cornerFields[i];
const f12 = cornerFields[(i + 1) % 3];
line1.set(this[f11], this[f12]);
for (let i2 = 0; i2 < 3; i2++) {
const f21 = cornerFields[i2];
const f22 = cornerFields[(i2 + 1) % 3];
line2.set(other[f21], other[f22]);
closestPointsSegmentToSegment(line1, line2, point, point2);
const dist = point.distanceToSquared(point2);
if (dist < closestDistanceSq) {
closestDistanceSq = dist;
if (target1) target1.copy(point);
if (target2) target2.copy(point2);
}
}
}
return Math.sqrt(closestDistanceSq);
};
}();
// ../../node_modules/three-mesh-bvh/src/math/OrientedBox.js
var OrientedBox = class {
constructor(min, max, matrix) {
this.isOrientedBox = true;
this.min = new Vector3();
this.max = new Vector3();
this.matrix = new Matrix4();
this.invMatrix = new Matrix4();
this.points = new Array(8).fill().map(() => new Vector3());
this.satAxes = new Array(3).fill().map(() => new Vector3());
this.satBounds = new Array(3).fill().map(() => new SeparatingAxisBounds());
this.alignedSatBounds = new Array(3).fill().map(() => new SeparatingAxisBounds());
this.needsUpdate = false;
if (min) this.min.copy(min);
if (max) this.max.copy(max);
if (matrix) this.matrix.copy(matrix);
}
set(min, max, matrix) {
this.min.copy(min);
this.max.copy(max);
this.matrix.copy(matrix);
this.needsUpdate = true;
}
copy(other) {
this.min.copy(other.min);
this.max.copy(other.max);
this.matrix.copy(other.matrix);
this.needsUpdate = true;
}
};
OrientedBox.prototype.update = /* @__PURE__ */ function() {
return function update() {
const matrix = this.matrix;
const min = this.min;
const max = this.max;
const points = this.points;
for (let x = 0; x <= 1; x++) {
for (let y = 0; y <= 1; y++) {
for (let z = 0; z <= 1; z++) {
const i = (1 << 0) * x | (1 << 1) * y | (1 << 2) * z;
const v = points[i];
v.x = x ? max.x : min.x;
v.y = y ? max.y : min.y;
v.z = z ? max.z : min.z;
v.applyMatrix4(matrix);
}
}
}
const satBounds = this.satBounds;
const satAxes = this.satAxes;
const minVec = points[0];
for (let i = 0; i < 3; i++) {
const axis = satAxes[i];
const sb = satBounds[i];
const index = 1 << i;
const pi = points[index];
axis.subVectors(minVec, pi);
sb.setFromPoints(axis, points);
}
const alignedSatBounds = this.alignedSatBounds;
alignedSatBounds[0].setFromPointsField(points, "x");
alignedSatBounds[1].setFromPointsField(points, "y");
alignedSatBounds[2].setFromPointsField(points, "z");
this.invMatrix.copy(this.matrix).invert();
this.needsUpdate = false;
};
}();
OrientedBox.prototype.intersectsBox = function() {
const aabbBounds = new SeparatingAxisBounds();
return function intersectsBox(box) {
if (this.needsUpdate) {
this.update();
}
const min = box.min;
const max = box.max;
const satBounds = this.satBounds;
const satAxes = this.satAxes;
const alignedSatBounds = this.alignedSatBounds;
aabbBounds.min = min.x;
aabbBounds.max = max.x;
if (alignedSatBounds[0].isSeparated(aabbBounds)) return false;
aabbBounds.min = min.y;
aabbBounds.max = max.y;
if (alignedSatBounds[1].isSeparated(aabbBounds)) return false;
aabbBounds.min = min.z;
aabbBounds.max = max.z;
if (alignedSatBounds[2].isSeparated(aabbBounds)) return false;
for (let i = 0; i < 3; i++) {
const axis = satAxes[i];
const sb = satBounds[i];
aabbBounds.setFromBox(axis, box);
if (sb.isSeparated(aabbBounds)) return false;
}
return true;
};
}();
OrientedBox.prototype.intersectsTriangle = function() {
const saTri = new ExtendedTriangle();
const pointsArr = new Array(3);
const cachedSatBounds = new SeparatingAxisBounds();
const cachedSatBounds2 = new SeparatingAxisBounds();
const cachedAxis = new Vector3();
return function intersectsTriangle(triangle) {
if (this.needsUpdate) {
this.update();
}
if (!triangle.isExtendedTriangle) {
saTri.copy(triangle);
saTri.update();
triangle = saTri;
} else if (triangle.needsUpdate) {
triangle.update();
}
const satBounds = this.satBounds;
const satAxes = this.satAxes;
pointsArr[0] = triangle.a;
pointsArr[1] = triangle.b;
pointsArr[2] = triangle.c;
for (let i = 0; i < 3; i++) {
const sb = satBounds[i];
const sa = satAxes[i];
cachedSatBounds.setFromPoints(sa, pointsArr);
if (sb.isSeparated(cachedSatBounds)) return false;
}
const triSatBounds = triangle.satBounds;
const triSatAxes = triangle.satAxes;
const points = this.points;
for (let i = 0; i < 3; i++) {
const sb = triSatBounds[i];
const sa = triSatAxes[i];
cachedSatBounds.setFromPoints(sa, points);
if (sb.isSeparated(cachedSatBounds)) return false;
}
for (let i = 0; i < 3; i++) {
const sa1 = satAxes[i];
for (let i2 = 0; i2 < 4; i2++) {
const sa2 = triSatAxes[i2];
cachedAxis.crossVectors(sa1, sa2);
cachedSatBounds.setFromPoints(cachedAxis, pointsArr);
cachedSatBounds2.setFromPoints(cachedAxis, points);
if (cachedSatBounds.isSeparated(cachedSatBounds2)) return false;
}
}
return true;
};
}();
OrientedBox.prototype.closestPointToPoint = /* @__PURE__ */ function() {
return function closestPointToPoint(point, target1) {
if (this.needsUpdate) {
this.update();
}
target1.copy(point).applyMatrix4(this.invMatrix).clamp(this.min, this.max).applyMatrix4(this.matrix);
return target1;
};
}();
OrientedBox.prototype.distanceToPoint = function() {
const target = new Vector3();
return function distanceToPoint(point) {
this.closestPointToPoint(point, target);
return point.distanceTo(target);
};
}();
OrientedBox.prototype.distanceToBox = function() {
const xyzFields2 = ["x", "y", "z"];
const segments1 = new Array(12).fill().map(() => new Line3());
const segments2 = new Array(12).fill().map(() => new Line3());
const point1 = new Vector3();
const point2 = new Vector3();
return function distanceToBox(box, threshold = 0, target1 = null, target2 = null) {
if (this.needsUpdate) {
this.update();
}
if (this.intersectsBox(box)) {
if (target1 || target2) {
box.getCenter(point2);
this.closestPointToPoint(point2, point1);
box.closestPointToPoint(point1, point2);
if (target1) target1.copy(point1);
if (target2) target2.copy(point2);
}
return 0;
}
const threshold2 = threshold * threshold;
const min = box.min;
const max = box.max;
const points = this.points;
let closestDistanceSq = Infinity;
for (let i = 0; i < 8; i++) {
const p = points[i];
point2.copy(p).clamp(min, max);
const dist = p.distanceToSquared(point2);
if (dist < closestDistanceSq) {
closestDistanceSq = dist;
if (target1) target1.copy(p);
if (target2) target2.copy(point2);
if (dist < threshold2) return Math.sqrt(dist);
}
}
let count = 0;
for (let i = 0; i < 3; i++) {
for (let i1 = 0; i1 <= 1; i1++) {
for (let i2 = 0; i2 <= 1; i2++) {
const nextIndex = (i + 1) % 3;
const nextIndex2 = (i + 2) % 3;
const index = i1 << nextIndex | i2 << nextIndex2;
const index2 = 1 << i | i1 << nextIndex | i2 << nextIndex2;
const p1 = points[index];
const p2 = points[index2];
const line1 = segments1[count];
line1.set(p1, p2);
const f1 = xyzFields2[i];
const f2 = xyzFields2[nextIndex];
const f3 = xyzFields2[nextIndex2];
const line2 = segments2[count];
const start = line2.start;
const end = line2.end;
start[f1] = min[f1];
start[f2] = i1 ? min[f2] : max[f2];
start[f3] = i2 ? min[f3] : max[f2];
end[f1] = max[f1];
end[f2] = i1 ? min[f2] : max[f2];
end[f3] = i2 ? min[f3] : max[f2];
count++;
}
}
}
for (let x = 0; x <= 1; x++) {
for (let y = 0; y <= 1; y++) {
for (let z = 0; z <= 1; z++) {
point2.x = x ? max.x : min.x;
point2.y = y ? max.y : min.y;
point2.z = z ? max.z : min.z;
this.closestPointToPoint(point2, point1);
const dist = point2.distanceToSquared(point1);
if (dist < closestDistanceSq) {
closestDistanceSq = dist;
if (target1) target1.copy(point1);
if (target2) target2.copy(point2);
if (dist < threshold2) return Math.sqrt(dist);
}
}
}
}
for (let i = 0; i < 12; i++) {
const l1 = segments1[i];
for (let i2 = 0; i2 < 12; i2++) {
const l2 = segments2[i2];
closestPointsSegmentToSegment(l1, l2, point1, point2);
const dist = point1.distanceToSquared(point2);
if (dist < closestDistanceSq) {
closestDistanceSq = dist;
if (target1) target1.copy(point1);
if (target2) target2.copy(point2);
if (dist < threshold2) return Math.sqrt(dist);
}
}
}
return Math.sqrt(closestDistanceSq);
};
}();
// ../../node_modules/three-mesh-bvh/src/utils/ThreeRayIntersectUtilities.js
var vA = new Vector3();
var vB = new Vector3();
var vC = new Vector3();
var uvA = new Vector2();
var uvB = new Vector2();
var uvC = new Vector2();
var intersectionPoint = new Vector3();
function checkIntersection(ray2, pA, pB, pC, point, side) {
let intersect;
if (side === BackSide) {
intersect = ray2.intersectTriangle(pC, pB, pA, true, point);
} else {
intersect = ray2.intersectTriangle(pA, pB, pC, side !== DoubleSide, point);
}
if (intersect === null) return null;
const distance = ray2.origin.distanceTo(point);
return {
distance,
point: point.clone()
};
}
function checkBufferGeometryIntersection(ray2, position, uv, a, b, c, side) {
vA.fromBufferAttribute(position, a);
vB.fromBufferAttribute(position, b);
vC.fromBufferAttribute(position, c);
const intersection = checkIntersection(ray2, vA, vB, vC, intersectionPoint, side);
if (intersection) {
if (uv) {
uvA.fromBufferAttribute(uv, a);
uvB.fromBufferAttribute(uv, b);
uvC.fromBufferAttribute(uv, c);
intersection.uv = Triangle.getUV(intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2());
}
const face = {
a,
b,
c,
normal: new Vector3(),
materialIndex: 0
};
Triangle.getNormal(vA, vB, vC, face.normal);
intersection.face = face;
intersection.faceIndex = a;
}
return intersection;
}
function intersectTri(geo, side, ray2, tri, intersections) {
const triOffset = tri * 3;
const a = geo.index.getX(triOffset);
const b = geo.index.getX(triOffset + 1);
const c = geo.index.getX(triOffset + 2);
const intersection = checkBufferGeometryIntersection(ray2, geo.attributes.position, geo.attributes.uv, a, b, c, side);
if (intersection) {
intersection.faceIndex = tri;
if (intersections) intersections.push(intersection);
return intersection;
}
return null;
}
// ../../node_modules/three-mesh-bvh/src/utils/GeometryRayIntersectUtilities.js
function intersectTris(geo, side, ray2, offset, count, intersections) {
for (let i = offset, end = offset + count; i < end; i++) {
intersectTri(geo, side, ray2, i, intersections);
}
}
function intersectClosestTri(geo, side, ray2, offset, count) {
let dist = Infinity;
let res = null;
for (let i = offset, end = offset + count; i < end; i++) {
const intersection = intersectTri(geo, side, ray2, i);
if (intersection && intersection.distance < dist) {
res = intersection;
dist = intersection.distance;
}
}
return res;
}
function convertRaycastIntersect(hit, object, raycaster) {
if (hit === null) {
return null;
}
hit.point.applyMatrix4(object.matrixWorld);
hit.distance = hit.point.distanceTo(raycaster.ray.origin);
hit.object = object;
if (hit.distance < raycaster.near || hit.distance > raycaster.far) {
return null;
} else {
return hit;
}
}
// ../../node_modules/three-mesh-bvh/src/utils/TriangleUtilities.js
function setTriangle(tri, i, index, pos) {
const ta = tri.a;
const tb = tri.b;
const tc = tri.c;
let i0 = i;
let i1 = i + 1;
let i2 = i + 2;
if (index) {
i0 = index.getX(i);
i1 = index.getX(i + 1);
i2 = index.getX(i + 2);
}
ta.x = pos.getX(i0);
ta.y = pos.getY(i0);
ta.z = pos.getZ(i0);
tb.x = pos.getX(i1);
tb.y = pos.getY(i1);
tb.z = pos.getZ(i1);
tc.x = pos.getX(i2);
tc.y = pos.getY(i2);
tc.z = pos.getZ(i2);
}
function iterateOverTriangles(offset, count, geometry, intersectsTriangleFunc, contained, depth, triangle) {
const index = geometry.index;
const pos = geometry.attributes.position;
for (let i = offset, l = count + offset; i < l; i++) {
setTriangle(triangle, i * 3, index, pos);
triangle.needsUpdate = true;
if (intersectsTriangleFunc(triangle, i, contained, depth)) {
return true;
}
}
return false;
}
var tempV1 = new Vector3();
var tempV2 = new Vector3();
var tempV3 = new Vector3();
var tempUV1 = new Vector2();
var tempUV2 = new Vector2();
var tempUV3 = new Vector2();
function getTriangleHitPointInfo(point, geometry, triangleIndex, target) {
const indices = geometry.getIndex().array;
const positions = geometry.getAttribute("position");
const uvs = geometry.getAttribute("uv");
const a = indices[triangleIndex * 3];
const b = indices[triangleIndex * 3 + 1];
const c = indices[triangleIndex * 3 + 2];
tempV1.fromBufferAttribute(positions, a);
tempV2.fromBufferAttribute(positions, b);
tempV3.fromBufferAttribute(positions, c);
let materialIndex = 0;
const groups = geometry.groups;
const firstVertexIndex = triangleIndex * 3;
for (let i = 0, l = groups.length; i < l; i++) {
const group = groups[i];
const { start, count } = group;
if (firstVertexIndex >= start && firstVertexIndex < start + count) {
materialIndex = group.materialIndex;
break;
}
}
let uv = null;
if (uvs) {
tempUV1.fromBufferAttribute(uvs, a);
tempUV2.fromBufferAttribute(uvs, b);
tempUV3.fromBufferAttribute(uvs, c);
if (target && target.uv) uv = target.uv;
else uv = new Vector2();
Triangle.getUV(point, tempV1, tempV2, tempV3, tempUV1, tempUV2, tempUV3, uv);
}
if (target) {
if (!target.face) target.face = {};
target.face.a = a;
target.face.b = b;
target.face.c = c;
target.face.materialIndex = materialIndex;
if (!target.face.normal) target.face.normal = new Vector3();
Triangle.getNormal(tempV1, tempV2, tempV3, target.face.normal);
if (!target.uv) target.uv = new Vector2();
target.uv.copy(uv);
return target;
} else {
return {
face: {
a,
b,
c,
materialIndex,
normal: Triangle.getNormal(tempV1, tempV2, tempV3, new Vector3())
},
uv
};
}
}
// ../../node_modules/three-mesh-bvh/src/utils/PrimitivePool.js
var PrimitivePool = class {
constructor(getNewPrimitive) {
this._getNewPrimitive = getNewPrimitive;
this._primitives = [];
}
getPrimitive() {
const primitives = this._primitives;
if (primitives.length === 0) {
return this._getNewPrimitive();
} else {
return primitives.pop();
}
}
releasePrimitive(primitive) {
this._primitives.push(primitive);
}
};
// ../../node_modules/three-mesh-bvh/src/core/nodeBufferFunctions.js
function IS_LEAF(n16, uint16Array) {
return uint16Array[n16 + 15] === 65535;
}
function OFFSET(n32, uint32Array) {
return uint32Array[n32 + 6];
}
function COUNT(n16, uint16Array) {
return uint16Array[n16 + 14];
}
function LEFT_NODE(n32) {
return n32 + 8;
}
function RIGHT_NODE(n32, uint32Array) {
return uint32Array[n32 + 6];
}
function SPLIT_AXIS(n32, uint32Array) {
return uint32Array[n32 + 7];
}
function BOUNDING_DATA_INDEX(n32) {
return n32;
}
// ../../node_modules/three-mesh-bvh/src/core/castFunctions.js
var boundingBox = new Box3();
var boxIntersection = new Vector3();
var xyzFields = ["x", "y", "z"];
function raycast(nodeIndex32, geometry, side, ray2, intersects) {
let nodeIndex16 = nodeIndex32 * 2, float32Array = _float32Array, uint16Array = _uint16Array, uint32Array = _uint32Array;
const isLeaf = IS_LEAF(nodeIndex16, uint16Array);
if (isLeaf) {
const offset = OFFSET(nodeIndex32, uint32Array);
const count = COUNT(nodeIndex16, uint16Array);
intersectTris(geometry, side, ray2, offset, count, intersects);
} else {
const leftIndex = LEFT_NODE(nodeIndex32);
if (intersectRay(leftIndex, float32Array, ray2, boxIntersection)) {
raycast(leftIndex, geometry, side, ray2, intersects);
}
const rightIndex = RIGHT_NODE(nodeIndex32, uint32Array);
if (intersectRay(rightIndex, float32Array, ray2, boxIntersection)) {
raycast(rightIndex, geometry, side, ray2, intersects);
}
}
}
function raycastFirst(nodeIndex32, geometry, side, ray2) {
let nodeIndex16 = nodeIndex32 * 2, float32Array = _float32Array, uint16Array = _uint16Array, uint32Array = _uint32Array;
const isLeaf = IS_LEAF(nodeIndex16, uint16Array);
if (isLeaf) {
const offset = OFFSET(nodeIndex32, uint32Array);
const count = COUNT(nodeIndex16, uint16Array);
return intersectClosestTri(geometry, side, ray2, offset, count);
} else {
const splitAxis = SPLIT_AXIS(nodeIndex32, uint32Array);
const xyzAxis = xyzFields[splitAxis];
const rayDir = ray2.direction[xyzAxis];
const leftToRight = rayDir >= 0;
let c1, c2;
if (leftToRight) {
c1 = LEFT_NODE(nodeIndex32);
c2 = RIGHT_NODE(nodeIndex32, uint32Array);
} else {
c1 = RIGHT_NODE(nodeIndex32, uint32Array);
c2 = LEFT_NODE(nodeIndex32);
}
const c1Intersection = intersectRay(c1, float32Array, ray2, boxIntersection);
const c1Result = c1Intersection ? raycastFirst(c1, geometry, side, ray2) : null;
if (c1Result) {
const point = c1Result.point[xyzAxis];
const isOutside = leftToRight ? point <= float32Array[c2 + splitAxis] : (
// min bounding data
point >= float32Array[c2 + splitAxis + 3]
);
if (isOutside) {
return c1Result;
}
}
const c2Intersection = intersectRay(c2, float32Array, ray2, boxIntersection);
const c2Result = c2Intersection ? raycastFirst(c2, geometry, side, ray2) : null;
if (c1Result && c2Result) {
return c1Result.distance <= c2Result.distance ? c1Result : c2Result;
} else {
return c1Result || c2Result || null;
}
}
}
var shapecast = function() {
let _box12, _box22;
const boxStack = [];
const boxPool = new PrimitivePool(() => new Box3());
return function shapecast2(...args) {
_box12 = boxPool.getPrimitive();
_box22 = boxPool.getPrimitive();
boxStack.push(_box12, _box22);
const result = shapecastTraverse(...args);
boxPool.releasePrimitive(_box12);
boxPool.releasePrimitive(_box22);
boxStack.pop();
boxStack.pop();
const length = boxStack.length;
if (length > 0) {
_box22 = boxStack[length - 1];
_box12 = boxStack[length - 2];
}
return result;
};
function shapecastTraverse(nodeIndex32, geometry, intersectsBoundsFunc, intersectsRangeFunc, nodeScoreFunc = null, nodeIndexByteOffset = 0, depth = 0) {
function getLeftOffset(nodeIndex322) {
let nodeIndex162 = nodeIndex322 * 2, uint16Array2 = _uint16Array, uint32Array2 = _uint32Array;
while (!IS_LEAF(nodeIndex162, uint16Array2)) {
nodeIndex322 = LEFT_NODE(nodeIndex322);
nodeIndex162 = nodeIndex322 * 2;
}
return OFFSET(nodeIndex322, uint32Array2);
}
function getRightEndOffset(nodeIndex322) {
let nodeIndex162 = nodeIndex322 * 2, uint16Array2 = _uint16Array, uint32Array2 = _uint32Array;
while (!IS_LEAF(nodeIndex162, uint16Array2)) {
nodeIndex322 = RIGHT_NODE(nodeIndex322, uint32Array2);
nodeIndex162 = nodeIndex322 * 2;
}
return OFFSET(nodeIndex322, uint32Array2) + COUNT(nodeIndex162, uint16Array2);
}
let nodeIndex16 = nodeIndex32 * 2, float32Array = _float32Array, uint16Array = _uint16Array, uint32Array = _uint32Array;
const isLeaf = IS_LEAF(nodeIndex16, uint16Array);
if (isLeaf) {
const offset = OFFSET(nodeIndex32, uint32Array);
const count = COUNT(nodeIndex16, uint16Array);
arrayToBox(BOUNDING_DATA_INDEX(nodeIndex32), float32Array, _box12);
return intersectsRangeFunc(offset, count, false, depth, nodeIndexByteOffset + nodeIndex32, _box12);
} else {
const left = LEFT_NODE(nodeIndex32);
const right = RIGHT_NODE(nodeIndex32, uint32Array);
let c1 = left;
let c2 = right;
let score1, score2;
let box1, box2;
if (nodeScoreFunc) {
box1 = _box12;
box2 = _box22;
arrayToBox(BOUNDING_DATA_INDEX(c1), float32Array, box1);
arrayToBox(BOUNDING_DATA_INDEX(c2), float32Array, box2);
score1 = nodeScoreFunc(box1);
score2 = nodeScoreFunc(box2);
if (score2 < score1) {
c1 = right;
c2 = left;
const temp5 = score1;
score1 = score2;
score2 = temp5;
box1 = box2;
}
}
if (!box1) {
box1 = _box12;
arrayToBox(BOUNDING_DATA_INDEX(c1), float32Array, box1);
}
const isC1Leaf = IS_LEAF(c1 * 2, uint16Array);
const c1Intersection = intersectsBoundsFunc(box1, isC1Leaf, score1, depth + 1, nodeIndexByteOffset + c1);
let c1StopTraversal;
if (c1Intersection === CONTAINED) {
const offset = getLeftOffset(c1);
const end = getRightEndOffset(c1);
const count = end - offset;
c1StopTraversal = intersectsRangeFunc(offset, count, true, depth + 1, nodeIndexByteOffset + c1, box1);
} else {
c1StopTraversal = c1Intersection && shapecastTraverse(
c1,
geometry,
intersectsBoundsFunc,
intersectsRangeFunc,
nodeScoreFunc,
nodeIndexByteOffset,
depth + 1
);
}
if (c1StopTraversal) return true;
box2 = _box22;
arrayToBox(BOUNDING_DATA_INDEX(c2), float32Array, box2);
const isC2Leaf = IS_LEAF(c2 * 2, uint16Array);
const c2Intersection = intersectsBoundsFunc(box2, isC2Leaf, score2, depth + 1, nodeIndexByteOffset + c2);
let c2StopTraversal;
if (c2Intersection === CONTAINED) {
const offset = getLeftOffset(c2);
const end = getRightEndOffset(c2);
const count = end - offset;
c2StopTraversal = intersectsRangeFunc(offset, count, true, depth + 1, nodeIndexByteOffset + c2, box2);
} else {
c2StopTraversal = c2Intersection && shapecastTraverse(
c2,
geometry,
intersectsBoundsFunc,
intersectsRangeFunc,
nodeScoreFunc,
nodeIndexByteOffset,
depth + 1
);
}
if (c2StopTraversal) return true;
return false;
}
}
}();
var intersectsGeometry = function() {
const triangle = new ExtendedTriangle();
const triangle2 = new ExtendedTriangle();
const invertedMat = new Matrix4();
const obb3 = new OrientedBox();
const obb22 = new OrientedBox();
return function intersectsGeometry2(nodeIndex32, geometry, otherGeometry, geometryToBvh, cachedObb = null) {
let nodeIndex16 = nodeIndex32 * 2, float32Array = _float32Array, uint16Array = _uint16Array, uint32Array = _uint32Array;
if (cachedObb === null) {
if (!otherGeometry.boundingBox) {
otherGeometry.computeBoundingBox();
}
obb3.set(otherGeometry.boundingBox.min, otherGeometry.boundingBox.max, geometryToBvh);
cachedObb = obb3;
}
const isLeaf = IS_LEAF(nodeIndex16, uint16Array);
if (isLeaf) {
const thisGeometry = geometry;
const thisIndex = thisGeometry.index;
const thisPos = thisGeometry.attributes.position;
const index = otherGeometry.index;
const pos = otherGeometry.attributes.position;
const offset = OFFSET(nodeIndex32, uint32Array);
const count = COUNT(nodeIndex16, uint16Array);
invertedMat.copy(geometryToBvh).invert();
if (otherGeometry.boundsTree) {
arrayToBox(BOUNDING_DATA_INDEX(nodeIndex32), float32Array, obb22);
obb22.matrix.copy(invertedMat);
obb22.needsUpdate = true;
const res = otherGeometry.boundsTree.shapecast({
intersectsBounds: (box) => obb22.intersectsBox(box),
intersectsTriangle: (tri) => {
tri.a.applyMatrix4(geometryToBvh);
tri.b.applyMatrix4(geometryToBvh);
tri.c.applyMatrix4(geometryToBvh);
tri.needsUpdate = true;
for (let i = offset * 3, l = (count + offset) * 3; i < l; i += 3) {
setTriangle(triangle2, i, thisIndex, thisPos);
triangle2.needsUpdate = true;
if (tri.intersectsTriangle(triangle2)) {
return true;
}
}
return false;
}
});
return res;
} else {
for (let i = offset * 3, l = count + offset * 3; i < l; i += 3) {
setTriangle(triangle, i, thisIndex, thisPos);
triangle.a.applyMatrix4(invertedMat);
triangle.b.applyMatrix4(invertedMat);
triangle.c.applyMatrix4(invertedMat);
triangle.needsUpdate = true;
for (let i2 = 0, l2 = index.count; i2 < l2; i2 += 3) {
setTriangle(triangle2, i2, index, pos);
triangle2.needsUpdate = true;
if (triangle.intersectsTriangle(triangle2)) {
return true;
}
}
}
}
} else {
const left = nodeIndex32 + 8;
const right = uint32Array[nodeIndex32 + 6];
arrayToBox(BOUNDING_DATA_INDEX(left), float32Array, boundingBox);
const leftIntersection = cachedObb.intersectsBox(boundingBox) && intersectsGeometry2(left, geometry, otherGeometry, geometryToBvh, cachedObb);
if (leftIntersection) return true;
arrayToBox(BOUNDING_DATA_INDEX(right), float32Array, boundingBox);
const rightIntersection = cachedObb.intersectsBox(boundingBox) && intersectsGeometry2(right, geometry, otherGeometry, geometryToBvh, cachedObb);
if (rightIntersection) return true;
return false;
}
};
}();
function intersectRay(nodeIndex32, array, ray2, target) {
arrayToBox(nodeIndex32, array, boundingBox);
return ray2.intersectBox(boundingBox, target);
}
var bufferStack = [];
var _prevBuffer;
var _float32Array;
var _uint16Array;
var _uint32Array;
function setBuffer(buffer) {
if (_prevBuffer) {
bufferStack.push(_prevBuffer);
}
_prevBuffer = buffer;
_float32Array = new Float32Array(buffer);
_uint16Array = new Uint16Array(buffer);
_uint32Array = new Uint32Array(buffer);
}
function clearBuffer() {
_prevBuffer = null;
_float32Array = null;
_uint16Array = null;
_uint32Array = null;
if (bufferStack.length) {
setBuffer(bufferStack.pop());
}
}
// ../../node_modules/three-mesh-bvh/src/core/MeshBVH.js
var SKIP_GENERATION = Symbol("skip tree generation");
var aabb = new Box3();
var aabb2 = new Box3();
var tempMatrix = new Matrix4();
var obb = new OrientedBox();
var obb2 = new OrientedBox();
var temp = new Vector3();
var temp1 = new Vector3();
var temp2 = new Vector3();
var temp3 = new Vector3();
var temp4 = new Vector3();
var tempBox = new Box3();
var trianglePool = new PrimitivePool(() => new ExtendedTriangle());
var MeshBVH = class _MeshBVH {
static serialize(bvh, options = {}) {
if (options.isBufferGeometry) {
console.warn("MeshBVH.serialize: The arguments for the function have changed. See documentation for new signature.");
return _MeshBVH.serialize(
arguments[0],
{
cloneBuffers: arguments[2] === void 0 ? true : arguments[2]
}
);
}
options = {
cloneBuffers: true,
...options
};
const geometry = bvh.geometry;
const rootData = bvh._roots;
const indexAttribute = geometry.getIndex();
let result;
if (options.cloneBuffers) {
result = {
roots: rootData.map((root) => root.slice()),
index: indexAttribute.array.slice()
};
} else {
result = {
roots: rootData,
index: indexAttribute.array
};
}
return result;
}
static deserialize(data, geometry, options = {}) {
if (typeof options === "boolean") {
console.warn("MeshBVH.deserialize: The arguments for the function have changed. See documentation for new signature.");
return _MeshBVH.deserialize(
arguments[0],
arguments[1],
{
setIndex: arguments[2] === void 0 ? true : arguments[2]
}
);
}
options = {
setIndex: true,
...options
};
const { index, roots } = data;
const bvh = new _MeshBVH(geometry, { ...options, [SKIP_GENERATION]: true });
bvh._roots = roots;
if (options.setIndex) {
const indexAttribute = geometry.getIndex();
if (indexAttribute === null) {
const newIndex = new BufferAttribute(data.index, 1, false);
geometry.setIndex(newIndex);
} else if (indexAttribute.array !== index) {
indexAttribute.array.set(index);
indexAttribute.needsUpdate = true;
}
}
return bvh;
}
constructor(geometry, options = {}) {
if (!geometry.isBufferGeometry) {
throw new Error("MeshBVH: Only BufferGeometries are supported.");
} else if (geometry.index && geometry.index.isInterleavedBufferAttribute) {
throw new Error("MeshBVH: InterleavedBufferAttribute is not supported for the index attribute.");
}
options = Object.assign({
strategy: CENTER,
maxDepth: 40,
maxLeafTris: 10,
verbose: true,
useSharedArrayBuffer: false,
setBoundingBox: true,
onProgress: null,
// undocumented options
// Whether to skip generating the tree. Used for deserialization.
[SKIP_GENERATION]: false
}, options);
if (options.useSharedArrayBuffer && typeof SharedArrayBuffer === "undefined") {
throw new Error("MeshBVH: SharedArrayBuffer is not available.");
}
this._roots = null;
if (!options[SKIP_GENERATION]) {
this._roots = buildPackedTree(geometry, options);
if (!geometry.boundingBox && options.setBoundingBox) {
geometry.boundingBox = this.getBoundingBox(new Box3());
}
}
this.geometry = geometry;
}
refit(nodeIndices = null) {
if (nodeIndices && Array.isArray(nodeIndices)) {
nodeIndices = new Set(nodeIndices);
}
const geometry = this.geometry;
const indexArr = geometry.index.array;
const posAttr = geometry.attributes.position;
let buffer, uint32Array, uint16Array, float32Array;
let byteOffset = 0;
const roots = this._roots;
for (let i = 0, l = roots.length; i < l; i++) {
buffer = roots[i];
uint32Array = new Uint32Array(buffer);
uint16Array = new Uint16Array(buffer);
float32Array = new Float32Array(buffer);
_traverse(0, byteOffset);
byteOffset += buffer.byteLength;
}
function _traverse(node32Index, byteOffset2, force = false) {
const node16Index = node32Index * 2;
const isLeaf = uint16Array[node16Index + 15] === IS_LEAFNODE_FLAG;
if (isLeaf) {
const offset = uint32Array[node32Index + 6];
const count = uint16Array[node16Index + 14];
let minx = Infinity;
let miny = Infinity;
let minz = Infinity;
let maxx = -Infinity;
let maxy = -Infinity;
let maxz = -Infinity;
for (let i = 3 * offset, l = 3 * (offset + count); i < l; i++) {
const index = indexArr[i];
const x = posAttr.getX(index);
const y = posAttr.getY(index);
const z = posAttr.getZ(index);
if (x < minx) minx = x;
if (x > maxx) maxx = x;
if (y < miny) miny = y;
if (y > maxy) maxy = y;
if (z < minz) minz = z;
if (z > maxz) maxz = z;
}
if (float32Array[node32Index + 0] !== minx || float32Array[node32Index + 1] !== miny || float32Array[node32Index + 2] !== minz || float32Array[node32Index + 3] !== maxx || float32Array[node32Index + 4] !== maxy || float32Array[node32Index + 5] !== maxz) {
float32Array[node32Index + 0] = minx;
float32Array[node32Index + 1] = miny;
float32Array[node32Index + 2] = minz;
float32Array[node32Index + 3] = maxx;
float32Array[node32Index + 4] = maxy;
float32Array[node32Index + 5] = maxz;
return true;
} else {
return false;
}
} else {
const left = node32Index + 8;
const right = uint32Array[node32Index + 6];
const offsetLeft = left + byteOffset2;
const offsetRight = right + byteOffset2;
let forceChildren = force;
let includesLeft = false;
let includesRight = false;
if (nodeIndices) {
if (!forceChildren) {
includesLeft = nodeIndices.has(offsetLeft);
includesRight = nodeIndices.has(offsetRight);
forceChildren = !includesLeft && !includesRight;
}
} else {
includesLeft = true;
includesRight = true;
}
const traverseLeft = forceChildren || includesLeft;
const traverseRight = forceChildren || includesRight;
let leftChange = false;
if (traverseLeft) {
leftChange = _traverse(left, byteOffset2, forceChildren);
}
let rightChange = false;
if (traverseRight) {
rightChange = _traverse(right, byteOffset2, forceChildren);
}
const didChange = leftChange || rightChange;
if (didChange) {
for (let i = 0; i < 3; i++) {
const lefti = left + i;
const righti = right + i;
const minLeftValue = float32Array[lefti];
const maxLeftValue = float32Array[lefti + 3];
const minRightValue = float32Array[righti];
const maxRightValue = float32Array[righti + 3];
float32Array[node32Index + i] = minLeftValue < minRightValue ? minLeftValue : minRightValue;
float32Array[node32Index + i + 3] = maxLeftValue > maxRightValue ? maxLeftValue : maxRightValue;
}
}
return didChange;
}
}
}
traverse(callback, rootIndex = 0) {
const buffer = this._roots[rootIndex];
const uint32Array = new Uint32Array(buffer);
const uint16Array = new Uint16Array(buffer);
_traverse(0);
function _traverse(node32Index, depth = 0) {
const node16Index = node32Index * 2;
const isLeaf = uint16Array[node16Index + 15] === IS_LEAFNODE_FLAG;
if (isLeaf) {
const offset = uint32Array[node32Index + 6];
const count = uint16Array[node16Index + 14];
callback(depth, isLeaf, new Float32Array(buffer, node32Index * 4, 6), offset, count);
} else {
const left = node32Index + BYTES_PER_NODE / 4;
const right = uint32Array[node32Index + 6];
const splitAxis = uint32Array[node32Index + 7];
const stopTraversal = callback(depth, isLeaf, new Float32Array(buffer, node32Index * 4, 6), splitAxis);
if (!stopTraversal) {
_traverse(left, depth + 1);
_traverse(right, depth + 1);
}
}
}
}
/* Core Cast Functions */
raycast(ray2, materialOrSide = FrontSide) {
const roots = this._roots;
const geometry = this.geometry;
const intersects = [];
const isMaterial = materialOrSide.isMaterial;
const isArrayMaterial = Array.isArray(materialOrSide);
const groups = geometry.groups;
const side = isMaterial ? materialOrSide.side : materialOrSide;
for (let i = 0, l = roots.length; i < l; i++) {
const materialSide = isArrayMaterial ? materialOrSide[groups[i].materialIndex].side : side;
const startCount = intersects.length;
setBuffer(roots[i]);
raycast(0, geometry, materialSide, ray2, intersects);
clearBuffer();
if (isArrayMaterial) {
const materialIndex = groups[i].materialIndex;
for (let j = startCount, jl = intersects.length; j < jl; j++) {
intersects[j].face.materialIndex = materialIndex;
}
}
}
return intersects;
}
raycastFirst(ray2, materialOrSide = FrontSide) {
const roots = this._roots;
const geometry = this.geometry;
const isMaterial = materialOrSide.isMaterial;
const isArrayMaterial = Array.isArray(materialOrSide);
let closestResult = null;
const groups = geometry.groups;
const side = isMaterial ? materialOrSide.side : materialOrSide;
for (let i = 0, l = roots.length; i < l; i++) {
const materialSide = isArrayMaterial ? materialOrSide[groups[i].materialIndex].side : side;
setBuffer(roots[i]);
const result = raycastFirst(0, geometry, materialSide, ray2);
clearBuffer();
if (result != null && (closestResult == null || result.distance < closestResult.distance)) {
closestResult = result;
if (isArrayMaterial) {
result.face.materialIndex = groups[i].materialIndex;
}
}
}
return closestResult;
}
intersectsGeometry(otherGeometry, geomToMesh) {
const geometry = this.geometry;
let result = false;
for (const root of this._roots) {
setBuffer(root);
result = intersectsGeometry(0, geometry, otherGeometry, geomToMesh);
clearBuffer();
if (result) {
break;
}
}
return result;
}
shapecast(callbacks, _intersectsTriangleFunc, _orderNodesFunc) {
const geometry = this.geometry;
if (callbacks instanceof Function) {
if (_intersectsTriangleFunc) {
const originalTriangleFunc = _intersectsTriangleFunc;
_intersectsTriangleFunc = (tri, index, contained, depth) => {
const i3 = index * 3;
return originalTriangleFunc(tri, i3, i3 + 1, i3 + 2, contained, depth);
};
}
callbacks = {
boundsTraverseOrder: _orderNodesFunc,
intersectsBounds: callbacks,
intersectsTriangle: _intersectsTriangleFunc,
intersectsRange: null
};
console.warn("MeshBVH: Shapecast function signature has changed and now takes an object of callbacks as a second argument. See docs for new signature.");
}
const triangle = trianglePool.getPrimitive();
let {
boundsTraverseOrder,
intersectsBounds,
intersectsRange,
intersectsTriangle
} = callbacks;
if (intersectsRange && intersectsTriangle) {
const originalIntersectsRange = intersectsRange;
intersectsRange = (offset, count, contained, depth, nodeIndex) => {
if (!originalIntersectsRange(offset, count, contained, depth, nodeIndex)) {
return iterateOverTriangles(offset, count, geometry, intersectsTriangle, contained, depth, triangle);
}
return true;
};
} else if (!intersectsRange) {
if (intersectsTriangle) {
intersectsRange = (offset, count, contained, depth) => {
return iterateOverTriangles(offset, count, geometry, intersectsTriangle, contained, depth, triangle);
};
} else {
intersectsRange = (offset, count, contained) => {
return contained;
};
}
}
let result = false;
let byteOffset = 0;
for (const root of this._roots) {
setBuffer(root);
result = shapecast(0, geometry, intersectsBounds, intersectsRange, boundsTraverseOrder, byteOffset);
clearBuffer();
if (result) {
break;
}
byteOffset += root.byteLength;
}
trianglePool.releasePrimitive(triangle);
return result;
}
bvhcast(otherBvh, matrixToLocal, callbacks) {
let {
intersectsRanges,
intersectsTriangles
} = callbacks;
const indexAttr = this.geometry.index;
const positionAttr = this.geometry.attributes.position;
const otherIndexAttr = otherBvh.geometry.index;
const otherPositionAttr = otherBvh.geometry.attributes.position;
tempMatrix.copy(matrixToLocal).invert();
const triangle = trianglePool.getPrimitive();
const triangle2 = trianglePool.getPrimitive();
if (intersectsTriangles) {
let iterateOverDoubleTriangles = function(offset1, count1, offset2, count2, depth1, index1, depth2, index2) {
for (let i2 = offset2, l2 = offset2 + count2; i2 < l2; i2++) {
setTriangle(triangle2, i2 * 3, otherIndexAttr, otherPositionAttr);
triangle2.a.applyMatrix4(matrixToLocal);
triangle2.b.applyMatrix4(matrixToLocal);
triangle2.c.applyMatrix4(matrixToLocal);
triangle2.needsUpdate = true;
for (let i1 = offset1, l1 = offset1 + count1; i1 < l1; i1++) {
setTriangle(triangle, i1 * 3, indexAttr, positionAttr);
triangle.needsUpdate = true;
if (intersectsTriangles(triangle, triangle2, i1, i2, depth1, index1, depth2, index2)) {
return true;
}
}
}
return false;
};
if (intersectsRanges) {
const originalIntersectsRanges = intersectsRanges;
intersectsRanges = function(offset1, count1, offset2, count2, depth1, index1, depth2, index2) {
if (!originalIntersectsRanges(offset1, count1, offset2, count2, depth1, index1, depth2, index2)) {
return iterateOverDoubleTriangles(offset1, count1, offset2, count2, depth1, index1, depth2, index2);
}
return true;
};
} else {
intersectsRanges = iterateOverDoubleTriangles;
}
}
otherBvh.getBoundingBox(aabb2);
aabb2.applyMatrix4(matrixToLocal);
const result = this.shapecast({
intersectsBounds: (box) => aabb2.intersectsBox(box),
intersectsRange: (offset1, count1, contained, depth1, nodeIndex1, box) => {
aabb.copy(box);
aabb.applyMatrix4(tempMatrix);
return otherBvh.shapecast({
intersectsBounds: (box2) => aabb.intersectsBox(box2),
intersectsRange: (offset2, count2, contained2, depth2, nodeIndex2) => {
return intersectsRanges(offset1, count1, offset2, count2, depth1, nodeIndex1, depth2, nodeIndex2);
}
});
}
});
trianglePool.releasePrimitive(triangle);
trianglePool.releasePrimitive(triangle2);
return result;
}
/* Derived Cast Functions */
intersectsBox(box, boxToMesh) {
obb.set(box.min, box.max, boxToMesh);
obb.needsUpdate = true;
return this.shapecast(
{
intersectsBounds: (box2) => obb.intersectsBox(box2),
intersectsTriangle: (tri) => obb.intersectsTriangle(tri)
}
);
}
intersectsSphere(sphere) {
return this.shapecast(
{
intersectsBounds: (box) => sphere.intersectsBox(box),
intersectsTriangle: (tri) => tri.intersectsSphere(sphere)
}
);
}
closestPointToGeometry(otherGeometry, geometryToBvh, target1 = {}, target2 = {}, minThreshold = 0, maxThreshold = Infinity) {
if (!otherGeometry.boundingBox) {
otherGeometry.computeBoundingBox();
}
obb.set(otherGeometry.boundingBox.min, otherGeometry.boundingBox.max, geometryToBvh);
obb.needsUpdate = true;
const geometry = this.geometry;
const pos = geometry.attributes.position;
const index = geometry.index;
const otherPos = otherGeometry.attributes.position;
const otherIndex = otherGeometry.index;
const triangle = trianglePool.getPrimitive();
const triangle2 = trianglePool.getPrimitive();
let tempTarget1 = temp1;
let tempTargetDest1 = temp2;
let tempTarget2 = null;
let tempTargetDest2 = null;
if (target2) {
tempTarget2 = temp3;
tempTargetDest2 = temp4;
}
let closestDistance = Infinity;
let closestDistanceTriIndex = null;
let closestDistanceOtherTriIndex = null;
tempMatrix.copy(geometryToBvh).invert();
obb2.matrix.copy(tempMatrix);
this.shapecast(
{
boundsTraverseOrder: (box) => {
return obb.distanceToBox(box);
},
intersectsBounds: (box, isLeaf, score) => {
if (score < closestDistance && score < maxThreshold) {
if (isLeaf) {
obb2.min.copy(box.min);
obb2.max.copy(box.max);
obb2.needsUpdate = true;
}
return true;
}
return false;
},
intersectsRange: (offset, count) => {
if (otherGeometry.boundsTree) {
return otherGeometry.boundsTree.shapecast({
boundsTraverseOrder: (box) => {
return obb2.distanceToBox(box);
},
intersectsBounds: (box, isLeaf, score) => {
return score < closestDistance && score < maxThreshold;
},
intersectsRange: (otherOffset, otherCount) => {
for (let i2 = otherOffset * 3, l2 = (otherOffset + otherCount) * 3; i2 < l2; i2 += 3) {
setTriangle(triangle2, i2, otherIndex, otherPos);
triangle2.a.applyMatrix4(geometryToBvh);
triangle2.b.applyMatrix4(geometryToBvh);
triangle2.c.applyMatrix4(geometryToBvh);
triangle2.needsUpdate = true;
for (let i = offset * 3, l = (offset + count) * 3; i < l; i += 3) {
setTriangle(triangle, i, index, pos);
triangle.needsUpdate = true;
const dist = triangle.distanceToTriangle(triangle2, tempTarget1, tempTarget2);
if (dist < closestDistance) {
tempTargetDest1.copy(tempTarget1);
if (tempTargetDest2) {
tempTargetDest2.copy(tempTarget2);
}
closestDistance = dist;
closestDistanceTriIndex = i / 3;
closestDistanceOtherTriIndex = i2 / 3;
}
if (dist < minThreshold) {
return true;
}
}
}
}
});
} else {
const triCount = otherIndex ? otherIndex.count : otherPos.count;
for (let i2 = 0, l2 = triCount; i2 < l2; i2 += 3) {
setTriangle(triangle2, i2, otherIndex, otherPos);
triangle2.a.applyMatrix4(geometryToBvh);
triangle2.b.applyMatrix4(geometryToBvh);
triangle2.c.applyMatrix4(geometryToBvh);
triangle2.needsUpdate = true;
for (let i = offset * 3, l = (offset + count) * 3; i < l; i += 3) {
setTriangle(triangle, i, index, pos);
triangle.needsUpdate = true;
const dist = triangle.distanceToTriangle(triangle2, tempTarget1, tempTarget2);
if (dist < closestDistance) {
tempTargetDest1.copy(tempTarget1);
if (tempTargetDest2) {
tempTargetDest2.copy(tempTarget2);
}
closestDistance = dist;
closestDistanceTriIndex = i / 3;
closestDistanceOtherTriIndex = i2 / 3;
}
if (dist < minThreshold) {
return true;
}
}
}
}
}
}
);
trianglePool.releasePrimitive(triangle);
trianglePool.releasePrimitive(triangle2);
if (closestDistance === Infinity) return null;
if (!target1.point) target1.point = tempTargetDest1.clone();
else target1.point.copy(tempTargetDest1);
target1.distance = closestDistance, target1.faceIndex = closestDistanceTriIndex;
if (target2) {
if (!target2.point) target2.point = tempTargetDest2.clone();
else target2.point.copy(tempTargetDest2);
target2.point.applyMatrix4(tempMatrix);
tempTargetDest1.applyMatrix4(tempMatrix);
target2.distance = tempTargetDest1.sub(target2.point).length();
target2.faceIndex = closestDistanceOtherTriIndex;
}
return target1;
}
closestPointToPoint(point, target = {}, minThreshold = 0, maxThreshold = Infinity) {
const minThresholdSq = minThreshold * minThreshold;
const maxThresholdSq = maxThreshold * maxThreshold;
let closestDistanceSq = Infinity;
let closestDistanceTriIndex = null;
this.shapecast(
{
boundsTraverseOrder: (box) => {
temp.copy(point).clamp(box.min, box.max);
return temp.distanceToSquared(point);
},
intersectsBounds: (box, isLeaf, score) => {
return score < closestDistanceSq && score < maxThresholdSq;
},
intersectsTriangle: (tri, triIndex) => {
tri.closestPointToPoint(point, temp);
const distSq = point.distanceToSquared(temp);
if (distSq < closestDistanceSq) {
temp1.copy(temp);
closestDistanceSq = distSq;
closestDistanceTriIndex = triIndex;
}
if (distSq < minThresholdSq) {
return true;
} else {
return false;
}
}
}
);
if (closestDistanceSq === Infinity) return null;
const closestDistance = Math.sqrt(closestDistanceSq);
if (!target.point) target.point = temp1.clone();
else target.point.copy(temp1);
target.distance = closestDistance, target.faceIndex = closestDistanceTriIndex;
return target;
}
getBoundingBox(target) {
target.makeEmpty();
const roots = this._roots;
roots.forEach((buffer) => {
arrayToBox(0, new Float32Array(buffer), tempBox);
target.union(tempBox);
});
return target;
}
};
// ../../node_modules/three-mesh-bvh/src/objects/MeshBVHVisualizer.js
var boundingBox2 = new Box3();
var MeshBVHRootVisualizer = class extends Object3D {
get isMesh() {
return !this.displayEdges;
}
get isLineSegments() {
return this.displayEdges;
}
get isLine() {
return this.displayEdges;
}
constructor(mesh, material, depth = 10, group = 0) {
super();
this.material = material;
this.geometry = new BufferGeometry();
this.name = "MeshBVHRootVisualizer";
this.depth = depth;
this.displayParents = false;
this.mesh = mesh;
this.displayEdges = true;
this._group = group;
}
raycast() {
}
update() {
const geometry = this.geometry;
const boundsTree = this.mesh.geometry.boundsTree;
const group = this._group;
geometry.dispose();
this.visible = false;
if (boundsTree) {
const targetDepth = this.depth - 1;
const displayParents = this.displayParents;
let boundsCount = 0;
boundsTree.traverse((depth, isLeaf) => {
if (depth === targetDepth || isLeaf) {
boundsCount++;
return true;
} else if (displayParents) {
boundsCount++;
}
}, group);
let posIndex = 0;
const positionArray = new Float32Array(8 * 3 * boundsCount);
boundsTree.traverse((depth, isLeaf, boundingData) => {
const terminate = depth === targetDepth || isLeaf;
if (terminate || displayParents) {
arrayToBox(0, boundingData, boundingBox2);
const { min, max } = boundingBox2;
for (let x = -1; x <= 1; x += 2) {
const xVal = x < 0 ? min.x : max.x;
for (let y = -1; y <= 1; y += 2) {
const yVal = y < 0 ? min.y : max.y;
for (let z = -1; z <= 1; z += 2) {
const zVal = z < 0 ? min.z : max.z;
positionArray[posIndex + 0] = xVal;
positionArray[posIndex + 1] = yVal;
positionArray[posIndex + 2] = zVal;
posIndex += 3;
}
}
}
return terminate;
}
}, group);
let indexArray;
let indices;
if (this.displayEdges) {
indices = new Uint8Array([
// x axis
0,
4,
1,
5,
2,
6,
3,
7,
// y axis
0,
2,
1,
3,
4,
6,
5,
7,
// z axis
0,
1,
2,
3,
4,
5,
6,
7
]);
} else {
indices = new Uint8Array([
// X-, X+
0,
1,
2,
2,
1,
3,
4,
6,
5,
6,
7,
5,
// Y-, Y+
1,
4,
5,
0,
4,
1,
2,
3,
6,
3,
7,
6,
// Z-, Z+
0,
2,
4,
2,
6,
4,
1,
5,
3,
3,
5,
7
]);
}
if (positionArray.length > 65535) {
indexArray = new Uint32Array(indices.length * boundsCount);
} else {
indexArray = new Uint16Array(indices.length * boundsCount);
}
const indexLength = indices.length;
for (let i = 0; i < boundsCount; i++) {
const posOffset = i * 8;
const indexOffset = i * indexLength;
for (let j = 0; j < indexLength; j++) {
indexArray[indexOffset + j] = posOffset + indices[j];
}
}
geometry.setIndex(
new BufferAttribute(indexArray, 1, false)
);
geometry.setAttribute(
"position",
new BufferAttribute(positionArray, 3, false)
);
this.visible = true;
}
}
};
var MeshBVHVisualizer = class _MeshBVHVisualizer extends Group {
get color() {
return this.edgeMaterial.color;
}
get opacity() {
return this.edgeMaterial.opacity;
}
set opacity(v) {
this.edgeMaterial.opacity = v;
this.meshMaterial.opacity = v;
}
constructor(mesh, depth = 10) {
super();
this.name = "MeshBVHVisualizer";
this.depth = depth;
this.mesh = mesh;
this.displayParents = false;
this.displayEdges = true;
this._roots = [];
const edgeMaterial = new LineBasicMaterial({
color: 65416,
transparent: true,
opacity: 0.3,
depthWrite: false
});
const meshMaterial = new MeshBasicMaterial({
color: 65416,
transparent: true,
opacity: 0.3,
depthWrite: false
});
meshMaterial.color = edgeMaterial.color;
this.edgeMaterial = edgeMaterial;
this.meshMaterial = meshMaterial;
this.update();
}
update() {
const bvh = this.mesh.geometry.boundsTree;
const totalRoots = bvh ? bvh._roots.length : 0;
while (this._roots.length > totalRoots) {
const root = this._roots.pop();
root.geometry.dispose();
this.remove(root);
}
for (let i = 0; i < totalRoots; i++) {
if (i >= this._roots.length) {
const root2 = new MeshBVHRootVisualizer(this.mesh, this.edgeMaterial, this.depth, i);
this.add(root2);
this._roots.push(root2);
}
const root = this._roots[i];
root.depth = this.depth;
root.mesh = this.mesh;
root.displayParents = this.displayParents;
root.displayEdges = this.displayEdges;
root.material = this.displayEdges ? this.edgeMaterial : this.meshMaterial;
root.update();
}
}
updateMatrixWorld(...args) {
this.position.copy(this.mesh.position);
this.rotation.copy(this.mesh.rotation);
this.scale.copy(this.mesh.scale);
super.updateMatrixWorld(...args);
}
copy(source) {
this.depth = source.depth;
this.mesh = source.mesh;
}
clone() {
return new _MeshBVHVisualizer(this.mesh, this.depth);
}
dispose() {
this.edgeMaterial.dispose();
this.meshMaterial.dispose();
const children = this.children;
for (let i = 0, l = children.length; i < l; i++) {
children[i].geometry.dispose();
}
}
};
// ../../node_modules/three-mesh-bvh/src/debug/Debug.js
var _box1 = new Box3();
var _box2 = new Box3();
var _vec = new Vector3();
function getPrimitiveSize(el) {
switch (typeof el) {
case "number":
return 8;
case "string":
return el.length * 2;
case "boolean":
return 4;
default:
return 0;
}
}
function isTypedArray(arr) {
const regex = /(Uint|Int|Float)(8|16|32)Array/;
return regex.test(arr.constructor.name);
}
function getRootExtremes(bvh, group) {
const result = {
nodeCount: 0,
leafNodeCount: 0,
depth: {
min: Infinity,
max: -Infinity
},
tris: {
min: Infinity,
max: -Infinity
},
splits: [0, 0, 0],
surfaceAreaScore: 0
};
bvh.traverse((depth, isLeaf, boundingData, offsetOrSplit, count) => {
const l0 = boundingData[0 + 3] - boundingData[0];
const l1 = boundingData[1 + 3] - boundingData[1];
const l2 = boundingData[2 + 3] - boundingData[2];
const surfaceArea = 2 * (l0 * l1 + l1 * l2 + l2 * l0);
result.nodeCount++;
if (isLeaf) {
result.leafNodeCount++;
result.depth.min = Math.min(depth, result.depth.min);
result.depth.max = Math.max(depth, result.depth.max);
result.tris.min = Math.min(count, result.tris.min);
result.tris.max = Math.max(count, result.tris.max);
result.surfaceAreaScore += surfaceArea * TRIANGLE_INTERSECT_COST * count;
} else {
result.splits[offsetOrSplit]++;
result.surfaceAreaScore += surfaceArea * TRAVERSAL_COST;
}
}, group);
if (result.tris.min === Infinity) {
result.tris.min = 0;
result.tris.max = 0;
}
if (result.depth.min === Infinity) {
result.depth.min = 0;
result.depth.max = 0;
}
return result;
}
function getBVHExtremes(bvh) {
return bvh._roots.map((root, i) => getRootExtremes(bvh, i));
}
function estimateMemoryInBytes(obj) {
const traversed = /* @__PURE__ */ new Set();
const stack = [obj];
let bytes = 0;
while (stack.length) {
const curr = stack.pop();
if (traversed.has(curr)) {
continue;
}
traversed.add(curr);
for (let key in curr) {
if (!curr.hasOwnProperty(key)) {
continue;
}
bytes += getPrimitiveSize(key);
const value = curr[key];
if (value && (typeof value === "object" || typeof value === "function")) {
if (isTypedArray(value)) {
bytes += value.byteLength;
} else if (value instanceof ArrayBuffer) {
bytes += value.byteLength;
} else {
stack.push(value);
}
} else {
bytes += getPrimitiveSize(value);
}
}
}
return bytes;
}
function validateBounds(bvh) {
const geometry = bvh.geometry;
const depthStack = [];
const index = geometry.index;
const position = geometry.getAttribute("position");
let passes = true;
bvh.traverse((depth, isLeaf, boundingData, offset, count) => {
const info = {
depth,
isLeaf,
boundingData,
offset,
count
};
depthStack[depth] = info;
arrayToBox(0, boundingData, _box1);
const parent = depthStack[depth - 1];
if (isLeaf) {
for (let i = offset * 3, l = (offset + count) * 3; i < l; i += 3) {
const i0 = index.getX(i);
const i1 = index.getX(i + 1);
const i2 = index.getX(i + 2);
let isContained;
_vec.fromBufferAttribute(position, i0);
isContained = _box1.containsPoint(_vec);
_vec.fromBufferAttribute(position, i1);
isContained = isContained && _box1.containsPoint(_vec);
_vec.fromBufferAttribute(position, i2);
isContained = isContained && _box1.containsPoint(_vec);
console.assert(isContained, "Leaf bounds does not fully contain triangle.");
passes = passes && isContained;
}
}
if (parent) {
arrayToBox(0, boundingData, _box2);
const isContained = _box2.containsBox(_box1);
console.assert(isContained, "Parent bounds does not fully contain child.");
passes = passes && isContained;
}
});
return passes;
}
function getJSONStructure(bvh) {
const depthStack = [];
bvh.traverse((depth, isLeaf, boundingData, offset, count) => {
const info = {
bounds: arrayToBox(0, boundingData, new Box3())
};
if (isLeaf) {
info.count = count;
info.offset = offset;
} else {
info.left = null;
info.right = null;
}
depthStack[depth] = info;
const parent = depthStack[depth - 1];
if (parent) {
if (parent.left === null) {
parent.left = info;
} else {
parent.right = info;
}
}
});
return depthStack[0];
}
// ../../node_modules/three-mesh-bvh/src/utils/ExtensionUtilities.js
var ray = new Ray();
var tmpInverseMatrix = new Matrix4();
var origMeshRaycastFunc = Mesh.prototype.raycast;
function acceleratedRaycast(raycaster, intersects) {
if (this.geometry.boundsTree) {
if (this.material === void 0) return;
tmpInverseMatrix.copy(this.matrixWorld).invert();
ray.copy(raycaster.ray).applyMatrix4(tmpInverseMatrix);
const bvh = this.geometry.boundsTree;
if (raycaster.firstHitOnly === true) {
const hit = convertRaycastIntersect(bvh.raycastFirst(ray, this.material), this, raycaster);
if (hit) {
intersects.push(hit);
}
} else {
const hits = bvh.raycast(ray, this.material);
for (let i = 0, l = hits.length; i < l; i++) {
const hit = convertRaycastIntersect(hits[i], this, raycaster);
if (hit) {
intersects.push(hit);
}
}
}
} else {
origMeshRaycastFunc.call(this, raycaster, intersects);
}
}
function computeBoundsTree(options) {
this.boundsTree = new MeshBVH(this, options);
return this.boundsTree;
}
function disposeBoundsTree() {
this.boundsTree = null;
}
// ../../node_modules/three-mesh-bvh/src/gpu/VertexAttributeTexture.js
function countToStringFormat(count) {
switch (count) {
case 1:
return "R";
case 2:
return "RG";
case 3:
return "RGBA";
case 4:
return "RGBA";
}
throw new Error();
}
function countToFormat(count) {
switch (count) {
case 1:
return RedFormat;
case 2:
return RGFormat;
case 3:
return RGBAFormat;
case 4:
return RGBAFormat;
}
}
function countToIntFormat(count) {
switch (count) {
case 1:
return RedIntegerFormat;
case 2:
return RGIntegerFormat;
case 3:
return RGBAIntegerFormat;
case 4:
return RGBAIntegerFormat;
}
}
var VertexAttributeTexture = class extends DataTexture {
constructor() {
super();
this.minFilter = NearestFilter;
this.magFilter = NearestFilter;
this.generateMipmaps = false;
this.overrideItemSize = null;
this._forcedType = null;
}
updateFrom(attr) {
const overrideItemSize = this.overrideItemSize;
const originalItemSize = attr.itemSize;
const originalCount = attr.count;
if (overrideItemSize !== null) {
if (originalItemSize * originalCount % overrideItemSize !== 0) {
throw new Error("VertexAttributeTexture: overrideItemSize must divide evenly into buffer length.");
}
attr.itemSize = overrideItemSize;
attr.count = originalCount * originalItemSize / overrideItemSize;
}
const itemSize = attr.itemSize;
const count = attr.count;
const normalized = attr.normalized;
const originalBufferCons = attr.array.constructor;
const byteCount = originalBufferCons.BYTES_PER_ELEMENT;
let targetType = this._forcedType;
let finalStride = itemSize;
if (targetType === null) {
switch (originalBufferCons) {
case Float32Array:
targetType = FloatType;
break;
case Uint8Array:
case Uint16Array:
case Uint32Array:
targetType = UnsignedIntType;
break;
case Int8Array:
case Int16Array:
case Int32Array:
targetType = IntType;
break;
}
}
let type, format, normalizeValue, targetBufferCons;
let internalFormat = countToStringFormat(itemSize);
switch (targetType) {
case FloatType:
normalizeValue = 1;
format = countToFormat(itemSize);
if (normalized && byteCount === 1) {
targetBufferCons = originalBufferCons;
internalFormat += "8";
if (originalBufferCons === Uint8Array) {
type = UnsignedByteType;
} else {
type = ByteType;
internalFormat += "_SNORM";
}
} else {
targetBufferCons = Float32Array;
internalFormat += "32F";
type = FloatType;
}
break;
case IntType:
internalFormat += byteCount * 8 + "I";
normalizeValue = normalized ? Math.pow(2, originalBufferCons.BYTES_PER_ELEMENT * 8 - 1) : 1;
format = countToIntFormat(itemSize);
if (byteCount === 1) {
targetBufferCons = Int8Array;
type = ByteType;
} else if (byteCount === 2) {
targetBufferCons = Int16Array;
type = ShortType;
} else {
targetBufferCons = Int32Array;
type = IntType;
}
break;
case UnsignedIntType:
internalFormat += byteCount * 8 + "UI";
normalizeValue = normalized ? Math.pow(2, originalBufferCons.BYTES_PER_ELEMENT * 8 - 1) : 1;
format = countToIntFormat(itemSize);
if (byteCount === 1) {
targetBufferCons = Uint8Array;
type = UnsignedByteType;
} else if (byteCount === 2) {
targetBufferCons = Uint16Array;
type = UnsignedShortType;
} else {
targetBufferCons = Uint32Array;
type = UnsignedIntType;
}
break;
}
if (finalStride === 3 && (format === RGBAFormat || format === RGBAIntegerFormat)) {
finalStride = 4;
}
const dimension = Math.ceil(Math.sqrt(count));
const length = finalStride * dimension * dimension;
const dataArray = new targetBufferCons(length);
const originalNormalized = attr.normalized;
attr.normalized = false;
for (let i = 0; i < count; i++) {
const ii = finalStride * i;
dataArray[ii] = attr.getX(i) / normalizeValue;
if (itemSize >= 2) {
dataArray[ii + 1] = attr.getY(i) / normalizeValue;
}
if (itemSize >= 3) {
dataArray[ii + 2] = attr.getZ(i) / normalizeValue;
if (finalStride === 4) {
dataArray[ii + 3] = 1;
}
}
if (itemSize >= 4) {
dataArray[ii + 3] = attr.getW(i) / normalizeValue;
}
}
attr.normalized = originalNormalized;
this.internalFormat = internalFormat;
this.format = format;
this.type = type;
this.image.width = dimension;
this.image.height = dimension;
this.image.data = dataArray;
this.needsUpdate = true;
this.dispose();
attr.itemSize = originalItemSize;
attr.count = originalCount;
}
};
var UIntVertexAttributeTexture = class extends VertexAttributeTexture {
constructor() {
super();
this._forcedType = UnsignedIntType;
}
};
var IntVertexAttributeTexture = class extends VertexAttributeTexture {
constructor() {
super();
this._forcedType = IntType;
}
};
var FloatVertexAttributeTexture = class extends VertexAttributeTexture {
constructor() {
super();
this._forcedType = FloatType;
}
};
// ../../node_modules/three-mesh-bvh/src/gpu/MeshBVHUniformStruct.js
function bvhToTextures(bvh, boundsTexture, contentsTexture) {
const roots = bvh._roots;
if (roots.length !== 1) {
throw new Error("MeshBVHUniformStruct: Multi-root BVHs not supported.");
}
const root = roots[0];
const uint16Array = new Uint16Array(root);
const uint32Array = new Uint32Array(root);
const float32Array = new Float32Array(root);
const nodeCount = root.byteLength / BYTES_PER_NODE;
const boundsDimension = 2 * Math.ceil(Math.sqrt(nodeCount / 2));
const boundsArray = new Float32Array(4 * boundsDimension * boundsDimension);
const contentsDimension = Math.ceil(Math.sqrt(nodeCount));
const contentsArray = new Uint32Array(2 * contentsDimension * contentsDimension);
for (let i = 0; i < nodeCount; i++) {
const nodeIndex32 = i * BYTES_PER_NODE / 4;
const nodeIndex16 = nodeIndex32 * 2;
const boundsIndex = BOUNDING_DATA_INDEX(nodeIndex32);
for (let b = 0; b < 3; b++) {
boundsArray[8 * i + 0 + b] = float32Array[boundsIndex + 0 + b];
boundsArray[8 * i + 4 + b] = float32Array[boundsIndex + 3 + b];
}
if (IS_LEAF(nodeIndex16, uint16Array)) {
const count = COUNT(nodeIndex16, uint16Array);
const offset = OFFSET(nodeIndex32, uint32Array);
const mergedLeafCount = 4294901760 | count;
contentsArray[i * 2 + 0] = mergedLeafCount;
contentsArray[i * 2 + 1] = offset;
} else {
const rightIndex = 4 * RIGHT_NODE(nodeIndex32, uint32Array) / BYTES_PER_NODE;
const splitAxis = SPLIT_AXIS(nodeIndex32, uint32Array);
contentsArray[i * 2 + 0] = splitAxis;
contentsArray[i * 2 + 1] = rightIndex;
}
}
boundsTexture.image.data = boundsArray;
boundsTexture.image.width = boundsDimension;
boundsTexture.image.height = boundsDimension;
boundsTexture.format = RGBAFormat;
boundsTexture.type = FloatType;
boundsTexture.internalFormat = "RGBA32F";
boundsTexture.minFilter = NearestFilter;
boundsTexture.magFilter = NearestFilter;
boundsTexture.generateMipmaps = false;
boundsTexture.needsUpdate = true;
boundsTexture.dispose();
contentsTexture.image.data = contentsArray;
contentsTexture.image.width = contentsDimension;
contentsTexture.image.height = contentsDimension;
contentsTexture.format = RGIntegerFormat;
contentsTexture.type = UnsignedIntType;
contentsTexture.internalFormat = "RG32UI";
contentsTexture.minFilter = NearestFilter;
contentsTexture.magFilter = NearestFilter;
contentsTexture.generateMipmaps = false;
contentsTexture.needsUpdate = true;
contentsTexture.dispose();
}
var MeshBVHUniformStruct = class {
constructor() {
this.autoDispose = true;
this.index = new UIntVertexAttributeTexture();
this.position = new FloatVertexAttributeTexture();
this.bvhBounds = new DataTexture();
this.bvhContents = new DataTexture();
this.index.overrideItemSize = 3;
}
updateFrom(bvh) {
const { geometry } = bvh;
bvhToTextures(bvh, this.bvhBounds, this.bvhContents);
this.index.updateFrom(geometry.index);
this.position.updateFrom(geometry.attributes.position);
}
dispose() {
const { index, position, bvhBounds, bvhContents } = this;
if (index) index.dispose();
if (position) position.dispose();
if (bvhBounds) bvhBounds.dispose();
if (bvhContents) bvhContents.dispose();
}
};
// ../../node_modules/three-mesh-bvh/src/gpu/shaderFunctions.js
var shaderStructs = (
/* glsl */
`
#ifndef TRI_INTERSECT_EPSILON
#define TRI_INTERSECT_EPSILON 1e-5
#endif
#ifndef INFINITY
#define INFINITY 1e20
#endif
struct BVH {
usampler2D index;
sampler2D position;
sampler2D bvhBounds;
usampler2D bvhContents;
};
// Note that a struct cannot be used for the hit record including faceIndices, faceNormal, barycoord,
// side, and dist because on some mobile GPUS (such as Adreno) numbers are afforded less precision specifically
// when in a struct leading to inaccurate hit results. See KhronosGroup/WebGL#3351 for more details.
`
);
var shaderIntersectFunction = (
/* glsl */
`
uvec4 uTexelFetch1D( usampler2D tex, uint index ) {
uint width = uint( textureSize( tex, 0 ).x );
uvec2 uv;
uv.x = index % width;
uv.y = index / width;
return texelFetch( tex, ivec2( uv ), 0 );
}
ivec4 iTexelFetch1D( isampler2D tex, uint index ) {
uint width = uint( textureSize( tex, 0 ).x );
uvec2 uv;
uv.x = index % width;
uv.y = index / width;
return texelFetch( tex, ivec2( uv ), 0 );
}
vec4 texelFetch1D( sampler2D tex, uint index ) {
uint width = uint( textureSize( tex, 0 ).x );
uvec2 uv;
uv.x = index % width;
uv.y = index / width;
return texelFetch( tex, ivec2( uv ), 0 );
}
vec4 textureSampleBarycoord( sampler2D tex, vec3 barycoord, uvec3 faceIndices ) {
return
barycoord.x * texelFetch1D( tex, faceIndices.x ) +
barycoord.y * texelFetch1D( tex, faceIndices.y ) +
barycoord.z * texelFetch1D( tex, faceIndices.z );
}
void ndcToCameraRay(
vec2 coord, mat4 cameraWorld, mat4 invProjectionMatrix,
out vec3 rayOrigin, out vec3 rayDirection
) {
// get camera look direction and near plane for camera clipping
vec4 lookDirection = cameraWorld * vec4( 0.0, 0.0, - 1.0, 0.0 );
vec4 nearVector = invProjectionMatrix * vec4( 0.0, 0.0, - 1.0, 1.0 );
float near = abs( nearVector.z / nearVector.w );
// get the camera direction and position from camera matrices
vec4 origin = cameraWorld * vec4( 0.0, 0.0, 0.0, 1.0 );
vec4 direction = invProjectionMatrix * vec4( coord, 0.5, 1.0 );
direction /= direction.w;
direction = cameraWorld * direction - origin;
// slide the origin along the ray until it sits at the near clip plane position
origin.xyz += direction.xyz * near / dot( direction, lookDirection );
rayOrigin = origin.xyz;
rayDirection = direction.xyz;
}
float intersectsBounds( vec3 rayOrigin, vec3 rayDirection, vec3 boundsMin, vec3 boundsMax ) {
// https://www.reddit.com/r/opengl/comments/8ntzz5/fast_glsl_ray_box_intersection/
// https://tavianator.com/2011/ray_box.html
vec3 invDir = 1.0 / rayDirection;
// find intersection distances for each plane
vec3 tMinPlane = invDir * ( boundsMin - rayOrigin );
vec3 tMaxPlane = invDir * ( boundsMax - rayOrigin );
// get the min and max distances from each intersection
vec3 tMinHit = min( tMaxPlane, tMinPlane );
vec3 tMaxHit = max( tMaxPlane, tMinPlane );
// get the furthest hit distance
vec2 t = max( tMinHit.xx, tMinHit.yz );
float t0 = max( t.x, t.y );
// get the minimum hit distance
t = min( tMaxHit.xx, tMaxHit.yz );
float t1 = min( t.x, t.y );
// set distance to 0.0 if the ray starts inside the box
float dist = max( t0, 0.0 );
return t1 >= dist ? dist : INFINITY;
}
bool intersectsTriangle(
vec3 rayOrigin, vec3 rayDirection, vec3 a, vec3 b, vec3 c,
out vec3 barycoord, out vec3 norm, out float dist, out float side
) {
// https://stackoverflow.com/questions/42740765/intersection-between-line-and-triangle-in-3d
vec3 edge1 = b - a;
vec3 edge2 = c - a;
norm = cross( edge1, edge2 );
float det = - dot( rayDirection, norm );
float invdet = 1.0 / det;
vec3 AO = rayOrigin - a;
vec3 DAO = cross( AO, rayDirection );
vec4 uvt;
uvt.x = dot( edge2, DAO ) * invdet;
uvt.y = - dot( edge1, DAO ) * invdet;
uvt.z = dot( AO, norm ) * invdet;
uvt.w = 1.0 - uvt.x - uvt.y;
// set the hit information
barycoord = uvt.wxy; // arranged in A, B, C order
dist = uvt.z;
side = sign( det );
norm = side * normalize( norm );
// add an epsilon to avoid misses between triangles
uvt += vec4( TRI_INTERSECT_EPSILON );
return all( greaterThanEqual( uvt, vec4( 0.0 ) ) );
}
bool intersectTriangles(
BVH bvh, vec3 rayOrigin, vec3 rayDirection, uint offset, uint count,
inout float minDistance,
// output variables
out uvec4 faceIndices, out vec3 faceNormal, out vec3 barycoord,
out float side, out float dist
) {
bool found = false;
vec3 localBarycoord, localNormal;
float localDist, localSide;
for ( uint i = offset, l = offset + count; i < l; i ++ ) {
uvec3 indices = uTexelFetch1D( bvh.index, i ).xyz;
vec3 a = texelFetch1D( bvh.position, indices.x ).rgb;
vec3 b = texelFetch1D( bvh.position, indices.y ).rgb;
vec3 c = texelFetch1D( bvh.position, indices.z ).rgb;
if (
intersectsTriangle( rayOrigin, rayDirection, a, b, c, localBarycoord, localNormal, localDist, localSide )
&& localDist < minDistance
) {
found = true;
minDistance = localDist;
faceIndices = uvec4( indices.xyz, i );
faceNormal = localNormal;
side = localSide;
barycoord = localBarycoord;
dist = localDist;
}
}
return found;
}
float intersectsBVHNodeBounds( vec3 rayOrigin, vec3 rayDirection, BVH bvh, uint currNodeIndex ) {
vec3 boundsMin = texelFetch1D( bvh.bvhBounds, currNodeIndex * 2u + 0u ).xyz;
vec3 boundsMax = texelFetch1D( bvh.bvhBounds, currNodeIndex * 2u + 1u ).xyz;
return intersectsBounds( rayOrigin, rayDirection, boundsMin, boundsMax );
}
bool bvhIntersectFirstHit(
BVH bvh, vec3 rayOrigin, vec3 rayDirection,
// output variables
out uvec4 faceIndices, out vec3 faceNormal, out vec3 barycoord,
out float side, out float dist
) {
// stack needs to be twice as long as the deepest tree we expect because
// we push both the left and right child onto the stack every traversal
int ptr = 0;
uint stack[ 60 ];
stack[ 0 ] = 0u;
float triangleDistance = 1e20;
bool found = false;
while ( ptr > - 1 && ptr < 60 ) {
uint currNodeIndex = stack[ ptr ];
ptr --;
// check if we intersect the current bounds
float boundsHitDistance = intersectsBVHNodeBounds( rayOrigin, rayDirection, bvh, currNodeIndex );
if ( boundsHitDistance == INFINITY || boundsHitDistance > triangleDistance ) {
continue;
}
uvec2 boundsInfo = uTexelFetch1D( bvh.bvhContents, currNodeIndex ).xy;
bool isLeaf = bool( boundsInfo.x & 0xffff0000u );
if ( isLeaf ) {
uint count = boundsInfo.x & 0x0000ffffu;
uint offset = boundsInfo.y;
found = intersectTriangles(
bvh, rayOrigin, rayDirection, offset, count, triangleDistance,
faceIndices, faceNormal, barycoord, side, dist
) || found;
} else {
uint leftIndex = currNodeIndex + 1u;
uint splitAxis = boundsInfo.x & 0x0000ffffu;
uint rightIndex = boundsInfo.y;
bool leftToRight = rayDirection[ splitAxis ] >= 0.0;
uint c1 = leftToRight ? leftIndex : rightIndex;
uint c2 = leftToRight ? rightIndex : leftIndex;
// set c2 in the stack so we traverse it later. We need to keep track of a pointer in
// the stack while we traverse. The second pointer added is the one that will be
// traversed first
ptr ++;
stack[ ptr ] = c2;
ptr ++;
stack[ ptr ] = c1;
}
}
return found;
}
`
);
// ../../node_modules/three-mesh-bvh/src/utils/StaticGeometryGenerator.js
var _positionVector = new Vector3();
var _normalVector = new Vector3();
var _tangentVector = new Vector3();
var _tangentVector4 = new Vector4();
var _morphVector = new Vector3();
var _temp = new Vector3();
var _skinIndex = new Vector4();
var _skinWeight = new Vector4();
var _matrix = new Matrix4();
var _boneMatrix = new Matrix4();
function validateAttributes(attr1, attr2) {
if (!attr1 && !attr2) {
return;
}
const sameCount = attr1.count === attr2.count;
const sameNormalized = attr1.normalized === attr2.normalized;
const sameType = attr1.array.constructor === attr2.array.constructor;
const sameItemSize = attr1.itemSize === attr2.itemSize;
if (!sameCount || !sameNormalized || !sameType || !sameItemSize) {
throw new Error();
}
}
function createAttributeClone(attr, countOverride = null) {
const cons = attr.array.constructor;
const normalized = attr.normalized;
const itemSize = attr.itemSize;
const count = countOverride === null ? attr.count : countOverride;
return new BufferAttribute(new cons(itemSize * count), itemSize, normalized);
}
function copyAttributeContents(attr, target, targetOffset = 0) {
if (attr.isInterleavedBufferAttribute) {
const itemSize = attr.itemSize;
for (let i = 0, l = attr.count; i < l; i++) {
const io = i + targetOffset;
target.setX(io, attr.getX(i));
if (itemSize >= 2) target.setY(io, attr.getY(i));
if (itemSize >= 3) target.setZ(io, attr.getZ(i));
if (itemSize >= 4) target.setW(io, attr.getW(i));
}
} else {
const array = target.array;
const cons = array.constructor;
const byteOffset = array.BYTES_PER_ELEMENT * attr.itemSize * targetOffset;
const temp5 = new cons(array.buffer, byteOffset, attr.array.length);
temp5.set(attr.array);
}
}
function addScaledMatrix(target, matrix, scale) {
const targetArray = target.elements;
const matrixArray = matrix.elements;
for (let i = 0, l = matrixArray.length; i < l; i++) {
targetArray[i] += matrixArray[i] * scale;
}
}
function boneNormalTransform(mesh, index, target) {
const skeleton = mesh.skeleton;
const geometry = mesh.geometry;
const bones = skeleton.bones;
const boneInverses = skeleton.boneInverses;
_skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index);
_skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index);
_matrix.elements.fill(0);
for (let i = 0; i < 4; i++) {
const weight = _skinWeight.getComponent(i);
if (weight !== 0) {
const boneIndex = _skinIndex.getComponent(i);
_boneMatrix.multiplyMatrices(bones[boneIndex].matrixWorld, boneInverses[boneIndex]);
addScaledMatrix(_matrix, _boneMatrix, weight);
}
}
_matrix.multiply(mesh.bindMatrix).premultiply(mesh.bindMatrixInverse);
target.transformDirection(_matrix);
return target;
}
function applyMorphTarget(morphData, morphInfluences, morphTargetsRelative, i, target) {
_morphVector.set(0, 0, 0);
for (let j = 0, jl = morphData.length; j < jl; j++) {
const influence = morphInfluences[j];
const morphAttribute = morphData[j];
if (influence === 0) continue;
_temp.fromBufferAttribute(morphAttribute, i);
if (morphTargetsRelative) {
_morphVector.addScaledVector(_temp, influence);
} else {
_morphVector.addScaledVector(_temp.sub(target), influence);
}
}
target.add(_morphVector);
}
function mergeBufferGeometries(geometries, options = { useGroups: false, updateIndex: false }, targetGeometry = new BufferGeometry()) {
const isIndexed = geometries[0].index !== null;
const { useGroups, updateIndex } = options;
const attributesUsed = new Set(Object.keys(geometries[0].attributes));
const attributes = {};
let offset = 0;
for (let i = 0; i < geometries.length; ++i) {
const geometry = geometries[i];
let attributesCount = 0;
if (isIndexed !== (geometry.index !== null)) {
throw new Error("StaticGeometryGenerator: All geometries must have compatible attributes; make sure index attribute exists among all geometries, or in none of them.");
}
for (const name in geometry.attributes) {
if (!attributesUsed.has(name)) {
throw new Error('StaticGeometryGenerator: All geometries must have compatible attributes; make sure "' + name + '" attribute exists among all geometries, or in none of them.');
}
if (attributes[name] === void 0) {
attributes[name] = [];
}
attributes[name].push(geometry.attributes[name]);
attributesCount++;
}
if (attributesCount !== attributesUsed.size) {
throw new Error("StaticGeometryGenerator: Make sure all geometries have the same number of attributes.");
}
if (useGroups) {
let count;
if (isIndexed) {
count = geometry.index.count;
} else if (geometry.attributes.position !== void 0) {
count = geometry.attributes.position.count;
} else {
throw new Error("StaticGeometryGenerator: The geometry must have either an index or a position attribute");
}
targetGeometry.addGroup(offset, count, i);
offset += count;
}
}
if (isIndexed) {
let forceUpateIndex = false;
if (!targetGeometry.index) {
let indexCount = 0;
for (let i = 0; i < geometries.length; ++i) {
indexCount += geometries[i].index.count;
}
targetGeometry.setIndex(new BufferAttribute(new Uint32Array(indexCount), 1, false));
forceUpateIndex = true;
}
if (updateIndex || forceUpateIndex) {
const targetIndex = targetGeometry.index;
let targetOffset = 0;
let indexOffset = 0;
for (let i = 0; i < geometries.length; ++i) {
const geometry = geometries[i];
const index = geometry.index;
for (let j = 0; j < index.count; ++j) {
targetIndex.setX(targetOffset, index.getX(j) + indexOffset);
targetOffset++;
}
indexOffset += geometry.attributes.position.count;
}
}
}
for (const name in attributes) {
const attrList = attributes[name];
if (!(name in targetGeometry.attributes)) {
let count = 0;
for (const key in attrList) {
count += attrList[key].count;
}
targetGeometry.setAttribute(name, createAttributeClone(attributes[name][0], count));
}
const targetAttribute = targetGeometry.attributes[name];
let offset2 = 0;
for (const key in attrList) {
const attr = attrList[key];
copyAttributeContents(attr, targetAttribute, offset2);
offset2 += attr.count;
}
}
return targetGeometry;
}
var StaticGeometryGenerator = class {
constructor(meshes) {
if (!Array.isArray(meshes)) {
meshes = [meshes];
}
const finalMeshes = [];
meshes.forEach((object) => {
object.traverse((c) => {
if (c.isMesh) {
finalMeshes.push(c);
}
});
});
this.meshes = finalMeshes;
this.useGroups = true;
this.applyWorldTransforms = true;
this.attributes = ["position", "normal", "tangent", "uv", "uv2"];
this._intermediateGeometry = new Array(finalMeshes.length).fill().map(() => new BufferGeometry());
}
getMaterials() {
const materials = [];
this.meshes.forEach((mesh) => {
if (Array.isArray(mesh.material)) {
materials.push(...mesh.material);
} else {
materials.push(mesh.material);
}
});
return materials;
}
generate(targetGeometry = new BufferGeometry()) {
const { meshes, useGroups, _intermediateGeometry } = this;
for (let i = 0, l = meshes.length; i < l; i++) {
const mesh = meshes[i];
const geom = _intermediateGeometry[i];
this._convertToStaticGeometry(mesh, geom);
}
mergeBufferGeometries(_intermediateGeometry, { useGroups }, targetGeometry);
for (const key in targetGeometry.attributes) {
targetGeometry.attributes[key].needsUpdate = true;
}
return targetGeometry;
}
_convertToStaticGeometry(mesh, targetGeometry = new BufferGeometry()) {
const geometry = mesh.geometry;
const applyWorldTransforms = this.applyWorldTransforms;
const includeNormal = this.attributes.includes("normal");
const includeTangent = this.attributes.includes("tangent");
const attributes = geometry.attributes;
const targetAttributes = targetGeometry.attributes;
if (!targetGeometry.index) {
targetGeometry.index = geometry.index;
}
if (!targetAttributes.position) {
targetGeometry.setAttribute("position", createAttributeClone(attributes.position));
}
if (includeNormal && !targetAttributes.normal && attributes.normal) {
targetGeometry.setAttribute("normal", createAttributeClone(attributes.normal));
}
if (includeTangent && !targetAttributes.tangent && attributes.tangent) {
targetGeometry.setAttribute("tangent", createAttributeClone(attributes.tangent));
}
validateAttributes(geometry.index, targetGeometry.index);
validateAttributes(attributes.position, targetAttributes.position);
if (includeNormal) {
validateAttributes(attributes.normal, targetAttributes.normal);
}
if (includeTangent) {
validateAttributes(attributes.tangent, targetAttributes.tangent);
}
const position = attributes.position;
const normal = includeNormal ? attributes.normal : null;
const tangent = includeTangent ? attributes.tangent : null;
const morphPosition = geometry.morphAttributes.position;
const morphNormal = geometry.morphAttributes.normal;
const morphTangent = geometry.morphAttributes.tangent;
const morphTargetsRelative = geometry.morphTargetsRelative;
const morphInfluences = mesh.morphTargetInfluences;
const normalMatrix = new Matrix3();
normalMatrix.getNormalMatrix(mesh.matrixWorld);
for (let i = 0, l = attributes.position.count; i < l; i++) {
_positionVector.fromBufferAttribute(position, i);
if (normal) {
_normalVector.fromBufferAttribute(normal, i);
}
if (tangent) {
_tangentVector4.fromBufferAttribute(tangent, i);
_tangentVector.fromBufferAttribute(tangent, i);
}
if (morphInfluences) {
if (morphPosition) {
applyMorphTarget(morphPosition, morphInfluences, morphTargetsRelative, i, _positionVector);
}
if (morphNormal) {
applyMorphTarget(morphNormal, morphInfluences, morphTargetsRelative, i, _normalVector);
}
if (morphTangent) {
applyMorphTarget(morphTangent, morphInfluences, morphTargetsRelative, i, _tangentVector);
}
}
if (mesh.isSkinnedMesh) {
mesh.boneTransform(i, _positionVector);
if (normal) {
boneNormalTransform(mesh, i, _normalVector);
}
if (tangent) {
boneNormalTransform(mesh, i, _tangentVector);
}
}
if (applyWorldTransforms) {
_positionVector.applyMatrix4(mesh.matrixWorld);
}
targetAttributes.position.setXYZ(i, _positionVector.x, _positionVector.y, _positionVector.z);
if (normal) {
if (applyWorldTransforms) {
_normalVector.applyNormalMatrix(normalMatrix);
}
targetAttributes.normal.setXYZ(i, _normalVector.x, _normalVector.y, _normalVector.z);
}
if (tangent) {
if (applyWorldTransforms) {
_tangentVector.transformDirection(mesh.matrixWorld);
}
targetAttributes.tangent.setXYZW(i, _tangentVector.x, _tangentVector.y, _tangentVector.z, _tangentVector4.w);
}
}
for (const i in this.attributes) {
const key = this.attributes[i];
if (key === "position" || key === "tangent" || key === "normal" || !(key in attributes)) {
continue;
}
if (!targetAttributes[key]) {
targetGeometry.setAttribute(key, createAttributeClone(attributes[key]));
}
validateAttributes(attributes[key], targetAttributes[key]);
copyAttributeContents(attributes[key], targetAttributes[key]);
}
return targetGeometry;
}
};
export {
AVERAGE,
CENTER,
CONTAINED,
ExtendedTriangle,
FloatVertexAttributeTexture,
INTERSECTED,
IntVertexAttributeTexture,
MeshBVH,
MeshBVHUniformStruct,
MeshBVHVisualizer,
NOT_INTERSECTED,
OrientedBox,
SAH,
StaticGeometryGenerator,
UIntVertexAttributeTexture,
VertexAttributeTexture,
acceleratedRaycast,
computeBoundsTree,
disposeBoundsTree,
estimateMemoryInBytes,
getBVHExtremes,
getJSONStructure,
getTriangleHitPointInfo,
shaderIntersectFunction,
shaderStructs,
validateBounds
};
//# sourceMappingURL=three-mesh-bvh.js.map