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Three.js 三坐标系中的有向盒交点_Three.js_Intersection_Bounding Box - Fatal编程技术网

Three.js 三坐标系中的有向盒交点

Three.js 三坐标系中的有向盒交点,three.js,intersection,bounding-box,Three.js,Intersection,Bounding Box,我想知道两个方向的边界框是否使用threeJS相交 有一个box3.intersect方法,但它仅适用于无方向的边界框 是否已经有内置的功能,或者我必须自己实现 我想知道下例中的每个蓝色框是否与粉红色框相交。我只是想知道他们是否接触,而不是交叉路口的样子 谢谢如果你想自己动手,我推荐约翰尼·休恩的作品 下面是一个碰撞检测方法,给出了我为一个游戏制作的两个定向边界框。它不是3JS格式,但转换过来应该相当直接 注:用于矩阵数学。 重要提示:我认为分辨率向量中有一个缺陷,我还没有找到。不过,交叉口检

我想知道两个方向的边界框是否使用threeJS相交

有一个box3.intersect方法,但它仅适用于无方向的边界框

是否已经有内置的功能,或者我必须自己实现

我想知道下例中的每个蓝色框是否与粉红色框相交。我只是想知道他们是否接触,而不是交叉路口的样子


谢谢

如果你想自己动手,我推荐约翰尼·休恩的作品

下面是一个碰撞检测方法,给出了我为一个游戏制作的两个定向边界框。它不是3JS格式,但转换过来应该相当直接

注:用于矩阵数学。 重要提示:我认为分辨率向量中有一个缺陷,我还没有找到。不过,交叉口检测似乎很准确

/**
 * Checks if two given bounding boxes intersect with one another.
 *
 * Results an object with the following keys:
 * @property {boolean} intersects - True if the bounding boxes intersect
 * @property    {vec3} resolution - A vector specifying the shortest distance
 * and magnitude to move the boxes such that they are no longer intersecting
 *
 * Uses the Separating Axis Theorem
 * See http://en.wikipedia.org/wiki/Hyperplane_separation_theorem)
 * Looks for separating planes between the bounding boxes.
 *
 * @param {PhysJS.util.math.BoundingBox} box1 The first bounding box
 * @param {PhysJS.util.math.BoundingBox} box2 The second bounding box
 * @returns {Object} Containers two properties, 'intersects' and 'resolution'
 */
intersects: function (box1, box2) {
    // assumes the position of each box to be an orthonormal basis
    var pos1 = box1.getPosition(); // mat44
    var pos2 = box2.getPosition(); // mat44
    var center1 = vec4.transformMat4(vec4.create(), box1.getCenter(), pos1);
    var center2 = vec4.transformMat4(vec4.create(), box2.getCenter(), pos2);
    var centerDifference = vec4.subtract(vec4.create(), center2, center1);

    var results = {
        intersects: true,
        resolution: null
    };

    // broad phase
    var maxDiameter1 = vec4.length(vec4.subtract(vec4.create(), box1.getMax(), box1.getMin()));
    var maxDiameter2 = vec4.length(vec4.subtract(vec4.create(), box2.getMax(), box2.getMin()));
    if (vec4.length(centerDifference) > maxDiameter1 + maxDiameter2) {
        results.intersects = false;
        return results;
    }

    // narrow phase

    // get the axis vectors of the first box
    var ax1 = mat4.col(pos1, 0);
    var ay1 = mat4.col(pos1, 1);
    var az1 = mat4.col(pos1, 2);
    // get the axis vectors of the second box
    var ax2 = mat4.col(pos2, 0);
    var ay2 = mat4.col(pos2, 1);
    var az2 = mat4.col(pos2, 2);

    // keep them in a list
    var axes = [ax1, ay1, az1, ax2, ay2, az2];

    // get the orientated radii vectors of the first box
    var radii1 = box1.getRadii();
    var radX1 = vec4.scale(vec4.create(), ax1, radii1[0]);
    var radY1 = vec4.scale(vec4.create(), ay1, radii1[1]);
    var radZ1 = vec4.scale(vec4.create(), az1, radii1[2]);

    // get the orientated radii vectors of the second box
    var radii2 = box2.getRadii();
    var radX2 = vec4.scale(vec4.create(), ax2, radii2[0]);
    var radY2 = vec4.scale(vec4.create(), ay2, radii2[1]);
    var radZ2 = vec4.scale(vec4.create(), az2, radii2[2]);

    var smallestDifference = Infinity;
    // there are 15 axes to check, so loop through all of them until a separation plane is found
    var zeros = vec4.create();
    for (var i = 0; i < 15; i++) {
        var axis;

        // the first 6 axes are just the axes of each bounding box
        if (i < 6) {
            axis = axes[i];
        }
        // the last 9 axes are the cross product of all combinations of the first 6 axes
        else {
            var offset = i - 6;
            var j = Math.floor(offset / 3);
            var k = offset % 3;
            axis = vec4.cross(vec4.create(), axes[j], axes[k + 3]);
            if (vec4.close(axis, zeros)) {
                // axes must be collinear, ignore
                continue;
            }
        }

        // get the projections of the first half box onto the axis
        var projAx1 = Math.abs(vec4.dot(radX1, axis));
        var projAy1 = Math.abs(vec4.dot(radY1, axis));
        var projAz1 = Math.abs(vec4.dot(radZ1, axis));

        // get the projections of the second half box onto the axis
        var projAx2 = Math.abs(vec4.dot(radX2, axis));
        var projAy2 = Math.abs(vec4.dot(radY2, axis));
        var projAz2 = Math.abs(vec4.dot(radZ2, axis));

        // sum the projections
        var projectionBoxesSum = projAx1 + projAy1 + projAz1 + projAx2 + projAy2 + projAz2;

        // get the projection of the center difference onto the axis
        var projectionDifference = Math.abs(vec4.dot(centerDifference, axis));

        if (projectionDifference >= projectionBoxesSum) {
            // If the projection of the center difference onto the axis is greater
            // than the sum of the box projections, then we found a separating plane!
            // The bounding boxes therefore must not intersect
            results.intersects = false;
            break;
        }
        else {
            // keep track of the difference, the smallest gives the minimum distance
            // and direction to move the boxes such that they no longer intersect
            var difference = projectionBoxesSum - projectionDifference;
            if (difference < smallestDifference) {
                results.resolution = vec4.scale(vec4.create(), axis, difference);
                smallestDifference = difference;
            }
        }
    }

    if (results.intersects) {
        // make sure the resolution vector is in the correct direction
        var dot = vec4.dot(results.resolution, centerDifference);
        var sign = dot ? dot < 0 ? -1 : 1 : 0;
        vec4.scale(results.resolution, results.resolution, -sign);
    }

    return results;
}
/**
*检查两个给定的边界框是否相互相交。
*
*结果显示具有以下键的对象:
*@property{boolean}相交-如果边界框相交,则为True
*@property{vec3}分辨率-指定最短距离的向量
*和大小来移动长方体,使它们不再相交
*
*使用分离轴定理
*看http://en.wikipedia.org/wiki/Hyperplane_separation_theorem)
*查找边界框之间的分隔平面。
*
*@param{PhysJS.util.math.BoundingBox}box1第一个边界框
*@param{PhysJS.util.math.BoundingBox}box2第二个边界框
*@returns{Object}包含两个属性,“intersects”和“resolution”
*/
相交:函数(框1、框2){
//假定每个长方体的位置为正交基
var pos1=box1.getPosition();//mat44
var pos2=box2.getPosition();//mat44
var center1=vec4.transformat4(vec4.create(),box1.getCenter(),pos1);
var center2=vec4.transformat4(vec4.create(),box2.getCenter(),pos2);
var centerDifference=vec4.subtract(vec4.create(),center2,center1);
风险值结果={
交叉点:对,
分辨率:空
};
//宽相位
var maxDiameter1=vec4.length(vec4.subtract(vec4.create(),box1.getMax(),box1.getMin());
var maxDiameter2=vec4.length(vec4.subtract(vec4.create(),box2.getMax(),box2.getMin());
如果(矢量4.长度(中心差)>最大直径1+最大直径2){
结果:相交=假;
返回结果;
}
//窄相
//获取第一个框的轴向量
var ax1=mat4.col(位置1,0);
var ay1=mat4.col(位置1,1);
var az1=mat4.col(位置1,2);
//获取第二个框的轴向量
var ax2=mat4.col(pos2,0);
var ay2=mat4.col(位置2,1);
var-az2=mat4.col(pos2,2);
//把它们列在一个清单里
变量轴=[ax1,ay1,az1,ax2,ay2,az2];
//获取第一个长方体的定向半径向量
var radi1=box1.getRadii();
var radX1=vec4.scale(vec4.create(),ax1,radi1[0]);
var radY1=vec4.scale(vec4.create(),ay1,radi1[1]);
var radZ1=vec4.scale(vec4.create(),az1,radi1[2]);
//获取第二个长方体的定向半径向量
var radii=box2.getRadii();
var radX2=vec4.scale(vec4.create(),ax2,radi2[0]);
var radY2=vec4.scale(vec4.create(),ay2,radi2[1]);
var radZ2=vec4.scale(vec4.create(),az2,radi2[2]);
var最小差=无穷大;
//有15个轴需要检查,因此循环检查所有轴,直到找到分离面
var zeros=vec4.create();
对于(变量i=0;i<15;i++){
var轴;
//前6个轴只是每个边界框的轴
如果(i<6){
轴=轴[i];
}
//最后9个轴是前6个轴的所有组合的叉积
否则{
var偏移量=i-6;
var j=数学楼层(偏移量/3);
var k=偏移量%3;
axis=vec4.cross(vec4.create(),轴[j],轴[k+3]);
if(矢量4.闭合(轴,零)){
//轴必须共线,忽略
继续;
}
}
//将前半个长方体投影到轴上
var projAx1=Math.abs(vec4.dot(radX1,axis));
var projAy1=数学绝对值(向量点(radY1,轴));
var projAz1=数学abs(向量4.点(radZ1,轴));
//将后半个长方体的投影到轴上
var projAx2=Math.abs(vec4.dot(radX2,axis));
var projAy2=数学abs(向量4.点(radY2,轴));
var projAz2=数学abs(向量4点(radZ2,轴));
//将预测相加
var projectionBoxesSum=projAx1+projAy1+projAz1+projAx2+projAy2+projAz2;
//获取中心差在轴上的投影
var projectionDifference=Math.abs(vec4.dot(中心差,轴));
if(projectionDifference>=projectionBoxesSum){
//如果中心差在轴上的投影更大
//然后我们找到了一个分离平面!
//因此,边界框不得相交
结果:相交=假;
打破
}
否则{
//跟踪差异,最小值表示最小距离
//以及移动长方体的方向,以使它们不再相交
var差=projectionBoxesSum-projectionDifference;
if(差值<最小差值){
results.resolution=vec4.scale(vec4.create(),axis,difference);
最小差异=差异;
}
}
}
if(结果相交){
//确保分辨率向量的方向正确
var点=vec4.dot(结果.分辨率,中心差);
变量符号=点?点<0?-1