adapted bounding box workaround for threejs computation errors
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258f927228
commit
d7f0bd09c4
3 changed files with 67 additions and 36 deletions
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@ -88,7 +88,7 @@ broker.subscribe('space_init', data => {
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'keypress', evt => {
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switch (evt.code) {
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case 'KeyC':
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api.selection.centerXY();
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api.selection.centerXY().focus();
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break;
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case 'KeyV':
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api.selection.focus();
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@ -246,13 +246,10 @@ let util = mesh.util = {
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let box = new THREE.Box3();
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if (Array.isArray(object)) {
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for (let o of object) {
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box.expandByObject(
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o instanceof mesh.object ? o.object() : o
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);
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util.box3expand(box, o instanceof mesh.object ? o.object() : o);
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}
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} else if (object) {
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box.setFromObject(
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object instanceof mesh.object ? object.object() : object);
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util.box3expand(box, object instanceof mesh.object ? object.object() : object);
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} else {
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return box;
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}
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@ -279,6 +276,70 @@ let util = mesh.util = {
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z: (bnd.max.z + bnd.min.z) / 2
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};
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return bnd;
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},
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// bounding box workaround adapted from:
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// https://discourse.threejs.org/t/bounding-box-bigger-than-concave-object-extrudegeometry/26073/2
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box3expand: (box3, object) => {
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const geometry = object.geometry;
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object.updateWorldMatrix(geometry ? true : false, false);
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if (geometry) {
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let bounds = util.geoBounds(geometry, object.matrixWorld);
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let tmp = new THREE.Box3().copy(bounds);
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let m = new THREE.Matrix4();
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let v = new THREE.Vector3();
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m.setPosition(v.setFromMatrixPosition(object.matrixWorld));
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tmp.applyMatrix4(m);
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box3.union(tmp);
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}
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const children = object.children;
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for (let i = 0, l = children.length; i < l; i++) {
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util.box3expand(box3, children[i]);
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}
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},
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// second half of bound box workaround (see above)
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geoBounds: (geometry, matrix) => {
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const boundingBox = new THREE.Box3();
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const position = geometry.attributes.position.clone();
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if (matrix) {
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position.applyMatrix4(new THREE.Matrix4().extractRotation(matrix));
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}
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if (position.isGLBufferAttribute) {
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console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this);
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}
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boundingBox.setFromBufferAttribute(position);
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const morphAttributesPosition = geometry.morphAttributes.position;
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if (morphAttributesPosition) {
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for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
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const morphAttribute = morphAttributesPosition[i];
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let box3 = new THREE.Box3().setFromBufferAttribute(morphAttribute);
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if (geometry.morphTargetsRelative) {
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_vector$8.addVectors(geometry.boundingBox.min, box3.min);
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geometry.boundingBox.expandByPoint(_vector$8);
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_vector$8.addVectors(geometry.boundingBox.max, box3.max);
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geometry.boundingBox.expandByPoint(_vector$8);
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} else {
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geometry.boundingBox.expandByPoint(box3.min);
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geometry.boundingBox.expandByPoint(box3.max);
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}
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}
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}
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if (isNaN(boundingBox.min.x) || isNaN(boundingBox.min.y) || isNaN(boundingBox.min.z)) {
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console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this);
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}
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return boundingBox;
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}
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};
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@ -53,36 +53,6 @@ mesh.model = class MeshModel extends mesh.object {
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return this.mesh;
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}
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move(x = 0, y = 0, z = 0) {
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// doesn't fix bounds issue for some rotations. inspired by this threejs forum post:
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// https://discourse.threejs.org/t/bounding-box-bigger-than-concave-object-extrudegeometry/26073/2
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// this.mesh.applyMatrix4(new THREE.Matrix4().makeTranslation(x,y,z));
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let pos = this.position();
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pos.set(pos.x + x, pos.y + y, pos.z + z);
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this.updateBoundsBox();
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moto.Space.update();
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return this;
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}
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rotate() {
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throw "model rotate() not allowed";
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}
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rotation() {
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throw "model rotation() not allowed";
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}
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qrotation() {
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throw "model qrotation() not allowed";
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}
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position() {
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if (arguments.length) {
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throw "model position(...) not allowed";
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}
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return super.position(...arguments);
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}
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sync() {
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moto.client.fn.model_sync({
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vertices: this.mesh.geometry.attributes.position.array,
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