import type { Object3D } from 'three' import { Box3, Matrix4, Vector3 } from 'three' type Point = { x: number; y: number } export type MeshLocalBounds = { min: [number, number, number] max: [number, number, number] } /** Plan footprint in the item root's horizontal (x, z) plane — stored as floorplan polygon. */ export function computePlanFootprintPolygonLocal(object: Object3D): Point[] { object.updateWorldMatrix(true, true) const inverseRootMatrix = new Matrix4().copy(object.matrixWorld).invert() const localMatrix = new Matrix4() const scratchBounds = new Box3() const scratchPosition = new Vector3() const footprintPoints: Point[] = [] const collectPoints = (child: Object3D) => { const mesh = child as Object3D & { isMesh?: boolean name?: string geometry?: { boundingBox: Box3 | null computeBoundingBox?: () => void attributes?: { position?: { count: number getX: (index: number) => number getY: (index: number) => number getZ: (index: number) => number } } } matrixWorld: Matrix4 } if (mesh.isMesh && mesh.name !== 'cutout' && mesh.geometry) { if (!mesh.geometry.boundingBox && mesh.geometry.computeBoundingBox) { mesh.geometry.computeBoundingBox() } localMatrix.copy(inverseRootMatrix).multiply(mesh.matrixWorld) const vertexPositions = mesh.geometry.attributes?.position if (vertexPositions && vertexPositions.count > 0) { for (let index = 0; index < vertexPositions.count; index += 1) { scratchPosition .set( vertexPositions.getX(index), vertexPositions.getY(index), vertexPositions.getZ(index), ) .applyMatrix4(localMatrix) if (Number.isFinite(scratchPosition.x) && Number.isFinite(scratchPosition.z)) { footprintPoints.push({ x: scratchPosition.x, y: scratchPosition.z }) } } } else if (mesh.geometry.boundingBox) { scratchBounds.copy(mesh.geometry.boundingBox) scratchBounds.applyMatrix4(localMatrix) if (Number.isFinite(scratchBounds.min.x) && Number.isFinite(scratchBounds.max.x)) { footprintPoints.push( { x: scratchBounds.min.x, y: scratchBounds.min.z }, { x: scratchBounds.max.x, y: scratchBounds.min.z }, { x: scratchBounds.max.x, y: scratchBounds.max.z }, { x: scratchBounds.min.x, y: scratchBounds.max.z }, ) } } } for (const grandchild of child.children) { collectPoints(grandchild) } } for (const child of object.children) { collectPoints(child) } return getMinimumAreaBoundingRect(footprintPoints) ?? [] } export function computeMeshLocalBoundsFromObject(object: Object3D): MeshLocalBounds | null { object.updateWorldMatrix(true, true) const inverseRootMatrix = new Matrix4().copy(object.matrixWorld).invert() const localMatrix = new Matrix4() const localBounds = new Box3() const scratchBounds = new Box3() let hasBounds = false const expandBounds = (child: Object3D) => { const mesh = child as Object3D & { isMesh?: boolean name?: string geometry?: { boundingBox: Box3 | null computeBoundingBox?: () => void } } if (mesh.isMesh && mesh.name !== 'cutout' && mesh.geometry) { if (!mesh.geometry.boundingBox && mesh.geometry.computeBoundingBox) { mesh.geometry.computeBoundingBox() } if (mesh.geometry.boundingBox) { localMatrix.copy(inverseRootMatrix).multiply(mesh.matrixWorld) scratchBounds.copy(mesh.geometry.boundingBox).applyMatrix4(localMatrix) if (!hasBounds) { localBounds.copy(scratchBounds) hasBounds = true } else { localBounds.union(scratchBounds) } } } for (const grandchild of child.children) { expandBounds(grandchild) } } for (const child of object.children) { expandBounds(child) } if (!hasBounds) return null return { min: [localBounds.min.x, localBounds.min.y, localBounds.min.z], max: [localBounds.max.x, localBounds.max.y, localBounds.max.z], } } function getMinimumAreaBoundingRect(points: Point[]) { if (points.length === 0) return null if (points.length < 3) return points const hull = getConvexHull(points) if (hull.length < 3) return hull let bestArea = Number.POSITIVE_INFINITY let bestRect: Point[] | null = null for (let index = 0; index < hull.length; index += 1) { const nextIndex = (index + 1) % hull.length const current = hull[index]! const next = hull[nextIndex]! const angle = Math.atan2(next.y - current.y, next.x - current.x) const cos = Math.cos(-angle) const sin = Math.sin(-angle) let minX = Number.POSITIVE_INFINITY let maxX = Number.NEGATIVE_INFINITY let minY = Number.POSITIVE_INFINITY let maxY = Number.NEGATIVE_INFINITY for (const point of hull) { const rx = point.x * cos - point.y * sin const ry = point.x * sin + point.y * cos minX = Math.min(minX, rx) maxX = Math.max(maxX, rx) minY = Math.min(minY, ry) maxY = Math.max(maxY, ry) } const area = (maxX - minX) * (maxY - minY) if (area >= bestArea) continue bestArea = area const unrotate = (x: number, y: number): Point => ({ x: x * Math.cos(angle) - y * Math.sin(angle), y: x * Math.sin(angle) + y * Math.cos(angle), }) bestRect = [ unrotate(minX, minY), unrotate(maxX, minY), unrotate(maxX, maxY), unrotate(minX, maxY), ] } return bestRect } function getConvexHull(points: Point[]) { if (points.length <= 1) return points const sorted = [...points].sort((a, b) => (a.x === b.x ? a.y - b.y : a.x - b.x)) const cross = (o: Point, a: Point, b: Point) => (a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x) const lower: Point[] = [] for (const point of sorted) { while ( lower.length >= 2 && cross(lower[lower.length - 2]!, lower[lower.length - 1]!, point) <= 0 ) { lower.pop() } lower.push(point) } const upper: Point[] = [] for (let index = sorted.length - 1; index >= 0; index -= 1) { const point = sorted[index]! while ( upper.length >= 2 && cross(upper[upper.length - 2]!, upper[upper.length - 1]!, point) <= 0 ) { upper.pop() } upper.push(point) } lower.pop() upper.pop() return [...lower, ...upper] }