Raycaster.js 8.2 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author bhouston / http://exocortex.com/
  4. * @author stephomi / http://stephaneginier.com/
  5. */
  6. ( function ( THREE ) {
  7. THREE.Raycaster = function ( origin, direction, near, far ) {
  8. this.ray = new THREE.Ray( origin, direction );
  9. // direction is assumed to be normalized (for accurate distance calculations)
  10. this.near = near || 0;
  11. this.far = far || Infinity;
  12. };
  13. var sphere = new THREE.Sphere();
  14. var localRay = new THREE.Ray();
  15. var facePlane = new THREE.Plane();
  16. var intersectPoint = new THREE.Vector3();
  17. var matrixPosition = new THREE.Vector3();
  18. var inverseMatrix = new THREE.Matrix4();
  19. var descSort = function ( a, b ) {
  20. return a.distance - b.distance;
  21. };
  22. var vA = new THREE.Vector3();
  23. var vB = new THREE.Vector3();
  24. var vC = new THREE.Vector3();
  25. var intersectObject = function ( object, raycaster, intersects ) {
  26. if ( object instanceof THREE.Particle ) {
  27. matrixPosition.getPositionFromMatrix( object.matrixWorld );
  28. var distance = raycaster.ray.distanceToPoint( matrixPosition );
  29. if ( distance > object.scale.x ) {
  30. return intersects;
  31. }
  32. intersects.push( {
  33. distance: distance,
  34. point: object.position,
  35. face: null,
  36. object: object
  37. } );
  38. } else if ( object instanceof THREE.LOD ) {
  39. matrixPosition.getPositionFromMatrix( object.matrixWorld );
  40. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  41. intersectObject( object.getObjectForDistance( distance ), raycaster, intersects );
  42. } else if ( object instanceof THREE.Mesh ) {
  43. var geometry = object.geometry;
  44. // Checking boundingSphere distance to ray
  45. matrixPosition.getPositionFromMatrix( object.matrixWorld );
  46. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  47. sphere.set( matrixPosition, geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis() );
  48. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  49. return intersects;
  50. }
  51. var vertices = geometry.vertices;
  52. if ( geometry instanceof THREE.BufferGeometry ) {
  53. var material = object.material;
  54. if ( material === undefined ) return intersects;
  55. if ( geometry.dynamic === false ) return intersects;
  56. var a, b, c;
  57. var precision = raycaster.precision;
  58. inverseMatrix.getInverse( object.matrixWorld );
  59. localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  60. var fl;
  61. var indexed = false;
  62. if ( geometry.attributes.index ) {
  63. indexed = true;
  64. fl = geometry.attributes.index.numItems / 3;
  65. } else {
  66. fl = geometry.attributes.position.numItems / 9;
  67. }
  68. var offsets = geometry.offsets;
  69. var indices = geometry.attributes.index.array;
  70. var positions = geometry.attributes.position.array;
  71. var offLength = geometry.offsets.length;
  72. for ( var oi = 0; oi < offLength; ++oi ) {
  73. var start = offsets[ oi ].start;
  74. var count = offsets[ oi ].count;
  75. var index = offsets[ oi ].index;
  76. for ( var i = start, il = start + count; i < il; i += 3 ) {
  77. if ( indexed ) {
  78. a = index + indices[ i ];
  79. b = index + indices[ i + 1 ];
  80. c = index + indices[ i + 2 ];
  81. } else {
  82. a = index;
  83. b = index + 1;
  84. c = index + 2;
  85. }
  86. vA.set(
  87. positions[ a * 3 ],
  88. positions[ a * 3 + 1 ],
  89. positions[ a * 3 + 2 ]
  90. );
  91. vB.set(
  92. positions[ b * 3 ],
  93. positions[ b * 3 + 1 ],
  94. positions[ b * 3 + 2 ]
  95. );
  96. vC.set(
  97. positions[ c * 3 ],
  98. positions[ c * 3 + 1 ],
  99. positions[ c * 3 + 2 ]
  100. );
  101. var interPoint = THREE.Triangle.intersectionRay( localRay, vA, vB, vC, material.side !== THREE.DoubleSide );
  102. if ( !interPoint ) continue;
  103. interPoint.applyMatrix4( object.matrixWorld );
  104. var distance = raycaster.ray.origin.distanceTo( interPoint );
  105. // bail if the ray is too close to the plane
  106. if ( distance < precision ) continue;
  107. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  108. intersects.push( {
  109. distance: distance,
  110. point: interPoint,
  111. face: null,
  112. faceIndex: null,
  113. object: object
  114. } );
  115. }
  116. }
  117. } else if ( geometry instanceof THREE.Geometry ) {
  118. var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
  119. var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
  120. var a, b, c, d;
  121. var precision = raycaster.precision;
  122. inverseMatrix.getInverse( object.matrixWorld );
  123. localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  124. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  125. var face = geometry.faces[ f ];
  126. var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
  127. if ( material === undefined ) continue;
  128. a = vertices[ face.a ];
  129. b = vertices[ face.b ];
  130. c = vertices[ face.c ];
  131. var interPoint = THREE.Triangle.intersectionRay( localRay, a, b, c, material.side !== THREE.DoubleSide );
  132. if ( !interPoint ) {
  133. continue;
  134. }
  135. interPoint.applyMatrix4( object.matrixWorld );
  136. var distance = raycaster.ray.origin.distanceTo( interPoint );
  137. // bail if the ray is too close to the plane
  138. if ( distance < precision ) continue;
  139. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  140. intersects.push( {
  141. distance: distance,
  142. point: interPoint,
  143. face: face,
  144. faceIndex: f,
  145. object: object
  146. } );
  147. }
  148. }
  149. } else if ( object instanceof THREE.Line ) {
  150. var precision = raycaster.linePrecision;
  151. var precisionSq = precision * precision;
  152. var geometry = object.geometry;
  153. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  154. // Checking boundingSphere distance to ray
  155. matrixPosition.getPositionFromMatrix(object.matrixWorld);
  156. sphere.set( matrixPosition, geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis() );
  157. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  158. return intersects;
  159. }
  160. inverseMatrix.getInverse( object.matrixWorld );
  161. localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  162. var vertices = geometry.vertices;
  163. var nbVertices = vertices.length;
  164. var interSegment = new THREE.Vector3();
  165. var interRay = new THREE.Vector3();
  166. var step = object.type === THREE.LineStrip ? 1 : 2;
  167. for ( var i = 0; i < nbVertices - 1; i = i + step ) {
  168. var distSq = localRay.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  169. if ( distSq <= precisionSq ) {
  170. var distance = localRay.origin.distanceTo( interRay );
  171. if ( raycaster.near <= distance && distance <= raycaster.far ) {
  172. intersects.push( {
  173. distance: distance,
  174. // What do we want? intersection point on the ray or on the segment??
  175. // point: raycaster.ray.at( distance ),
  176. point: interSegment.clone().applyMatrix4( object.matrixWorld ),
  177. face: null,
  178. faceIndex: null,
  179. object: object
  180. } );
  181. }
  182. }
  183. }
  184. }
  185. };
  186. var intersectDescendants = function ( object, raycaster, intersects ) {
  187. var descendants = object.getDescendants();
  188. for ( var i = 0, l = descendants.length; i < l; i ++ ) {
  189. intersectObject( descendants[ i ], raycaster, intersects );
  190. }
  191. };
  192. //
  193. THREE.Raycaster.prototype.precision = 0.0001;
  194. THREE.Raycaster.prototype.linePrecision = 1;
  195. THREE.Raycaster.prototype.set = function ( origin, direction ) {
  196. this.ray.set( origin, direction );
  197. // direction is assumed to be normalized (for accurate distance calculations)
  198. };
  199. THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
  200. var intersects = [];
  201. if ( recursive === true ) {
  202. intersectDescendants( object, this, intersects );
  203. }
  204. intersectObject( object, this, intersects );
  205. intersects.sort( descSort );
  206. return intersects;
  207. };
  208. THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {
  209. var intersects = [];
  210. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  211. intersectObject( objects[ i ], this, intersects );
  212. if ( recursive === true ) {
  213. intersectDescendants( objects[ i ], this, intersects );
  214. }
  215. }
  216. intersects.sort( descSort );
  217. return intersects;
  218. };
  219. }( THREE ) );
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