Ray.js 6.3 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. ( function ( THREE ) {
  5. THREE.Ray = function ( origin, direction, near, far ) {
  6. this.origin = origin || new THREE.Vector3();
  7. this.direction = direction || new THREE.Vector3();
  8. this.near = near || 0;
  9. this.far = far || Infinity;
  10. };
  11. var originCopy = new THREE.Vector3();
  12. var localOriginCopy = new THREE.Vector3();
  13. var localDirectionCopy = new THREE.Vector3();
  14. var vector = new THREE.Vector3();
  15. var normal = new THREE.Vector3();
  16. var intersectPoint = new THREE.Vector3();
  17. var inverseMatrix = new THREE.Matrix4();
  18. var descSort = function ( a, b ) {
  19. return a.distance - b.distance;
  20. };
  21. var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3();
  22. var distanceFromIntersection = function ( origin, direction, position ) {
  23. v0.sub( position, origin );
  24. var dot = v0.dot( direction );
  25. var intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) );
  26. var distance = position.distanceTo( intersect );
  27. return distance;
  28. };
  29. // http://www.blackpawn.com/texts/pointinpoly/default.html
  30. var pointInFace3 = function ( p, a, b, c ) {
  31. v0.sub( c, a );
  32. v1.sub( b, a );
  33. v2.sub( p, a );
  34. var dot00 = v0.dot( v0 );
  35. var dot01 = v0.dot( v1 );
  36. var dot02 = v0.dot( v2 );
  37. var dot11 = v1.dot( v1 );
  38. var dot12 = v1.dot( v2 );
  39. var invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 );
  40. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  41. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  42. return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 );
  43. };
  44. var intersectObject = function ( object, ray, intersects ) {
  45. var distance,intersect;
  46. if ( object instanceof THREE.Particle ) {
  47. distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );
  48. if ( distance > object.scale.x ) {
  49. return intersects;
  50. }
  51. intersect = {
  52. distance: distance,
  53. point: object.position,
  54. face: null,
  55. object: object
  56. };
  57. intersects.push( intersect );
  58. } else if ( object instanceof THREE.Mesh ) {
  59. // Checking boundingSphere
  60. var scaledRadius = object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis();
  61. // Checking distance to ray
  62. distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );
  63. if ( distance > scaledRadius) {
  64. return intersects;
  65. }
  66. // Checking faces
  67. var f, fl, face, dot, scalar,
  68. geometry = object.geometry,
  69. vertices = geometry.vertices,
  70. objMatrix, geometryMaterials,
  71. isFaceMaterial, material, side, point;
  72. geometryMaterials = object.geometry.materials;
  73. isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
  74. side = object.material.side;
  75. var a, b, c, d;
  76. var precision = ray.precision;
  77. object.matrixRotationWorld.extractRotation( object.matrixWorld );
  78. originCopy.copy( ray.origin );
  79. objMatrix = object.matrixWorld;
  80. inverseMatrix.getInverse( objMatrix );
  81. localOriginCopy.copy( originCopy );
  82. inverseMatrix.multiplyVector3( localOriginCopy );
  83. localDirectionCopy.copy( ray.direction );
  84. inverseMatrix.rotateAxis( localDirectionCopy ).normalize();
  85. for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  86. face = geometry.faces[ f ];
  87. material = isFaceMaterial === true ? geometryMaterials[ face.materialIndex ] : object.material;
  88. if ( material === undefined ) continue;
  89. side = material.side;
  90. vector.sub( face.centroid, localOriginCopy );
  91. normal = face.normal;
  92. dot = localDirectionCopy.dot( normal );
  93. // bail if ray and plane are parallel
  94. if ( Math.abs( dot ) < precision ) continue;
  95. // calc distance to plane
  96. scalar = normal.dot( vector ) / dot;
  97. // if negative distance, then plane is behind ray
  98. if ( scalar < 0 ) continue;
  99. if ( side === THREE.DoubleSide || ( side === THREE.FrontSide ? dot < 0 : dot > 0 ) ) {
  100. intersectPoint.add( localOriginCopy, localDirectionCopy.multiplyScalar( scalar ) );
  101. if ( face instanceof THREE.Face3 ) {
  102. a = vertices[ face.a ];
  103. b = vertices[ face.b ];
  104. c = vertices[ face.c ];
  105. if ( pointInFace3( intersectPoint, a, b, c ) ) {
  106. point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
  107. distance = originCopy.distanceTo( point );
  108. if ( distance < ray.near || distance > ray.far ) continue;
  109. intersect = {
  110. distance: distance,
  111. point: point,
  112. face: face,
  113. faceIndex: f,
  114. object: object
  115. };
  116. intersects.push( intersect );
  117. }
  118. } else if ( face instanceof THREE.Face4 ) {
  119. a = vertices[ face.a ];
  120. b = vertices[ face.b ];
  121. c = vertices[ face.c ];
  122. d = vertices[ face.d ];
  123. if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) {
  124. point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
  125. distance = originCopy.distanceTo( point );
  126. if ( distance < ray.near || distance > ray.far ) continue;
  127. intersect = {
  128. distance: distance,
  129. point: point,
  130. face: face,
  131. faceIndex: f,
  132. object: object
  133. };
  134. intersects.push( intersect );
  135. }
  136. }
  137. }
  138. }
  139. }
  140. };
  141. var intersectDescendants= function ( object, ray, intersects ) {
  142. var descendants = object.getDescendants();
  143. for ( var i = 0, l = descendants.length; i < l; i ++ ) {
  144. intersectObject( descendants[ i ], this, intersects );
  145. }
  146. };
  147. //
  148. THREE.Ray.prototype.precision = 0.0001;
  149. THREE.Ray.prototype.intersectObject = function ( object, recursive ) {
  150. var intersects = [];
  151. if ( recursive === true ) {
  152. intersectDescendants( object, this, intersects );
  153. }
  154. intersectObject(object,this,intersects);
  155. intersects.sort( descSort );
  156. return intersects;
  157. };
  158. THREE.Ray.prototype.intersectObjects = function ( objects, recursive ) {
  159. var intersects = [];
  160. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  161. intersectObject( objects[ i ], this, intersects );
  162. if ( recursive === true ) {
  163. intersectDescendants( objects[ i ], this, intersects );
  164. }
  165. }
  166. intersects.sort( descSort );
  167. return intersects;
  168. };
  169. THREE.Ray.prototype.setSource = function ( origin, direction){
  170. this.origin = origin;
  171. this.direction = direction;
  172. }
  173. }( THREE ) );
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