Raycaster.js 9.2 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. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  46. sphere.copy( geometry.boundingSphere );
  47. sphere.applyMatrix4( object.matrixWorld );
  48. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  49. return intersects;
  50. }
  51. // Check boundingBox before continuing
  52. inverseMatrix.getInverse( object.matrixWorld );
  53. localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  54. if ( geometry.boundingBox !== null ) {
  55. if ( localRay.isIntersectionBox( geometry.boundingBox ) === false ) {
  56. return intersects;
  57. }
  58. }
  59. if ( geometry instanceof THREE.BufferGeometry ) {
  60. var material = object.material;
  61. if ( material === undefined ) return intersects;
  62. if ( geometry.dynamic === false ) return intersects;
  63. var a, b, c;
  64. var precision = raycaster.precision;
  65. if ( geometry.attributes.index !== undefined ) {
  66. var offsets = geometry.offsets;
  67. var indices = geometry.attributes.index.array;
  68. var positions = geometry.attributes.position.array;
  69. var offLength = geometry.offsets.length;
  70. var fl = geometry.attributes.index.array.length / 3;
  71. for ( var oi = 0; oi < offLength; ++oi ) {
  72. var start = offsets[ oi ].start;
  73. var count = offsets[ oi ].count;
  74. var index = offsets[ oi ].index;
  75. for ( var i = start, il = start + count; i < il; i += 3 ) {
  76. a = index + indices[ i ];
  77. b = index + indices[ i + 1 ];
  78. c = index + indices[ i + 2 ];
  79. vA.set(
  80. positions[ a * 3 ],
  81. positions[ a * 3 + 1 ],
  82. positions[ a * 3 + 2 ]
  83. );
  84. vB.set(
  85. positions[ b * 3 ],
  86. positions[ b * 3 + 1 ],
  87. positions[ b * 3 + 2 ]
  88. );
  89. vC.set(
  90. positions[ c * 3 ],
  91. positions[ c * 3 + 1 ],
  92. positions[ c * 3 + 2 ]
  93. );
  94. var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  95. if ( intersectionPoint === null ) continue;
  96. intersectionPoint.applyMatrix4( object.matrixWorld );
  97. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  98. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  99. intersects.push( {
  100. distance: distance,
  101. point: intersectionPoint,
  102. face: null,
  103. faceIndex: null,
  104. object: object
  105. } );
  106. }
  107. }
  108. } else {
  109. var offsets = geometry.offsets;
  110. var positions = geometry.attributes.position.array;
  111. var offLength = geometry.offsets.length;
  112. var fl = geometry.attributes.position.array.length;
  113. for ( var i = 0; i < fl; i += 3 ) {
  114. a = i;
  115. b = i + 1;
  116. c = i + 2;
  117. vA.set(
  118. positions[ a * 3 ],
  119. positions[ a * 3 + 1 ],
  120. positions[ a * 3 + 2 ]
  121. );
  122. vB.set(
  123. positions[ b * 3 ],
  124. positions[ b * 3 + 1 ],
  125. positions[ b * 3 + 2 ]
  126. );
  127. vC.set(
  128. positions[ c * 3 ],
  129. positions[ c * 3 + 1 ],
  130. positions[ c * 3 + 2 ]
  131. );
  132. var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  133. if ( intersectionPoint === null ) continue;
  134. intersectionPoint.applyMatrix4( object.matrixWorld );
  135. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  136. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  137. intersects.push( {
  138. distance: distance,
  139. point: intersectionPoint,
  140. face: null,
  141. faceIndex: null,
  142. object: object
  143. } );
  144. }
  145. }
  146. } else if ( geometry instanceof THREE.Geometry ) {
  147. var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
  148. var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
  149. var a, b, c, d;
  150. var precision = raycaster.precision;
  151. var vertices = geometry.vertices;
  152. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  153. var face = geometry.faces[ f ];
  154. var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
  155. if ( material === undefined ) continue;
  156. a = vertices[ face.a ];
  157. b = vertices[ face.b ];
  158. c = vertices[ face.c ];
  159. var intersectionPoint = localRay.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
  160. if ( intersectionPoint === null ) continue;
  161. intersectionPoint.applyMatrix4( object.matrixWorld );
  162. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  163. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  164. intersects.push( {
  165. distance: distance,
  166. point: intersectionPoint,
  167. face: face,
  168. faceIndex: f,
  169. object: object
  170. } );
  171. }
  172. }
  173. } else if ( object instanceof THREE.Line ) {
  174. var precision = raycaster.linePrecision;
  175. var precisionSq = precision * precision;
  176. var geometry = object.geometry;
  177. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  178. // Checking boundingSphere distance to ray
  179. sphere.copy( geometry.boundingSphere );
  180. sphere.applyMatrix4( object.matrixWorld );
  181. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  182. return intersects;
  183. }
  184. inverseMatrix.getInverse( object.matrixWorld );
  185. localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  186. /* if ( geometry instanceof THREE.BufferGeometry ) {
  187. } else */ if ( geometry instanceof THREE.Geometry ) {
  188. var vertices = geometry.vertices;
  189. var nbVertices = vertices.length;
  190. var interSegment = new THREE.Vector3();
  191. var interRay = new THREE.Vector3();
  192. var step = object.type === THREE.LineStrip ? 1 : 2;
  193. for ( var i = 0; i < nbVertices - 1; i = i + step ) {
  194. var distSq = localRay.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  195. if ( distSq > precisionSq ) continue;
  196. var distance = localRay.origin.distanceTo( interRay );
  197. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  198. intersects.push( {
  199. distance: distance,
  200. // What do we want? intersection point on the ray or on the segment??
  201. // point: raycaster.ray.at( distance ),
  202. point: interSegment.clone().applyMatrix4( object.matrixWorld ),
  203. face: null,
  204. faceIndex: null,
  205. object: object
  206. } );
  207. }
  208. }
  209. }
  210. };
  211. var intersectDescendants = function ( object, raycaster, intersects ) {
  212. var descendants = object.getDescendants();
  213. for ( var i = 0, l = descendants.length; i < l; i ++ ) {
  214. intersectObject( descendants[ i ], raycaster, intersects );
  215. }
  216. };
  217. //
  218. THREE.Raycaster.prototype.precision = 0.0001;
  219. THREE.Raycaster.prototype.linePrecision = 1;
  220. THREE.Raycaster.prototype.set = function ( origin, direction ) {
  221. this.ray.set( origin, direction );
  222. // direction is assumed to be normalized (for accurate distance calculations)
  223. };
  224. THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
  225. var intersects = [];
  226. if ( recursive === true ) {
  227. intersectDescendants( object, this, intersects );
  228. }
  229. intersectObject( object, this, intersects );
  230. intersects.sort( descSort );
  231. return intersects;
  232. };
  233. THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {
  234. var intersects = [];
  235. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  236. intersectObject( objects[ i ], this, intersects );
  237. if ( recursive === true ) {
  238. intersectDescendants( objects[ i ], this, intersects );
  239. }
  240. }
  241. intersects.sort( descSort );
  242. return intersects;
  243. };
  244. }( THREE ) );
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