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- import { Ray } from '../math/Ray.js';
- import { Layers } from './Layers.js';
- class Raycaster {
- constructor( origin, direction, near = 0, far = Infinity ) {
- this.ray = new Ray( origin, direction );
- // direction is assumed to be normalized (for accurate distance calculations)
- this.near = near;
- this.far = far;
- this.camera = null;
- this.layers = new Layers();
- this.params = {
- Mesh: {},
- Line: { threshold: 1 },
- LOD: {},
- Points: { threshold: 1 },
- Sprite: {}
- };
- }
- set( origin, direction ) {
- // direction is assumed to be normalized (for accurate distance calculations)
- this.ray.set( origin, direction );
- }
- setFromCamera( coords, camera ) {
- if ( camera && camera.isPerspectiveCamera ) {
- this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
- this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
- this.camera = camera;
- } else if ( camera && camera.isOrthographicCamera ) {
- this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
- this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
- this.camera = camera;
- } else {
- console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );
- }
- }
- intersectObject( object, recursive = true, intersects = [] ) {
- intersectObject( object, this, intersects, recursive );
- intersects.sort( ascSort );
- return intersects;
- }
- intersectObjects( objects, recursive = true, intersects = [] ) {
- for ( let i = 0, l = objects.length; i < l; i ++ ) {
- intersectObject( objects[ i ], this, intersects, recursive );
- }
- intersects.sort( ascSort );
- return intersects;
- }
- }
- function ascSort( a, b ) {
- return a.distance - b.distance;
- }
- function intersectObject( object, raycaster, intersects, recursive ) {
- if ( object.layers.test( raycaster.layers ) ) {
- object.raycast( raycaster, intersects );
- }
- if ( recursive === true ) {
- const children = object.children;
- for ( let i = 0, l = children.length; i < l; i ++ ) {
- intersectObject( children[ i ], raycaster, intersects, true );
- }
- }
- }
- export { Raycaster };
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