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- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.Ray = function ( origin, direction, near, far ) {
- this.origin = origin || new THREE.Vector3();
- this.direction = direction || new THREE.Vector3();
- this.near = near || 0;
- this.far = far || Infinity;
- //
- var a;// = new THREE.Vector3();
- var b;// = new THREE.Vector3();
- var c;// = new THREE.Vector3();
- var d;// = new THREE.Vector3();
- var originCopy = new THREE.Vector3();
- // var directionCopy = new THREE.Vector3();
-
- var localOriginCopy = new THREE.Vector3();
- var localDirectionCopy = new THREE.Vector3();
- var vector = new THREE.Vector3();
- var normal = new THREE.Vector3();
- var intersectPoint = new THREE.Vector3();
-
-
- var inverseMatrix = new THREE.Matrix4();
- var descSort = function ( a, b ) {
- return a.distance - b.distance;
- };
- //
- var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3();
- var dot, intersect, distance;
- var distanceFromIntersection = function ( origin, direction, position ) {
- v0.sub( position, origin );
- dot = v0.dot( direction );
- intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) );
- distance = position.distanceTo( intersect );
- return distance;
- }
- // http://www.blackpawn.com/texts/pointinpoly/default.html
- var dot00, dot01, dot02, dot11, dot12, invDenom, u, v;
- var pointInFace3 = function ( p, a, b, c ) {
- v0.sub( c, a );
- v1.sub( b, a );
- v2.sub( p, a );
- dot00 = v0.dot( v0 );
- dot01 = v0.dot( v1 );
- dot02 = v0.dot( v2 );
- dot11 = v1.dot( v1 );
- dot12 = v1.dot( v2 );
- invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 );
- u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
- v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
- return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 );
- }
- //
- var precision = 0.0001;
- this.setPrecision = function ( value ) {
- precision = value;
- };
- this.intersectObject = function ( object, recursive ) {
- var intersect, intersects = [];
- if ( recursive === true ) {
- for ( var i = 0, l = object.children.length; i < l; i ++ ) {
- Array.prototype.push.apply( intersects, this.intersectObject( object.children[ i ], recursive ) );
- }
- }
- if ( object instanceof THREE.Particle ) {
- distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() );
- if ( distance > object.scale.x ) {
- return [];
- }
- intersect = {
- distance: distance,
- point: object.position,
- face: null,
- object: object
- };
- intersects.push( intersect );
- } else if ( object instanceof THREE.Mesh ) {
- // Checking boundingSphere
- //var scale = THREE.Frustum.__v1.set( object.matrixWorld.getColumnX().length(), object.matrixWorld.getColumnY().length(), object.matrixWorld.getColumnZ().length() );
- var scaledRadius = object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis();
- // Checking distance to ray
- distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() );
- if ( distance > scaledRadius) {
- return intersects;
- }
- // Checking faces
- var f, fl, face, dot, scalar,
- geometry = object.geometry,
- vertices = geometry.vertices,
- objMatrix, geometryMaterials,
- isFaceMaterial, material, side;
- geometryMaterials = object.geometry.materials;
- isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
- side = object.material.side;
- object.matrixRotationWorld.extractRotation( object.matrixWorld );
-
- originCopy.copy( this.origin );
- //directionCopy.copy( this.direction );
- objMatrix = object.matrixWorld;
- inverseMatrix.getInverse(objMatrix);
-
- localOriginCopy.copy(originCopy);
- inverseMatrix.multiplyVector3(localOriginCopy);
-
- localDirectionCopy.copy(this.direction);
- inverseMatrix.rotateAxis(localDirectionCopy).normalize();
- for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
- face = geometry.faces[ f ];
- material = isFaceMaterial === true ? geometryMaterials[ face.materialIndex ] : object.material;
- if ( material === undefined ) continue;
- side = material.side;
- vector.sub( face.centroid, localOriginCopy );
- normal = face.normal;
- dot = localDirectionCopy.dot( normal );
- // bail if ray and plane are parallel
- if ( Math.abs( dot ) < precision ) continue;
- // calc distance to plane
- scalar = normal.dot( vector ) / dot;
- // if negative distance, then plane is behind ray
- if ( scalar < 0 ) continue;
- if ( side === THREE.DoubleSide || ( side === THREE.FrontSide ? dot < 0 : dot > 0 ) ) {
- intersectPoint.add( localOriginCopy, localDirectionCopy.multiplyScalar( scalar ) );
- if ( face instanceof THREE.Face3 ) {
- a = vertices[ face.a ];
- b = vertices[ face.b ];
- c = vertices[ face.c ];
- if ( pointInFace3( intersectPoint, a, b, c ) ) {
- var point = object.matrixWorld.multiplyVector3(intersectPoint.clone());
- distance = originCopy.distanceTo( point);
-
- if ( distance < this.near ) continue;
- if ( distance > this.far ) continue;
-
-
- intersect = {
- distance: distance,
- point: point,
- face: face,
- faceIndex: f,
- object: object
- };
- intersects.push( intersect );
- }
- } else if ( face instanceof THREE.Face4 ) {
- a = vertices[ face.a ];
- b = vertices[ face.b ];
- c = vertices[ face.c ];
- d = vertices[ face.d ];
- if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) {
- var point = object.matrixWorld.multiplyVector3(intersectPoint.clone());
- distance = originCopy.distanceTo( point);
-
- if ( distance < this.near ) continue;
- if ( distance > this.far ) continue;
-
- intersect = {
- distance: distance,
- point: point,
- face: face,
- faceIndex: f,
- object: object
- };
- intersects.push( intersect );
- }
- }
- }
- }
- }
- intersects.sort( descSort );
- return intersects;
- };
- this.intersectObjects = function ( objects, recursive ) {
- var intersects = [];
- for ( var i = 0, l = objects.length; i < l; i ++ ) {
- Array.prototype.push.apply( intersects, this.intersectObject( objects[ i ], recursive ) );
- }
- intersects.sort( descSort );
- return intersects;
- };
- };
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