|
@@ -2,10 +2,12 @@
|
|
|
* @author mr.doob / http://mrdoob.com/
|
|
|
*/
|
|
|
|
|
|
-THREE.Ray = function ( origin, direction ) {
|
|
|
+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 precision = 0.0001;
|
|
|
|
|
@@ -39,7 +41,19 @@ THREE.Ray = function ( origin, direction ) {
|
|
|
|
|
|
if ( object instanceof THREE.Particle ) {
|
|
|
|
|
|
- var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() );
|
|
|
+
|
|
|
+ var distance;
|
|
|
+
|
|
|
+ // Checking range, note that distance may be actually greater then this.range,
|
|
|
+ // because we also consider object.scale.x
|
|
|
+
|
|
|
+ if ( this.far < Infinity || this.near > 0 ) {
|
|
|
+ distance = vector.sub(this.origin, object.matrixWorld.getPosition()).length();
|
|
|
+ if ( distance > object.scale.x + this.far ) return [];
|
|
|
+ if ( distance < -object.scale.x + this.near ) return [];
|
|
|
+ }
|
|
|
+
|
|
|
+ distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() );
|
|
|
|
|
|
if ( distance > object.scale.x ) {
|
|
|
|
|
@@ -60,12 +74,27 @@ THREE.Ray = function ( origin, direction ) {
|
|
|
|
|
|
} else if ( object instanceof THREE.Mesh ) {
|
|
|
|
|
|
- // Checking boundingSphere
|
|
|
|
|
|
- var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() );
|
|
|
+ // 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 * Math.max( scale.x, Math.max( scale.y, scale.z ) );
|
|
|
+ var distance;
|
|
|
|
|
|
- if ( distance > object.geometry.boundingSphere.radius * Math.max( scale.x, Math.max( scale.y, scale.z ) ) ) {
|
|
|
+ // Checking distance to origin
|
|
|
+ if ( this.far < Infinity || this.near > 0 ) {
|
|
|
+
|
|
|
+ distance = vector.sub( object.matrixWorld.getPosition(), this.origin ).length();
|
|
|
+ if ( distance > scaledRadius + this.far ) return intersects;
|
|
|
+ if ( distance < -scaledRadius + this.near ) return intersects;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // Checking distance to ray
|
|
|
+
|
|
|
+ distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() );
|
|
|
+
|
|
|
+ if ( distance > scaledRadius) {
|
|
|
|
|
|
return intersects;
|
|
|
|
|
@@ -74,6 +103,7 @@ THREE.Ray = function ( origin, direction ) {
|
|
|
// Checking faces
|
|
|
|
|
|
var f, fl, face, dot, scalar,
|
|
|
+ rangeSq = this.range*this.range,
|
|
|
geometry = object.geometry,
|
|
|
vertices = geometry.vertices,
|
|
|
objMatrix;
|
|
@@ -112,6 +142,11 @@ THREE.Ray = function ( origin, direction ) {
|
|
|
|
|
|
intersectPoint.add( originCopy, directionCopy.multiplyScalar( scalar ) );
|
|
|
|
|
|
+ // Checking distance to origin (would be calculated anyway)
|
|
|
+ distance = originCopy.distanceTo( intersectPoint );
|
|
|
+ if ( distance > this.far ) continue;
|
|
|
+ if ( distance < this.near ) continue;
|
|
|
+
|
|
|
if ( face instanceof THREE.Face3 ) {
|
|
|
|
|
|
a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ] ) );
|
|
@@ -122,7 +157,7 @@ THREE.Ray = function ( origin, direction ) {
|
|
|
|
|
|
intersect = {
|
|
|
|
|
|
- distance: originCopy.distanceTo( intersectPoint ),
|
|
|
+ distance: distance,
|
|
|
point: intersectPoint.clone(),
|
|
|
face: face,
|
|
|
object: object
|
|
@@ -144,7 +179,7 @@ THREE.Ray = function ( origin, direction ) {
|
|
|
|
|
|
intersect = {
|
|
|
|
|
|
- distance: originCopy.distanceTo( intersectPoint ),
|
|
|
+ distance: distance,
|
|
|
point: intersectPoint.clone(),
|
|
|
face: face,
|
|
|
object: object
|