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Merging with @gero3.

Mr.doob 13 years ago
parent
commit
9c0221adbf
1 changed files with 178 additions and 146 deletions
  1. 178 146
      src/core/Ray.js

+ 178 - 146
src/core/Ray.js

@@ -1,266 +1,298 @@
 /**
  * @author mrdoob / http://mrdoob.com/
  */
-
-( function ( THREE ) {
-
+(function(THREE){
+		
 	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 originCopy = 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 distanceFromIntersection = function ( origin, direction, position ) {
-
+		var dot, intersect, distance;
+			
 		v0.sub( position, origin );
-
-		var dot = v0.dot( direction );
-
-		var intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) );
-		var distance = position.distanceTo( intersect );
-
+		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 pointInFace3 = function ( p, a, b, c ) {
-
+		
+		var dot00, dot01, dot02, dot11, dot12, invDenom, u, v;
+		
 		v0.sub( c, a );
 		v1.sub( b, a );
 		v2.sub( p, a );
-
-		var dot00 = v0.dot( v0 );
-		var dot01 = v0.dot( v1 );
-		var dot02 = v0.dot( v2 );
-		var dot11 = v1.dot( v1 );
-		var dot12 = v1.dot( v2 );
-
-		var invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 );
-		var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
-		var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
-
+	
+		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 );
-
+	
 	};
-
-	//
-
-	THREE.Ray.prototype.precision = 0.0001;
-
-	THREE.Ray.prototype.intersectObject = function ( object, recursive ) {
-
-		var intersect, intersects = [], distance;
-
-		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 ) );
-
-			}
-
-		}
-
+	
+	var intersectObject = function(object,ray,intersects){
+		var distance,intersect;
 		if ( object instanceof THREE.Particle ) {
-
-			distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() );
-
+	
+			distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );
+	
 			if ( distance > object.scale.x ) {
-
-				return intersects;
-
+	
+				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 ) {
-
+	
+			distance = distanceFromIntersection( ray.origin, ray.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, point;
-
+	
 			geometryMaterials = object.geometry.materials;
 			isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
 			side = object.material.side;
 			var a, b, c, d;
-			var precision = this.precision;
-
+			var precision = ray.precision;
+			
 			object.matrixRotationWorld.extractRotation( object.matrixWorld );
-
-			originCopy.copy( this.origin );
-			//directionCopy.copy( this.direction );
-
+			
+			originCopy.copy( ray.origin );
+	
 			objMatrix = object.matrixWorld;
-			inverseMatrix.getInverse( objMatrix );
-
-			localOriginCopy.copy( originCopy );
-			inverseMatrix.multiplyVector3( localOriginCopy );
-
-			localDirectionCopy.copy( this.direction );
-			inverseMatrix.rotateAxis( localDirectionCopy ).normalize();
-
+			inverseMatrix.getInverse(objMatrix);
+			
+			localOriginCopy.copy(originCopy);
+			inverseMatrix.multiplyVector3(localOriginCopy);
+			
+			localDirectionCopy.copy(ray.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 ) ) {
-
-							point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
-							distance = originCopy.distanceTo( point );
-
-							if ( distance < this.near || distance > this.far ) continue;
-
+	
+							point = object.matrixWorld.multiplyVector3(intersectPoint.clone()); 
+							distance = originCopy.distanceTo( point);
+							
+							if ( distance < ray.near ) continue;
+							if ( distance > ray.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 ) ) {
-
-							point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
-							distance = originCopy.distanceTo( point );
-
-							if ( distance < this.near || distance > this.far ) continue;
-
+	
+							point = object.matrixWorld.multiplyVector3(intersectPoint.clone()); 
+							distance = originCopy.distanceTo( point);
+							
+							if ( distance < ray.near ) continue;
+							if ( distance > ray.far ) continue; 
+							
 							intersect = {
-
+	
 								distance: distance,
 								point: point,
 								face: face,
 								faceIndex: f,
 								object: object
-
+	
 							};
-
+	
 							intersects.push( intersect );
-
+	
 						}
-
+	
 					}
-
+	
 				}
-
+	
 			}
-
+	
 		}
-
+		
+	};
+	
+	var intersectDescendants= function(object,ray,intersects){
+		var descendants = object.getDescendants();
+		var length = descendants.length;
+		for ( var i = 0; i < length; i ++ ) {
+	
+			intersectObject(descendants[i],this,intersects);
+	
+		}
+	};
+	
+	//
+	
+	THREE.Ray.prototype.precision = 0.0001;
+/*
+	This has deemed to be unnessecary
+	THREE.Ray.prototype.setPrecision = function ( value ) {
+		
+		this.precision = value;
+		
+	};*/
+		
+	THREE.Ray.prototype.intersectObject = function ( object, recursive ) {
+	
+		var intersects = [];
+	
+		if ( recursive === true ) {
+			
+			intersectDescendants(object,this,intersects);
+	
+		}
+	
+		intersectObject(object,this,intersects);
+	
 		intersects.sort( descSort );
-
+	
 		return intersects;
-
+	
 	};
-
+	
 	THREE.Ray.prototype.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 ) );
-
+			
+			intersectObject(objects[i],this,intersects);
+	
+			if ( recursive === true ) { 
+				
+				intersectDescendants(objects[i],this,intersects);
+	
+			}
 		}
-
+	
 		intersects.sort( descSort );
-
+	
 		return intersects;
-
+	
 	};
-
-}( THREE ) );
+	
+}(THREE));