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more updates to Ray.js

libra guest 13 years ago
parent
commit
f25a376952
2 changed files with 128 additions and 132 deletions
  1. 126 130
      src/core/Ray.js
  2. 2 2
      utils/files.json

+ 126 - 130
src/core/Ray.js

@@ -1,161 +1,157 @@
 /**
  * @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();
-
+(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 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;
-
+	
+		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 ) {
-
+		var dot, intersect, distance;
+			
 		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 ) {
-
+		
+		var dot00, dot01, dot02, dot11, dot12, invDenom, u, v;
+		
 		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;
-
+	
+	THREE.Ray.prototype.precision = 0.0001;
+		
+	THREE.Ray.prototype.setPrecision = function ( value ) {
+		
+		this.precision = value;
+		
 	};
-
-	this.intersectObject = function ( object, recursive ) {
-
-		var intersect, intersects = [];
-
+		
+	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 ) );
-
+	
 			}
-
+	
 		}
-
+	
 		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;
-
+			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;
+			
 			object.matrixRotationWorld.extractRotation( object.matrixWorld );
 			
 			originCopy.copy( this.origin );
 			//directionCopy.copy( this.direction );
-
+	
 			objMatrix = object.matrixWorld;
 			inverseMatrix.getInverse(objMatrix);
 			
@@ -164,45 +160,45 @@ THREE.Ray = function ( origin, direction, near, far ) {
 			
 			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()); 
+	
+							point = object.matrixWorld.multiplyVector3(intersectPoint.clone()); 
 							distance = originCopy.distanceTo( point);
 							
 							if ( distance < this.near ) continue;
@@ -210,76 +206,76 @@ THREE.Ray = function ( origin, direction, near, far ) {
 							
 							
 							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()); 
+	
+							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 ) {
-
+	
+	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 ) );
-
+	
 		}
-
+	
 		intersects.sort( descSort );
-
+	
 		return intersects;
-
+	
 	};
-
-};
+	
+}(THREE));

+ 2 - 2
utils/files.json

@@ -6,13 +6,13 @@
 		"../src/core/Vector2.js",
 		"../src/core/Vector3.js",
 		"../src/core/Vector4.js",
+		"../src/core/Matrix3.js",
+		"../src/core/Matrix4.js",
 		"../src/core/EventTarget.js",
 		"../src/core/Frustum.js",
 		"../src/core/Ray.js",
 		"../src/core/Rectangle.js",
 		"../src/core/Math.js",
-		"../src/core/Matrix3.js",
-		"../src/core/Matrix4.js",
 		"../src/core/Object3D.js",
 		"../src/core/Projector.js",
 		"../src/core/Quaternion.js",