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@@ -17,6 +17,13 @@ import { BufferGeometry } from '../core/BufferGeometry.js';
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* @author jonobr1 / http://jonobr1.com/
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*/
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+var _inverseMatrix, _ray, _sphere;
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+var _vA, _vB, _vC;
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+var _tempA, _tempB, _tempC;
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+var _morphA, _morphB, _morphC;
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+var _uvA, _uvB, _uvC;
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+var _intersectionPoint, _intersectionPointWorld;
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+
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function Mesh( geometry, material ) {
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Object3D.call( this );
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@@ -112,357 +119,356 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
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},
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- raycast: ( function () {
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+ raycast: function ( raycaster, intersects ) {
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- var inverseMatrix = new Matrix4();
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- var ray = new Ray();
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- var sphere = new Sphere();
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+ if ( _intersectionPointWorld === undefined ) {
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- var vA = new Vector3();
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- var vB = new Vector3();
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- var vC = new Vector3();
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+ _inverseMatrix = new Matrix4();
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+ _ray = new Ray();
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+ _sphere = new Sphere();
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- var tempA = new Vector3();
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- var tempB = new Vector3();
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- var tempC = new Vector3();
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+ _vA = new Vector3();
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+ _vB = new Vector3();
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+ _vC = new Vector3();
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- var morphA = new Vector3();
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- var morphB = new Vector3();
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- var morphC = new Vector3();
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+ _tempA = new Vector3();
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+ _tempB = new Vector3();
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+ _tempC = new Vector3();
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- var uvA = new Vector2();
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- var uvB = new Vector2();
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- var uvC = new Vector2();
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+ _morphA = new Vector3();
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+ _morphB = new Vector3();
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+ _morphC = new Vector3();
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- var intersectionPoint = new Vector3();
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- var intersectionPointWorld = new Vector3();
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+ _uvA = new Vector2();
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+ _uvB = new Vector2();
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+ _uvC = new Vector2();
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- function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
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+ _intersectionPoint = new Vector3();
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+ _intersectionPointWorld = new Vector3();
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- var intersect;
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+ }
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- if ( material.side === BackSide ) {
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+ var geometry = this.geometry;
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+ var material = this.material;
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+ var matrixWorld = this.matrixWorld;
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- intersect = ray.intersectTriangle( pC, pB, pA, true, point );
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+ if ( material === undefined ) return;
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- } else {
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+ // Checking boundingSphere distance to ray
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- intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
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+ if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
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- }
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+ _sphere.copy( geometry.boundingSphere );
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+ _sphere.applyMatrix4( matrixWorld );
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- if ( intersect === null ) return null;
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+ if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
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- intersectionPointWorld.copy( point );
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- intersectionPointWorld.applyMatrix4( object.matrixWorld );
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+ //
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- var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
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+ _inverseMatrix.getInverse( matrixWorld );
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+ _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
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- if ( distance < raycaster.near || distance > raycaster.far ) return null;
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+ // Check boundingBox before continuing
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- return {
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- distance: distance,
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- point: intersectionPointWorld.clone(),
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- object: object
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- };
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+ if ( geometry.boundingBox !== null ) {
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- }
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+ if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;
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- function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c ) {
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+ }
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- vA.fromBufferAttribute( position, a );
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- vB.fromBufferAttribute( position, b );
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- vC.fromBufferAttribute( position, c );
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+ var intersection;
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- var morphInfluences = object.morphTargetInfluences;
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+ if ( geometry.isBufferGeometry ) {
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- if ( material.morphTargets && morphPosition && morphInfluences ) {
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+ var a, b, c;
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+ var index = geometry.index;
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+ var position = geometry.attributes.position;
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+ var morphPosition = geometry.morphAttributes.position;
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+ var uv = geometry.attributes.uv;
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+ var uv2 = geometry.attributes.uv2;
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+ var groups = geometry.groups;
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+ var drawRange = geometry.drawRange;
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+ var i, j, il, jl;
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+ var group, groupMaterial;
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+ var start, end;
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- morphA.set( 0, 0, 0 );
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- morphB.set( 0, 0, 0 );
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- morphC.set( 0, 0, 0 );
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+ if ( index !== null ) {
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- for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
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+ // indexed buffer geometry
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- var influence = morphInfluences[ i ];
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- var morphAttribute = morphPosition[ i ];
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+ if ( Array.isArray( material ) ) {
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- if ( influence === 0 ) continue;
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+ for ( i = 0, il = groups.length; i < il; i ++ ) {
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- tempA.fromBufferAttribute( morphAttribute, a );
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- tempB.fromBufferAttribute( morphAttribute, b );
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- tempC.fromBufferAttribute( morphAttribute, c );
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+ group = groups[ i ];
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+ groupMaterial = material[ group.materialIndex ];
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- morphA.addScaledVector( tempA.sub( vA ), influence );
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- morphB.addScaledVector( tempB.sub( vB ), influence );
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- morphC.addScaledVector( tempC.sub( vC ), influence );
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+ start = Math.max( group.start, drawRange.start );
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+ end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
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- }
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+ for ( j = start, jl = end; j < jl; j += 3 ) {
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- vA.add( morphA );
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- vB.add( morphB );
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- vC.add( morphC );
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+ a = index.getX( j );
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+ b = index.getX( j + 1 );
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+ c = index.getX( j + 2 );
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- }
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+ intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
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- var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );
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-
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- if ( intersection ) {
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+ if ( intersection ) {
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- if ( uv ) {
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+ intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
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+ intersection.face.materialIndex = group.materialIndex;
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+ intersects.push( intersection );
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- uvA.fromBufferAttribute( uv, a );
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- uvB.fromBufferAttribute( uv, b );
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- uvC.fromBufferAttribute( uv, c );
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+ }
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- intersection.uv = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() );
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+ }
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- }
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+ }
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- if ( uv2 ) {
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+ } else {
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- uvA.fromBufferAttribute( uv2, a );
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- uvB.fromBufferAttribute( uv2, b );
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- uvC.fromBufferAttribute( uv2, c );
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+ start = Math.max( 0, drawRange.start );
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+ end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
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- intersection.uv2 = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() );
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+ for ( i = start, il = end; i < il; i += 3 ) {
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- }
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+ a = index.getX( i );
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+ b = index.getX( i + 1 );
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+ c = index.getX( i + 2 );
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- var face = new Face3( a, b, c );
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- Triangle.getNormal( vA, vB, vC, face.normal );
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+ intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
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- intersection.face = face;
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+ if ( intersection ) {
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- }
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+ intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
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+ intersects.push( intersection );
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- return intersection;
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+ }
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- }
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+ }
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- return function raycast( raycaster, intersects ) {
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+ }
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- var geometry = this.geometry;
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- var material = this.material;
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- var matrixWorld = this.matrixWorld;
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+ } else if ( position !== undefined ) {
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- if ( material === undefined ) return;
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+ // non-indexed buffer geometry
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- // Checking boundingSphere distance to ray
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+ if ( Array.isArray( material ) ) {
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- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
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+ for ( i = 0, il = groups.length; i < il; i ++ ) {
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- sphere.copy( geometry.boundingSphere );
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- sphere.applyMatrix4( matrixWorld );
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+ group = groups[ i ];
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+ groupMaterial = material[ group.materialIndex ];
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- if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
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+ start = Math.max( group.start, drawRange.start );
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+ end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
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- //
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+ for ( j = start, jl = end; j < jl; j += 3 ) {
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- inverseMatrix.getInverse( matrixWorld );
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- ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
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+ a = j;
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+ b = j + 1;
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+ c = j + 2;
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- // Check boundingBox before continuing
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+ intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
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- if ( geometry.boundingBox !== null ) {
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+ if ( intersection ) {
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- if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
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+ intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
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+ intersection.face.materialIndex = group.materialIndex;
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+ intersects.push( intersection );
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- }
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+ }
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- var intersection;
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+ }
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- if ( geometry.isBufferGeometry ) {
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+ }
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- var a, b, c;
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- var index = geometry.index;
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- var position = geometry.attributes.position;
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- var morphPosition = geometry.morphAttributes.position;
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- var uv = geometry.attributes.uv;
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- var uv2 = geometry.attributes.uv2;
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- var groups = geometry.groups;
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- var drawRange = geometry.drawRange;
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- var i, j, il, jl;
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- var group, groupMaterial;
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- var start, end;
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+ } else {
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- if ( index !== null ) {
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+ start = Math.max( 0, drawRange.start );
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+ end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
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- // indexed buffer geometry
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+ for ( i = start, il = end; i < il; i += 3 ) {
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- if ( Array.isArray( material ) ) {
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+ a = i;
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+ b = i + 1;
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+ c = i + 2;
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- for ( i = 0, il = groups.length; i < il; i ++ ) {
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+ intersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, uv, uv2, a, b, c );
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- group = groups[ i ];
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- groupMaterial = material[ group.materialIndex ];
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+ if ( intersection ) {
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- start = Math.max( group.start, drawRange.start );
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- end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
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+ intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
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+ intersects.push( intersection );
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- for ( j = start, jl = end; j < jl; j += 3 ) {
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+ }
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- a = index.getX( j );
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- b = index.getX( j + 1 );
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- c = index.getX( j + 2 );
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+ }
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- intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, uv2, a, b, c );
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+ }
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- if ( intersection ) {
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+ }
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- intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
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- intersection.face.materialIndex = group.materialIndex;
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- intersects.push( intersection );
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+ } else if ( geometry.isGeometry ) {
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- }
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+ var fvA, fvB, fvC;
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+ var isMultiMaterial = Array.isArray( material );
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- }
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+ var vertices = geometry.vertices;
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+ var faces = geometry.faces;
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+ var uvs;
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- }
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+ var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
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+ if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
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- } else {
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+ for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
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- start = Math.max( 0, drawRange.start );
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- end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
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+ var face = faces[ f ];
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+ var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
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- for ( i = start, il = end; i < il; i += 3 ) {
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+ if ( faceMaterial === undefined ) continue;
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- a = index.getX( i );
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- b = index.getX( i + 1 );
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- c = index.getX( i + 2 );
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+ fvA = vertices[ face.a ];
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+ fvB = vertices[ face.b ];
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+ fvC = vertices[ face.c ];
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- intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c );
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+ intersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );
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- if ( intersection ) {
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+ if ( intersection ) {
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- intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
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- intersects.push( intersection );
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+ if ( uvs && uvs[ f ] ) {
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- }
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+ var uvs_f = uvs[ f ];
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+ _uvA.copy( uvs_f[ 0 ] );
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+ _uvB.copy( uvs_f[ 1 ] );
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+ _uvC.copy( uvs_f[ 2 ] );
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- }
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+ intersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );
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}
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- } else if ( position !== undefined ) {
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+ intersection.face = face;
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+ intersection.faceIndex = f;
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+ intersects.push( intersection );
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- // non-indexed buffer geometry
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+ }
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- if ( Array.isArray( material ) ) {
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+ }
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- for ( i = 0, il = groups.length; i < il; i ++ ) {
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+ }
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- group = groups[ i ];
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- groupMaterial = material[ group.materialIndex ];
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+ },
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- start = Math.max( group.start, drawRange.start );
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- end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
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+ clone: function () {
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- for ( j = start, jl = end; j < jl; j += 3 ) {
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+ return new this.constructor( this.geometry, this.material ).copy( this );
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- a = j;
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- b = j + 1;
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- c = j + 2;
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+ }
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- intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, uv2, a, b, c );
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+} );
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- if ( intersection ) {
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+function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
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- intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
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- intersection.face.materialIndex = group.materialIndex;
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- intersects.push( intersection );
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+ var intersect;
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- }
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+ if ( material.side === BackSide ) {
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- }
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+ intersect = ray.intersectTriangle( pC, pB, pA, true, point );
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- }
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+ } else {
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- } else {
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+ intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
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- start = Math.max( 0, drawRange.start );
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- end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
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+ }
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- for ( i = start, il = end; i < il; i += 3 ) {
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+ if ( intersect === null ) return null;
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- a = i;
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- b = i + 1;
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- c = i + 2;
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+ _intersectionPointWorld.copy( point );
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+ _intersectionPointWorld.applyMatrix4( object.matrixWorld );
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- intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c );
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+ var distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
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- if ( intersection ) {
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+ if ( distance < raycaster.near || distance > raycaster.far ) return null;
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- intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
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- intersects.push( intersection );
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+ return {
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+ distance: distance,
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+ point: _intersectionPointWorld.clone(),
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+ object: object
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+ };
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- }
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+}
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- }
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+function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, uv2, a, b, c ) {
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- }
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+ _vA.fromBufferAttribute( position, a );
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+ _vB.fromBufferAttribute( position, b );
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+ _vC.fromBufferAttribute( position, c );
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- }
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+ var morphInfluences = object.morphTargetInfluences;
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- } else if ( geometry.isGeometry ) {
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+ if ( material.morphTargets && morphPosition && morphInfluences ) {
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- var fvA, fvB, fvC;
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- var isMultiMaterial = Array.isArray( material );
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+ _morphA.set( 0, 0, 0 );
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+ _morphB.set( 0, 0, 0 );
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+ _morphC.set( 0, 0, 0 );
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- var vertices = geometry.vertices;
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- var faces = geometry.faces;
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- var uvs;
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+ for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
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|
|
- var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
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|
- if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
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|
+ var influence = morphInfluences[ i ];
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|
+ var morphAttribute = morphPosition[ i ];
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|
|
- for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
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|
|
+ if ( influence === 0 ) continue;
|
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|
|
|
- var face = faces[ f ];
|
|
|
- var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
|
|
|
+ _tempA.fromBufferAttribute( morphAttribute, a );
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|
|
+ _tempB.fromBufferAttribute( morphAttribute, b );
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|
|
+ _tempC.fromBufferAttribute( morphAttribute, c );
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|
|
- if ( faceMaterial === undefined ) continue;
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|
|
+ _morphA.addScaledVector( _tempA.sub( _vA ), influence );
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|
|
+ _morphB.addScaledVector( _tempB.sub( _vB ), influence );
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|
|
+ _morphC.addScaledVector( _tempC.sub( _vC ), influence );
|
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|
|
|
- fvA = vertices[ face.a ];
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|
|
- fvB = vertices[ face.b ];
|
|
|
- fvC = vertices[ face.c ];
|
|
|
+ }
|
|
|
|
|
|
- intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
|
|
|
+ _vA.add( _morphA );
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|
|
+ _vB.add( _morphB );
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|
|
+ _vC.add( _morphC );
|
|
|
|
|
|
- if ( intersection ) {
|
|
|
+ }
|
|
|
|
|
|
- if ( uvs && uvs[ f ] ) {
|
|
|
+ var intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
|
|
|
|
|
|
- var uvs_f = uvs[ f ];
|
|
|
- uvA.copy( uvs_f[ 0 ] );
|
|
|
- uvB.copy( uvs_f[ 1 ] );
|
|
|
- uvC.copy( uvs_f[ 2 ] );
|
|
|
+ if ( intersection ) {
|
|
|
|
|
|
- intersection.uv = Triangle.getUV( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2() );
|
|
|
+ if ( uv ) {
|
|
|
|
|
|
- }
|
|
|
+ _uvA.fromBufferAttribute( uv, a );
|
|
|
+ _uvB.fromBufferAttribute( uv, b );
|
|
|
+ _uvC.fromBufferAttribute( uv, c );
|
|
|
|
|
|
- intersection.face = face;
|
|
|
- intersection.faceIndex = f;
|
|
|
- intersects.push( intersection );
|
|
|
+ intersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ if ( uv2 ) {
|
|
|
|
|
|
- }
|
|
|
+ _uvA.fromBufferAttribute( uv2, a );
|
|
|
+ _uvB.fromBufferAttribute( uv2, b );
|
|
|
+ _uvC.fromBufferAttribute( uv2, c );
|
|
|
|
|
|
- };
|
|
|
+ intersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
|
|
|
|
|
|
- }() ),
|
|
|
+ }
|
|
|
|
|
|
- clone: function () {
|
|
|
+ var face = new Face3( a, b, c );
|
|
|
+ Triangle.getNormal( _vA, _vB, _vC, face.normal );
|
|
|
|
|
|
- return new this.constructor( this.geometry, this.material ).copy( this );
|
|
|
+ intersection.face = face;
|
|
|
|
|
|
}
|
|
|
|
|
|
-} );
|
|
|
+ return intersection;
|
|
|
|
|
|
+}
|
|
|
|
|
|
export { Mesh };
|