/** * @author mr.doob / http://mrdoob.com/ */ THREE.Ray = function ( origin, direction ) { this.origin = origin || new THREE.Vector3(); this.direction = direction || new THREE.Vector3(); this.intersectScene = function ( scene ) { return this.intersectObjects( scene.children ); }; this.intersectObjects = function ( objects ) { var i, l, object, intersects = []; for ( i = 0, l = objects.length; i < l; i ++ ) { Array.prototype.push.apply( intersects, this.intersectObject( objects[ i ] ) ); } intersects.sort( function ( a, b ) { return a.distance - b.distance; } ); return intersects; }; var a = new THREE.Vector3(); var b = new THREE.Vector3(); var c = new THREE.Vector3(); var d = new THREE.Vector3(); var origin = new THREE.Vector3(); var direction = new THREE.Vector3(); var vector = new THREE.Vector3(); var normal = new THREE.Vector3(); var intersectPoint = new THREE.Vector3() this.intersectObject = function ( object ) { var intersect, intersects = []; for ( var i = 0, l = object.children.length; i < l; i ++ ) { Array.prototype.push.apply( intersects, this.intersectObject( object.children[ i ] ) ); } if ( object instanceof THREE.Particle ) { var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); if ( distance === null || 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 distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); if ( distance === null || distance > object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) ) ) { return intersects; } // Checking faces var f, fl, face, dot, scalar, geometry = object.geometry, vertices = geometry.vertices, objMatrix; object.matrixRotationWorld.extractRotation( object.matrixWorld ); for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { face = geometry.faces[ f ]; origin.copy( this.origin ); direction.copy( this.direction ); objMatrix = object.matrixWorld; // check if face.centroid is behind the origin vector = objMatrix.multiplyVector3( vector.copy( face.centroid ) ).subSelf( origin ); dot = vector.dot( direction ); if ( dot <= 0 ) continue; // a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ].position ) ); b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ].position ) ); c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ].position ) ); if ( face instanceof THREE.Face4 ) d = objMatrix.multiplyVector3( d.copy( vertices[ face.d ].position ) ); normal = object.matrixRotationWorld.multiplyVector3( normal.copy( face.normal ) ); dot = direction.dot( normal ); if ( object.doubleSided || ( object.flipSided ? dot > 0 : dot < 0 ) ) { // Math.abs( dot ) > 0.0001 scalar = normal.dot( vector.sub( a, origin ) ) / dot; intersectPoint.add( origin, direction.multiplyScalar( scalar ) ); if ( face instanceof THREE.Face3 ) { if ( pointInFace3( intersectPoint, a, b, c ) ) { intersect = { distance: origin.distanceTo( intersectPoint ), point: intersectPoint.clone(), face: face, object: object }; intersects.push( intersect ); } } else if ( face instanceof THREE.Face4 ) { if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) { intersect = { distance: origin.distanceTo( intersectPoint ), point: intersectPoint.clone(), face: face, object: object }; intersects.push( intersect ); } } } } } return intersects; } var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3(); var dot, intersect, distance; function distanceFromIntersection( origin, direction, position ) { v0.sub( position, origin ); dot = v0.dot( direction ); if ( dot <= 0 ) return null; // check if position behind origin. 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; function pointInFace3( 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 ); } };