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- /**
- * @author bhouston / http://exocortex.com
- */
- THREE.Ray = function ( origin, direction ) {
- this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
- this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
- };
- THREE.Ray.prototype = {
- constructor: THREE.Ray,
- set: function ( origin, direction ) {
- this.origin.copy( origin );
- this.direction.copy( direction );
- return this;
- },
- copy: function ( ray ) {
- this.origin.copy( ray.origin );
- this.direction.copy( ray.direction );
- return this;
- },
- at: function ( t, optionalTarget ) {
- var result = optionalTarget || new THREE.Vector3();
- return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
- },
- recast: function () {
- var v1 = new THREE.Vector3();
- return function ( t ) {
- this.origin.copy( this.at( t, v1 ) );
- return this;
- };
- }(),
- closestPointToPoint: function ( point, optionalTarget ) {
- var result = optionalTarget || new THREE.Vector3();
- result.subVectors( point, this.origin );
- var directionDistance = result.dot( this.direction );
- if ( directionDistance < 0 ) {
- return result.copy( this.origin );
- }
- return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
- },
- distanceToPoint: function () {
- var v1 = new THREE.Vector3();
- return function ( point ) {
- var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
- // point behind the ray
- if ( directionDistance < 0 ) {
- return this.origin.distanceTo( point );
- }
- v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
- return v1.distanceTo( point );
- };
- }(),
- distanceSqToSegment: function () {
- var segCenter = new THREE.Vector3();
- var segDir = new THREE.Vector3();
- var diff = new THREE.Vector3();
- return function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
- // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
- // It returns the min distance between the ray and the segment
- // defined by v0 and v1
- // It can also set two optional targets :
- // - The closest point on the ray
- // - The closest point on the segment
- segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
- segDir.copy( v1 ).sub( v0 ).normalize();
- diff.copy( this.origin ).sub( segCenter );
- var segExtent = v0.distanceTo( v1 ) * 0.5;
- var a01 = - this.direction.dot( segDir );
- var b0 = diff.dot( this.direction );
- var b1 = - diff.dot( segDir );
- var c = diff.lengthSq();
- var det = Math.abs( 1 - a01 * a01 );
- var s0, s1, sqrDist, extDet;
- if ( det > 0 ) {
- // The ray and segment are not parallel.
- s0 = a01 * b1 - b0;
- s1 = a01 * b0 - b1;
- extDet = segExtent * det;
- if ( s0 >= 0 ) {
- if ( s1 >= - extDet ) {
- if ( s1 <= extDet ) {
- // region 0
- // Minimum at interior points of ray and segment.
- var invDet = 1 / det;
- s0 *= invDet;
- s1 *= invDet;
- sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
- } else {
- // region 1
- s1 = segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- } else {
- // region 5
- s1 = - segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- } else {
- if ( s1 <= - extDet ) {
- // region 4
- s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- } else if ( s1 <= extDet ) {
- // region 3
- s0 = 0;
- s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = s1 * ( s1 + 2 * b1 ) + c;
- } else {
- // region 2
- s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- }
- } else {
- // Ray and segment are parallel.
- s1 = ( a01 > 0 ) ? - segExtent : segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- if ( optionalPointOnRay ) {
- optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );
- }
- if ( optionalPointOnSegment ) {
- optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );
- }
- return sqrDist;
- };
- }(),
- isIntersectionSphere: function ( sphere ) {
- return this.distanceToPoint( sphere.center ) <= sphere.radius;
- },
- intersectSphere: function () {
- // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
- var v1 = new THREE.Vector3();
- return function ( sphere, optionalTarget ) {
- v1.subVectors( sphere.center, this.origin );
- var tca = v1.dot( this.direction );
- var d2 = v1.dot( v1 ) - tca * tca;
- var radius2 = sphere.radius * sphere.radius;
- if ( d2 > radius2 ) return null;
- var thc = Math.sqrt( radius2 - d2 );
- // t0 = first intersect point - entrance on front of sphere
- var t0 = tca - thc;
- // t1 = second intersect point - exit point on back of sphere
- var t1 = tca + thc;
- // test to see if both t0 and t1 are behind the ray - if so, return null
- if ( t0 < 0 && t1 < 0 ) return null;
- // test to see if t0 is behind the ray:
- // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
- // in order to always return an intersect point that is in front of the ray.
- if ( t0 < 0 ) return this.at( t1, optionalTarget );
- // else t0 is in front of the ray, so return the first collision point scaled by t0
- return this.at( t0, optionalTarget );
- }
- }(),
- isIntersectionPlane: function ( plane ) {
- // check if the ray lies on the plane first
- var distToPoint = plane.distanceToPoint( this.origin );
- if ( distToPoint === 0 ) {
- return true;
- }
- var denominator = plane.normal.dot( this.direction );
- if ( denominator * distToPoint < 0 ) {
- return true;
- }
- // ray origin is behind the plane (and is pointing behind it)
- return false;
- },
- distanceToPlane: function ( plane ) {
- var denominator = plane.normal.dot( this.direction );
- if ( denominator == 0 ) {
- // line is coplanar, return origin
- if ( plane.distanceToPoint( this.origin ) == 0 ) {
- return 0;
- }
- // Null is preferable to undefined since undefined means.... it is undefined
- return null;
- }
- var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
- // Return if the ray never intersects the plane
- return t >= 0 ? t : null;
- },
- intersectPlane: function ( plane, optionalTarget ) {
- var t = this.distanceToPlane( plane );
- if ( t === null ) {
- return null;
- }
- return this.at( t, optionalTarget );
- },
- isIntersectionBox: function () {
- var v = new THREE.Vector3();
- return function ( box ) {
- return this.intersectBox( box, v ) !== null;
- };
- }(),
- intersectBox: function ( box , optionalTarget ) {
- // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
- var tmin,tmax,tymin,tymax,tzmin,tzmax;
- var invdirx = 1 / this.direction.x,
- invdiry = 1 / this.direction.y,
- invdirz = 1 / this.direction.z;
- var origin = this.origin;
- if ( invdirx >= 0 ) {
- tmin = ( box.min.x - origin.x ) * invdirx;
- tmax = ( box.max.x - origin.x ) * invdirx;
- } else {
- tmin = ( box.max.x - origin.x ) * invdirx;
- tmax = ( box.min.x - origin.x ) * invdirx;
- }
- if ( invdiry >= 0 ) {
- tymin = ( box.min.y - origin.y ) * invdiry;
- tymax = ( box.max.y - origin.y ) * invdiry;
- } else {
- tymin = ( box.max.y - origin.y ) * invdiry;
- tymax = ( box.min.y - origin.y ) * invdiry;
- }
- if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
- // These lines also handle the case where tmin or tmax is NaN
- // (result of 0 * Infinity). x !== x returns true if x is NaN
- if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
- if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
- if ( invdirz >= 0 ) {
- tzmin = ( box.min.z - origin.z ) * invdirz;
- tzmax = ( box.max.z - origin.z ) * invdirz;
- } else {
- tzmin = ( box.max.z - origin.z ) * invdirz;
- tzmax = ( box.min.z - origin.z ) * invdirz;
- }
- if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
- if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
- if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
- //return point closest to the ray (positive side)
- if ( tmax < 0 ) return null;
- return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
- },
- intersectTriangle: function () {
- // Compute the offset origin, edges, and normal.
- var diff = new THREE.Vector3();
- var edge1 = new THREE.Vector3();
- var edge2 = new THREE.Vector3();
- var normal = new THREE.Vector3();
- return function ( a, b, c, backfaceCulling, optionalTarget ) {
- // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
- edge1.subVectors( b, a );
- edge2.subVectors( c, a );
- normal.crossVectors( edge1, edge2 );
- // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
- // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
- // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
- // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
- // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
- var DdN = this.direction.dot( normal );
- var sign;
- if ( DdN > 0 ) {
- if ( backfaceCulling ) return null;
- sign = 1;
- } else if ( DdN < 0 ) {
- sign = - 1;
- DdN = - DdN;
- } else {
- return null;
- }
- diff.subVectors( this.origin, a );
- var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
- // b1 < 0, no intersection
- if ( DdQxE2 < 0 ) {
- return null;
- }
- var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
- // b2 < 0, no intersection
- if ( DdE1xQ < 0 ) {
- return null;
- }
- // b1+b2 > 1, no intersection
- if ( DdQxE2 + DdE1xQ > DdN ) {
- return null;
- }
- // Line intersects triangle, check if ray does.
- var QdN = - sign * diff.dot( normal );
- // t < 0, no intersection
- if ( QdN < 0 ) {
- return null;
- }
- // Ray intersects triangle.
- return this.at( QdN / DdN, optionalTarget );
- };
- }(),
- applyMatrix4: function ( matrix4 ) {
- this.direction.add( this.origin ).applyMatrix4( matrix4 );
- this.origin.applyMatrix4( matrix4 );
- this.direction.sub( this.origin );
- this.direction.normalize();
- return this;
- },
- equals: function ( ray ) {
- return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
- },
- clone: function () {
- return new THREE.Ray().copy( this );
- }
- };
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