| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219 |
- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.Ray = function ( origin, direction ) {
- this.origin = origin || new THREE.Vector3();
- this.direction = direction || new THREE.Vector3();
- var precision = 0.0001;
- this.setPrecision = function ( value ) {
- precision = value;
- };
- var a = new THREE.Vector3();
- var b = new THREE.Vector3();
- var c = new THREE.Vector3();
- var d = new THREE.Vector3();
- var originCopy = new THREE.Vector3();
- var directionCopy = 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 = [];
- if ( object instanceof THREE.Particle ) {
- var 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 distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() );
- var scale = THREE.Frustum.__v1.set( object.matrixWorld.getColumnX().length(), object.matrixWorld.getColumnY().length(), object.matrixWorld.getColumnZ().length() );
- if ( distance > object.geometry.boundingSphere.radius * Math.max( scale.x, Math.max( scale.y, 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 ];
- originCopy.copy( this.origin );
- directionCopy.copy( this.direction );
- objMatrix = object.matrixWorld;
- // determine if ray intersects the plane of the face
- // note: this works regardless of the direction of the face normal
- vector = objMatrix.multiplyVector3( vector.copy( face.centroid ) ).subSelf( originCopy );
- normal = object.matrixRotationWorld.multiplyVector3( normal.copy( face.normal ) );
- dot = directionCopy.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 ( object.doubleSided || ( object.flipSided ? dot > 0 : dot < 0 ) ) {
- intersectPoint.add( originCopy, directionCopy.multiplyScalar( scalar ) );
- if ( face instanceof THREE.Face3 ) {
- a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ] ) );
- b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ] ) );
- c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ] ) );
- if ( pointInFace3( intersectPoint, a, b, c ) ) {
- intersect = {
- distance: originCopy.distanceTo( intersectPoint ),
- point: intersectPoint.clone(),
- face: face,
- object: object
- };
- intersects.push( intersect );
- }
- } else if ( face instanceof THREE.Face4 ) {
- a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ] ) );
- b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ] ) );
- c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ] ) );
- d = objMatrix.multiplyVector3( d.copy( vertices[ face.d ] ) );
- if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) {
- intersect = {
- distance: originCopy.distanceTo( intersectPoint ),
- point: intersectPoint.clone(),
- face: face,
- object: object
- };
- intersects.push( intersect );
- }
- }
- }
- }
- }
- return intersects;
- }
- this.intersectObjects = function ( objects ) {
- var intersects = [];
- for ( var 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 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 );
- 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 );
- }
- };
|