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- /**
- * @author mrdoob / http://mrdoob.com/
- */
- ( 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 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;
- };
- var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3();
- var distanceFromIntersection = function ( origin, direction, position ) {
- v0.sub( position, origin );
- var dot = v0.dot( direction );
- var intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) );
- var distance = position.distanceTo( intersect );
- return distance;
- };
- // http://www.blackpawn.com/texts/pointinpoly/default.html
- var pointInFace3 = function ( p, a, b, c ) {
- v0.sub( c, a );
- v1.sub( b, a );
- v2.sub( p, a );
- var dot00 = v0.dot( v0 );
- var dot01 = v0.dot( v1 );
- var dot02 = v0.dot( v2 );
- var dot11 = v1.dot( v1 );
- var dot12 = v1.dot( v2 );
- var invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 );
- var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
- var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
- return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 );
- };
- var intersectObject = function ( object, ray, intersects ) {
- if ( object instanceof THREE.Particle ) {
- var distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );
- if ( distance > object.scale.x ) {
- return intersects;
- }
- intersects.push( {
- distance: distance,
- point: object.position,
- face: null,
- object: object
- } );
- } else if ( object instanceof THREE.Mesh ) {
- // Checking boundingSphere
- var scaledRadius = object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis();
- // Checking distance to ray
- var distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );
- if ( distance > scaledRadius) {
- return intersects;
- }
- // Checking faces
- var geometry = object.geometry;
- var vertices = geometry.vertices;
- var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
- var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
- var side = object.material.side;
- var a, b, c, d;
- var precision = ray.precision;
- object.matrixRotationWorld.extractRotation( object.matrixWorld );
- originCopy.copy( ray.origin );
- inverseMatrix.getInverse( object.matrixWorld );
- localOriginCopy.copy( originCopy );
- inverseMatrix.multiplyVector3( localOriginCopy );
- localDirectionCopy.copy( ray.direction );
- inverseMatrix.rotateAxis( localDirectionCopy ).normalize();
- for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
- var face = geometry.faces[ f ];
- var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
- if ( material === undefined ) continue;
- side = material.side;
- vector.sub( face.centroid, localOriginCopy );
- var normal = face.normal;
- var dot = localDirectionCopy.dot( normal );
- // bail if ray and plane are parallel
- if ( Math.abs( dot ) < precision ) continue;
- // calc distance to plane
- var 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() );
- distance = originCopy.distanceTo( point );
- if ( distance < ray.near || distance > ray.far ) continue;
- intersects.push( {
- distance: distance,
- point: point,
- face: face,
- faceIndex: f,
- object: object
- } );
- }
- } 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() );
- distance = originCopy.distanceTo( point );
- if ( distance < ray.near || distance > ray.far ) continue;
- intersects.push( {
- distance: distance,
- point: point,
- face: face,
- faceIndex: f,
- object: object
- } );
- }
- }
- }
- }
- }
- };
- var intersectDescendants = function ( object, ray, intersects ) {
- var descendants = object.getDescendants();
- for ( var i = 0, l = descendants.length; i < l; i ++ ) {
- intersectObject( descendants[ i ], ray, intersects );
- }
- };
- //
- THREE.Ray.prototype.precision = 0.0001;
- THREE.Ray.prototype.set = function ( origin, direction ) {
- this.origin = origin;
- this.direction = direction;
- };
- THREE.Ray.prototype.intersectObject = function ( object, recursive ) {
- var intersects = [];
- if ( recursive === true ) {
- intersectDescendants( object, this, intersects );
- }
- intersectObject( object, this, intersects );
- intersects.sort( descSort );
- return intersects;
- };
- THREE.Ray.prototype.intersectObjects = function ( objects, recursive ) {
- var intersects = [];
- for ( var i = 0, l = objects.length; i < l; i ++ ) {
- intersectObject( objects[ i ], this, intersects );
- if ( recursive === true ) {
- intersectDescendants( objects[ i ], this, intersects );
- }
- }
- intersects.sort( descSort );
- return intersects;
- };
- }( THREE ) );
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