Raycaster.js 11 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author bhouston / http://exocortex.com/
  4. * @author stephomi / http://stephaneginier.com/
  5. */
  6. ( function ( THREE ) {
  7. THREE.Raycaster = function ( origin, direction, near, far ) {
  8. this.ray = new THREE.Ray( origin, direction );
  9. // direction is assumed to be normalized (for accurate distance calculations)
  10. this.near = near || 0;
  11. this.far = far || Infinity;
  12. };
  13. var sphere = new THREE.Sphere();
  14. var localRay = new THREE.Ray();
  15. var facePlane = new THREE.Plane();
  16. var intersectPoint = new THREE.Vector3();
  17. var matrixPosition = new THREE.Vector3();
  18. var inverseMatrix = new THREE.Matrix4();
  19. var descSort = function ( a, b ) {
  20. return a.distance - b.distance;
  21. };
  22. var vA = new THREE.Vector3();
  23. var vB = new THREE.Vector3();
  24. var vC = new THREE.Vector3();
  25. var intersectObject = function ( object, raycaster, intersects ) {
  26. if ( object instanceof THREE.Sprite ) {
  27. matrixPosition.setFromMatrixPosition( object.matrixWorld );
  28. var distance = raycaster.ray.distanceToPoint( matrixPosition );
  29. if ( distance > object.scale.x ) {
  30. return intersects;
  31. }
  32. intersects.push( {
  33. distance: distance,
  34. point: object.position,
  35. face: null,
  36. object: object
  37. } );
  38. } else if ( object instanceof THREE.PointCloud ) {
  39. var vertices = object.geometry.vertices;
  40. for ( var i = 0; i < vertices.length; i ++ ) {
  41. var v = vertices[ i ];
  42. matrixPosition.copy( v ).applyMatrix4( object.matrixWorld );
  43. var distance = raycaster.ray.distanceToPoint( matrixPosition );
  44. if ( distance < 1 ) { // needs a better test; particle size?
  45. intersects.push( {
  46. distance: distance,
  47. index: i,
  48. face: null,
  49. object: object
  50. } );
  51. }
  52. }
  53. } else if ( object instanceof THREE.LOD ) {
  54. matrixPosition.setFromMatrixPosition( object.matrixWorld );
  55. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  56. intersectObject( object.getObjectForDistance( distance ), raycaster, intersects );
  57. } else if ( object instanceof THREE.Mesh ) {
  58. var geometry = object.geometry;
  59. // Checking boundingSphere distance to ray
  60. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  61. sphere.copy( geometry.boundingSphere );
  62. sphere.applyMatrix4( object.matrixWorld );
  63. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  64. return intersects;
  65. }
  66. // Check boundingBox before continuing
  67. inverseMatrix.getInverse( object.matrixWorld );
  68. localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  69. if ( geometry.boundingBox !== null ) {
  70. if ( localRay.isIntersectionBox( geometry.boundingBox ) === false ) {
  71. return intersects;
  72. }
  73. }
  74. if ( geometry instanceof THREE.BufferGeometry ) {
  75. var material = object.material;
  76. if ( material === undefined ) return intersects;
  77. var attributes = geometry.attributes;
  78. var a, b, c;
  79. var precision = raycaster.precision;
  80. if ( attributes.index !== undefined ) {
  81. var indices = attributes.index.array;
  82. var positions = attributes.position.array;
  83. var offsets = geometry.offsets;
  84. if ( offsets.length === 0 ) {
  85. offsets = [ { start: 0, count: indices.length, index: 0 } ];
  86. }
  87. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  88. var start = offsets[ oi ].start;
  89. var count = offsets[ oi ].count;
  90. var index = offsets[ oi ].index;
  91. for ( var i = start, il = start + count; i < il; i += 3 ) {
  92. a = index + indices[ i ];
  93. b = index + indices[ i + 1 ];
  94. c = index + indices[ i + 2 ];
  95. vA.set(
  96. positions[ a * 3 ],
  97. positions[ a * 3 + 1 ],
  98. positions[ a * 3 + 2 ]
  99. );
  100. vB.set(
  101. positions[ b * 3 ],
  102. positions[ b * 3 + 1 ],
  103. positions[ b * 3 + 2 ]
  104. );
  105. vC.set(
  106. positions[ c * 3 ],
  107. positions[ c * 3 + 1 ],
  108. positions[ c * 3 + 2 ]
  109. );
  110. if ( material.side === THREE.BackSide ) {
  111. var intersectionPoint = localRay.intersectTriangle( vC, vB, vA, true );
  112. } else {
  113. var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  114. }
  115. if ( intersectionPoint === null ) continue;
  116. intersectionPoint.applyMatrix4( object.matrixWorld );
  117. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  118. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  119. intersects.push( {
  120. distance: distance,
  121. point: intersectionPoint,
  122. indices: [a, b, c],
  123. face: null,
  124. faceIndex: null,
  125. object: object
  126. } );
  127. }
  128. }
  129. } else {
  130. var offsets = geometry.offsets;
  131. var positions = attributes.position.array;
  132. for ( var i = 0, il = attributes.position.array.length; i < il; i += 3 ) {
  133. a = i;
  134. b = i + 1;
  135. c = i + 2;
  136. vA.set(
  137. positions[ a * 3 ],
  138. positions[ a * 3 + 1 ],
  139. positions[ a * 3 + 2 ]
  140. );
  141. vB.set(
  142. positions[ b * 3 ],
  143. positions[ b * 3 + 1 ],
  144. positions[ b * 3 + 2 ]
  145. );
  146. vC.set(
  147. positions[ c * 3 ],
  148. positions[ c * 3 + 1 ],
  149. positions[ c * 3 + 2 ]
  150. );
  151. if ( material.side === THREE.BackSide ) {
  152. var intersectionPoint = localRay.intersectTriangle( vC, vB, vA, true );
  153. } else {
  154. var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  155. }
  156. if ( intersectionPoint === null ) continue;
  157. intersectionPoint.applyMatrix4( object.matrixWorld );
  158. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  159. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  160. intersects.push( {
  161. distance: distance,
  162. point: intersectionPoint,
  163. indices: [a, b, c],
  164. face: null,
  165. faceIndex: null,
  166. object: object
  167. } );
  168. }
  169. }
  170. } else if ( geometry instanceof THREE.Geometry ) {
  171. var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
  172. var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
  173. var a, b, c, d;
  174. var precision = raycaster.precision;
  175. var vertices = geometry.vertices;
  176. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  177. var face = geometry.faces[ f ];
  178. var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
  179. if ( material === undefined ) continue;
  180. a = vertices[ face.a ];
  181. b = vertices[ face.b ];
  182. c = vertices[ face.c ];
  183. if ( material.morphTargets === true ) {
  184. var morphTargets = geometry.morphTargets;
  185. var morphInfluences = object.morphTargetInfluences;
  186. vA.set( 0, 0, 0 );
  187. vB.set( 0, 0, 0 );
  188. vC.set( 0, 0, 0 );
  189. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  190. var influence = morphInfluences[ t ];
  191. if ( influence === 0 ) continue;
  192. var targets = morphTargets[ t ].vertices;
  193. vA.x += ( targets[ face.a ].x - a.x ) * influence;
  194. vA.y += ( targets[ face.a ].y - a.y ) * influence;
  195. vA.z += ( targets[ face.a ].z - a.z ) * influence;
  196. vB.x += ( targets[ face.b ].x - b.x ) * influence;
  197. vB.y += ( targets[ face.b ].y - b.y ) * influence;
  198. vB.z += ( targets[ face.b ].z - b.z ) * influence;
  199. vC.x += ( targets[ face.c ].x - c.x ) * influence;
  200. vC.y += ( targets[ face.c ].y - c.y ) * influence;
  201. vC.z += ( targets[ face.c ].z - c.z ) * influence;
  202. }
  203. vA.add( a );
  204. vB.add( b );
  205. vC.add( c );
  206. a = vA;
  207. b = vB;
  208. c = vC;
  209. }
  210. if ( material.side === THREE.BackSide ) {
  211. var intersectionPoint = localRay.intersectTriangle( c, b, a, true );
  212. } else {
  213. var intersectionPoint = localRay.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
  214. }
  215. if ( intersectionPoint === null ) continue;
  216. intersectionPoint.applyMatrix4( object.matrixWorld );
  217. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  218. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  219. intersects.push( {
  220. distance: distance,
  221. point: intersectionPoint,
  222. face: face,
  223. faceIndex: f,
  224. object: object
  225. } );
  226. }
  227. }
  228. } else if ( object instanceof THREE.Line ) {
  229. var precision = raycaster.linePrecision;
  230. var precisionSq = precision * precision;
  231. var geometry = object.geometry;
  232. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  233. // Checking boundingSphere distance to ray
  234. sphere.copy( geometry.boundingSphere );
  235. sphere.applyMatrix4( object.matrixWorld );
  236. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  237. return intersects;
  238. }
  239. inverseMatrix.getInverse( object.matrixWorld );
  240. localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  241. /* if ( geometry instanceof THREE.BufferGeometry ) {
  242. } else */ if ( geometry instanceof THREE.Geometry ) {
  243. var vertices = geometry.vertices;
  244. var nbVertices = vertices.length;
  245. var interSegment = new THREE.Vector3();
  246. var interRay = new THREE.Vector3();
  247. var step = object.type === THREE.LineStrip ? 1 : 2;
  248. for ( var i = 0; i < nbVertices - 1; i = i + step ) {
  249. var distSq = localRay.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  250. if ( distSq > precisionSq ) continue;
  251. var distance = localRay.origin.distanceTo( interRay );
  252. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  253. intersects.push( {
  254. distance: distance,
  255. // What do we want? intersection point on the ray or on the segment??
  256. // point: raycaster.ray.at( distance ),
  257. point: interSegment.clone().applyMatrix4( object.matrixWorld ),
  258. face: null,
  259. faceIndex: null,
  260. object: object
  261. } );
  262. }
  263. }
  264. }
  265. };
  266. var intersectDescendants = function ( object, raycaster, intersects ) {
  267. var descendants = object.getDescendants();
  268. for ( var i = 0, l = descendants.length; i < l; i ++ ) {
  269. intersectObject( descendants[ i ], raycaster, intersects );
  270. }
  271. };
  272. //
  273. THREE.Raycaster.prototype.precision = 0.0001;
  274. THREE.Raycaster.prototype.linePrecision = 1;
  275. THREE.Raycaster.prototype.set = function ( origin, direction ) {
  276. this.ray.set( origin, direction );
  277. // direction is assumed to be normalized (for accurate distance calculations)
  278. };
  279. THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
  280. var intersects = [];
  281. if ( recursive === true ) {
  282. intersectDescendants( object, this, intersects );
  283. }
  284. intersectObject( object, this, intersects );
  285. intersects.sort( descSort );
  286. return intersects;
  287. };
  288. THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {
  289. var intersects = [];
  290. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  291. intersectObject( objects[ i ], this, intersects );
  292. if ( recursive === true ) {
  293. intersectDescendants( objects[ i ], this, intersects );
  294. }
  295. }
  296. intersects.sort( descSort );
  297. return intersects;
  298. };
  299. }( THREE ) );