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- /**
- * @author mrdoob / http://mrdoob.com/
- * @author bhouston / http://exocortex.com/
- * @author stephomi / http://stephaneginier.com/
- */
- ( function ( THREE ) {
- THREE.Raycaster = function ( origin, direction, near, far ) {
- this.ray = new THREE.Ray( origin, direction );
- // direction is assumed to be normalized (for accurate distance calculations)
- this.near = near || 0;
- this.far = far || Infinity;
- };
- var sphere = new THREE.Sphere();
- var localRay = new THREE.Ray();
- var facePlane = new THREE.Plane();
- var intersectPoint = new THREE.Vector3();
- var matrixPosition = new THREE.Vector3();
- var inverseMatrix = new THREE.Matrix4();
- var descSort = function ( a, b ) {
- return a.distance - b.distance;
- };
- var vA = new THREE.Vector3();
- var vB = new THREE.Vector3();
- var vC = new THREE.Vector3();
- var intersectObject = function ( object, raycaster, intersects ) {
- if ( object instanceof THREE.Sprite ) {
- matrixPosition.setFromMatrixPosition( object.matrixWorld );
-
- var distance = raycaster.ray.distanceToPoint( matrixPosition );
- if ( distance > object.scale.x ) {
- return intersects;
- }
- intersects.push( {
- distance: distance,
- point: object.position,
- face: null,
- object: object
- } );
- } else if ( object instanceof THREE.PointCloud ) {
- var vertices = object.geometry.vertices;
- for ( var i = 0; i < vertices.length; i ++ ) {
- var v = vertices[ i ];
- matrixPosition.copy( v ).applyMatrix4( object.matrixWorld );
- var distance = raycaster.ray.distanceToPoint( matrixPosition );
- if ( distance < 1 ) { // needs a better test; particle size?
- intersects.push( {
- distance: distance,
- index: i,
- face: null,
- object: object
- } );
- }
- }
- } else if ( object instanceof THREE.LOD ) {
- matrixPosition.setFromMatrixPosition( object.matrixWorld );
- var distance = raycaster.ray.origin.distanceTo( matrixPosition );
- intersectObject( object.getObjectForDistance( distance ), raycaster, intersects );
- } else if ( object instanceof THREE.Mesh ) {
- var geometry = object.geometry;
- // Checking boundingSphere distance to ray
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- sphere.copy( geometry.boundingSphere );
- sphere.applyMatrix4( object.matrixWorld );
- if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
- return intersects;
- }
- // Check boundingBox before continuing
-
- inverseMatrix.getInverse( object.matrixWorld );
- localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
- if ( geometry.boundingBox !== null ) {
- if ( localRay.isIntersectionBox( geometry.boundingBox ) === false ) {
- return intersects;
- }
- }
- if ( geometry instanceof THREE.BufferGeometry ) {
- var material = object.material;
- if ( material === undefined ) return intersects;
- var attributes = geometry.attributes;
- var a, b, c;
- var precision = raycaster.precision;
- if ( attributes.index !== undefined ) {
- var indices = attributes.index.array;
- var positions = attributes.position.array;
- var offsets = geometry.offsets;
- if ( offsets.length === 0 ) {
- offsets = [ { start: 0, count: indices.length, index: 0 } ];
- }
- for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
- var start = offsets[ oi ].start;
- var count = offsets[ oi ].count;
- var index = offsets[ oi ].index;
- for ( var i = start, il = start + count; i < il; i += 3 ) {
- a = index + indices[ i ];
- b = index + indices[ i + 1 ];
- c = index + indices[ i + 2 ];
- vA.set(
- positions[ a * 3 ],
- positions[ a * 3 + 1 ],
- positions[ a * 3 + 2 ]
- );
- vB.set(
- positions[ b * 3 ],
- positions[ b * 3 + 1 ],
- positions[ b * 3 + 2 ]
- );
- vC.set(
- positions[ c * 3 ],
- positions[ c * 3 + 1 ],
- positions[ c * 3 + 2 ]
- );
-
- if ( material.side === THREE.BackSide ) {
-
- var intersectionPoint = localRay.intersectTriangle( vC, vB, vA, true );
- } else {
- var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
- }
- if ( intersectionPoint === null ) continue;
- intersectionPoint.applyMatrix4( object.matrixWorld );
- var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
- if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
- intersects.push( {
- distance: distance,
- point: intersectionPoint,
- indices: [a, b, c],
- face: null,
- faceIndex: null,
- object: object
- } );
- }
- }
- } else {
- var offsets = geometry.offsets;
- var positions = attributes.position.array;
- for ( var i = 0, il = attributes.position.array.length; i < il; i += 3 ) {
- a = i;
- b = i + 1;
- c = i + 2;
- vA.set(
- positions[ a * 3 ],
- positions[ a * 3 + 1 ],
- positions[ a * 3 + 2 ]
- );
- vB.set(
- positions[ b * 3 ],
- positions[ b * 3 + 1 ],
- positions[ b * 3 + 2 ]
- );
- vC.set(
- positions[ c * 3 ],
- positions[ c * 3 + 1 ],
- positions[ c * 3 + 2 ]
- );
-
- if ( material.side === THREE.BackSide ) {
-
- var intersectionPoint = localRay.intersectTriangle( vC, vB, vA, true );
- } else {
- var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
- }
- if ( intersectionPoint === null ) continue;
- intersectionPoint.applyMatrix4( object.matrixWorld );
- var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
- if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
- intersects.push( {
- distance: distance,
- point: intersectionPoint,
- indices: [a, b, c],
- face: null,
- faceIndex: null,
- object: object
- } );
- }
- }
- } else if ( geometry instanceof THREE.Geometry ) {
- var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
- var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
- var a, b, c, d;
- var precision = raycaster.precision;
- var vertices = geometry.vertices;
- 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;
- a = vertices[ face.a ];
- b = vertices[ face.b ];
- c = vertices[ face.c ];
- if ( material.morphTargets === true ) {
- var morphTargets = geometry.morphTargets;
- var morphInfluences = object.morphTargetInfluences;
- vA.set( 0, 0, 0 );
- vB.set( 0, 0, 0 );
- vC.set( 0, 0, 0 );
- for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
- var influence = morphInfluences[ t ];
- if ( influence === 0 ) continue;
- var targets = morphTargets[ t ].vertices;
- vA.x += ( targets[ face.a ].x - a.x ) * influence;
- vA.y += ( targets[ face.a ].y - a.y ) * influence;
- vA.z += ( targets[ face.a ].z - a.z ) * influence;
- vB.x += ( targets[ face.b ].x - b.x ) * influence;
- vB.y += ( targets[ face.b ].y - b.y ) * influence;
- vB.z += ( targets[ face.b ].z - b.z ) * influence;
- vC.x += ( targets[ face.c ].x - c.x ) * influence;
- vC.y += ( targets[ face.c ].y - c.y ) * influence;
- vC.z += ( targets[ face.c ].z - c.z ) * influence;
- }
- vA.add( a );
- vB.add( b );
- vC.add( c );
- a = vA;
- b = vB;
- c = vC;
- }
- if ( material.side === THREE.BackSide ) {
-
- var intersectionPoint = localRay.intersectTriangle( c, b, a, true );
- } else {
-
- var intersectionPoint = localRay.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
- }
- if ( intersectionPoint === null ) continue;
- intersectionPoint.applyMatrix4( object.matrixWorld );
- var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
- if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
- intersects.push( {
- distance: distance,
- point: intersectionPoint,
- face: face,
- faceIndex: f,
- object: object
- } );
- }
- }
- } else if ( object instanceof THREE.Line ) {
- var precision = raycaster.linePrecision;
- var precisionSq = precision * precision;
- var geometry = object.geometry;
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- // Checking boundingSphere distance to ray
- sphere.copy( geometry.boundingSphere );
- sphere.applyMatrix4( object.matrixWorld );
-
- if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
- return intersects;
- }
-
- inverseMatrix.getInverse( object.matrixWorld );
- localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
- /* if ( geometry instanceof THREE.BufferGeometry ) {
- } else */ if ( geometry instanceof THREE.Geometry ) {
- var vertices = geometry.vertices;
- var nbVertices = vertices.length;
- var interSegment = new THREE.Vector3();
- var interRay = new THREE.Vector3();
- var step = object.type === THREE.LineStrip ? 1 : 2;
- for ( var i = 0; i < nbVertices - 1; i = i + step ) {
- var distSq = localRay.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
- if ( distSq > precisionSq ) continue;
- var distance = localRay.origin.distanceTo( interRay );
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
- intersects.push( {
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4( object.matrixWorld ),
- face: null,
- faceIndex: null,
- object: object
- } );
- }
- }
- }
- };
- var intersectDescendants = function ( object, raycaster, intersects ) {
- var descendants = object.getDescendants();
- for ( var i = 0, l = descendants.length; i < l; i ++ ) {
- intersectObject( descendants[ i ], raycaster, intersects );
- }
- };
- //
- THREE.Raycaster.prototype.precision = 0.0001;
- THREE.Raycaster.prototype.linePrecision = 1;
- THREE.Raycaster.prototype.set = function ( origin, direction ) {
- this.ray.set( origin, direction );
- // direction is assumed to be normalized (for accurate distance calculations)
- };
- THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
- var intersects = [];
- if ( recursive === true ) {
- intersectDescendants( object, this, intersects );
- }
- intersectObject( object, this, intersects );
- intersects.sort( descSort );
- return intersects;
- };
- THREE.Raycaster.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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