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- /**
- * @author mr.doob / http://mrdoob.com/
- */
- THREE.Ray = function ( origin, direction ) {
- this.origin = origin || new THREE.Vector3();
- this.direction = direction || new THREE.Vector3();
- }
- THREE.Ray.prototype = {
- intersectScene : function ( scene ) {
- return this.intersectObjects( scene.objects );
- },
- intersectObjects : function ( objects ) {
- var i, l, object,
- intersects = [];
- for ( i = 0, l = objects.length; i < l; i ++ ) {
- object = objects[ i ];
- if ( object instanceof THREE.Mesh ) {
- intersects = intersects.concat( this.intersectObject( object ) );
- }
- }
- intersects.sort( function ( a, b ) { return a.distance - b.distance; } );
- return intersects;
- },
- intersectObject : function ( object ) {
- var f, fl, face, a, b, c, d, normal,
- dot, scalar,
- origin, direction,
- geometry = object.geometry,
- vertices = geometry.vertices,
- objMatrix,
- intersect, intersects = [],
- intersectPoint;
- for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
- face = geometry.faces[ f ];
- origin = this.origin.clone();
- direction = this.direction.clone();
- objMatrix = object.matrixWorld;
- a = objMatrix.multiplyVector3( vertices[ face.a ].position.clone() );
- b = objMatrix.multiplyVector3( vertices[ face.b ].position.clone() );
- c = objMatrix.multiplyVector3( vertices[ face.c ].position.clone() );
- d = face instanceof THREE.Face4 ? objMatrix.multiplyVector3( vertices[ face.d ].position.clone() ) : null;
- normal = object.matrixRotationWorld.multiplyVector3( face.normal.clone() );
- dot = direction.dot( normal );
- if ( object.doubleSided || ( object.flipSided ? dot > 0 : dot < 0 ) ) { // Math.abs( dot ) > 0.0001
- scalar = normal.dot( new THREE.Vector3().sub( a, origin ) ) / dot;
- intersectPoint = origin.addSelf( direction.multiplyScalar( scalar ) );
- if ( face instanceof THREE.Face3 ) {
- if ( pointInFace3( intersectPoint, a, b, c ) ) {
- intersect = {
- distance: this.origin.distanceTo( intersectPoint ),
- point: intersectPoint,
- face: face,
- object: object
- };
- intersects.push( intersect );
- }
- } else if ( face instanceof THREE.Face4 ) {
- if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) {
- intersect = {
- distance: this.origin.distanceTo( intersectPoint ),
- point: intersectPoint,
- face: face,
- object: object
- };
- intersects.push( intersect );
- }
- }
- }
- }
- return intersects;
- // http://www.blackpawn.com/texts/pointinpoly/default.html
- function pointInFace3( p, a, b, c ) {
- var v0 = c.clone().subSelf( a ), v1 = b.clone().subSelf( a ), v2 = p.clone().subSelf( 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 );
- }
- }
- };
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