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- import { Vector3 } from '../math/Vector3.js';
- import { Vector2 } from '../math/Vector2.js';
- import { Sphere } from '../math/Sphere.js';
- import { Ray } from '../math/Ray.js';
- import { Matrix4 } from '../math/Matrix4.js';
- import { Object3D } from '../core/Object3D.js';
- import { Triangle } from '../math/Triangle.js';
- import { BackSide, FrontSide } from '../constants.js';
- import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
- import { BufferGeometry } from '../core/BufferGeometry.js';
- const _inverseMatrix = /*@__PURE__*/ new Matrix4();
- const _ray = /*@__PURE__*/ new Ray();
- const _sphere = /*@__PURE__*/ new Sphere();
- const _sphereHitAt = /*@__PURE__*/ new Vector3();
- const _vA = /*@__PURE__*/ new Vector3();
- const _vB = /*@__PURE__*/ new Vector3();
- const _vC = /*@__PURE__*/ new Vector3();
- const _tempA = /*@__PURE__*/ new Vector3();
- const _morphA = /*@__PURE__*/ new Vector3();
- const _uvA = /*@__PURE__*/ new Vector2();
- const _uvB = /*@__PURE__*/ new Vector2();
- const _uvC = /*@__PURE__*/ new Vector2();
- const _normalA = /*@__PURE__*/ new Vector3();
- const _normalB = /*@__PURE__*/ new Vector3();
- const _normalC = /*@__PURE__*/ new Vector3();
- const _intersectionPoint = /*@__PURE__*/ new Vector3();
- const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
- class Mesh extends Object3D {
- constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
- super();
- this.isMesh = true;
- this.type = 'Mesh';
- this.geometry = geometry;
- this.material = material;
- this.updateMorphTargets();
- }
- copy( source, recursive ) {
- super.copy( source, recursive );
- if ( source.morphTargetInfluences !== undefined ) {
- this.morphTargetInfluences = source.morphTargetInfluences.slice();
- }
- if ( source.morphTargetDictionary !== undefined ) {
- this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
- }
- this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
- this.geometry = source.geometry;
- return this;
- }
- updateMorphTargets() {
- const geometry = this.geometry;
- const morphAttributes = geometry.morphAttributes;
- const keys = Object.keys( morphAttributes );
- if ( keys.length > 0 ) {
- const morphAttribute = morphAttributes[ keys[ 0 ] ];
- if ( morphAttribute !== undefined ) {
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
- for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
- const name = morphAttribute[ m ].name || String( m );
- this.morphTargetInfluences.push( 0 );
- this.morphTargetDictionary[ name ] = m;
- }
- }
- }
- }
- getVertexPosition( index, target ) {
- const geometry = this.geometry;
- const position = geometry.attributes.position;
- const morphPosition = geometry.morphAttributes.position;
- const morphTargetsRelative = geometry.morphTargetsRelative;
- target.fromBufferAttribute( position, index );
- const morphInfluences = this.morphTargetInfluences;
- if ( morphPosition && morphInfluences ) {
- _morphA.set( 0, 0, 0 );
- for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
- const influence = morphInfluences[ i ];
- const morphAttribute = morphPosition[ i ];
- if ( influence === 0 ) continue;
- _tempA.fromBufferAttribute( morphAttribute, index );
- if ( morphTargetsRelative ) {
- _morphA.addScaledVector( _tempA, influence );
- } else {
- _morphA.addScaledVector( _tempA.sub( target ), influence );
- }
- }
- target.add( _morphA );
- }
- return target;
- }
- raycast( raycaster, intersects ) {
- const geometry = this.geometry;
- const material = this.material;
- const matrixWorld = this.matrixWorld;
- if ( material === undefined ) return;
- // test with bounding sphere in world space
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- _sphere.copy( geometry.boundingSphere );
- _sphere.applyMatrix4( matrixWorld );
- // check distance from ray origin to bounding sphere
- _ray.copy( raycaster.ray ).recast( raycaster.near );
- if ( _sphere.containsPoint( _ray.origin ) === false ) {
- if ( _ray.intersectSphere( _sphere, _sphereHitAt ) === null ) return;
- if ( _ray.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
- }
- // convert ray to local space of mesh
- _inverseMatrix.copy( matrixWorld ).invert();
- _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
- // test with bounding box in local space
- if ( geometry.boundingBox !== null ) {
- if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;
- }
- // test for intersections with geometry
- this._computeIntersections( raycaster, intersects, _ray );
- }
- _computeIntersections( raycaster, intersects, rayLocalSpace ) {
- let intersection;
- const geometry = this.geometry;
- const material = this.material;
- const index = geometry.index;
- const position = geometry.attributes.position;
- const uv = geometry.attributes.uv;
- const uv1 = geometry.attributes.uv1;
- const normal = geometry.attributes.normal;
- const groups = geometry.groups;
- const drawRange = geometry.drawRange;
- if ( index !== null ) {
- // indexed buffer geometry
- if ( Array.isArray( material ) ) {
- for ( let i = 0, il = groups.length; i < il; i ++ ) {
- const group = groups[ i ];
- const groupMaterial = material[ group.materialIndex ];
- const start = Math.max( group.start, drawRange.start );
- const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
- for ( let j = start, jl = end; j < jl; j += 3 ) {
- const a = index.getX( j );
- const b = index.getX( j + 1 );
- const c = index.getX( j + 2 );
- intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
- if ( intersection ) {
- intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
- intersection.face.materialIndex = group.materialIndex;
- intersects.push( intersection );
- }
- }
- }
- } else {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, il = end; i < il; i += 3 ) {
- const a = index.getX( i );
- const b = index.getX( i + 1 );
- const c = index.getX( i + 2 );
- intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
- if ( intersection ) {
- intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
- intersects.push( intersection );
- }
- }
- }
- } else if ( position !== undefined ) {
- // non-indexed buffer geometry
- if ( Array.isArray( material ) ) {
- for ( let i = 0, il = groups.length; i < il; i ++ ) {
- const group = groups[ i ];
- const groupMaterial = material[ group.materialIndex ];
- const start = Math.max( group.start, drawRange.start );
- const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
- for ( let j = start, jl = end; j < jl; j += 3 ) {
- const a = j;
- const b = j + 1;
- const c = j + 2;
- intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
- if ( intersection ) {
- intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
- intersection.face.materialIndex = group.materialIndex;
- intersects.push( intersection );
- }
- }
- }
- } else {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, il = end; i < il; i += 3 ) {
- const a = i;
- const b = i + 1;
- const c = i + 2;
- intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
- if ( intersection ) {
- intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
- intersects.push( intersection );
- }
- }
- }
- }
- }
- }
- function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
- let intersect;
- if ( material.side === BackSide ) {
- intersect = ray.intersectTriangle( pC, pB, pA, true, point );
- } else {
- intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
- }
- if ( intersect === null ) return null;
- _intersectionPointWorld.copy( point );
- _intersectionPointWorld.applyMatrix4( object.matrixWorld );
- const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
- if ( distance < raycaster.near || distance > raycaster.far ) return null;
- return {
- distance: distance,
- point: _intersectionPointWorld.clone(),
- object: object
- };
- }
- function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
- object.getVertexPosition( a, _vA );
- object.getVertexPosition( b, _vB );
- object.getVertexPosition( c, _vC );
- const intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
- if ( intersection ) {
- if ( uv ) {
- _uvA.fromBufferAttribute( uv, a );
- _uvB.fromBufferAttribute( uv, b );
- _uvC.fromBufferAttribute( uv, c );
- intersection.uv = Triangle.getInterpolation( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
- }
- if ( uv1 ) {
- _uvA.fromBufferAttribute( uv1, a );
- _uvB.fromBufferAttribute( uv1, b );
- _uvC.fromBufferAttribute( uv1, c );
- intersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );
- }
- if ( normal ) {
- _normalA.fromBufferAttribute( normal, a );
- _normalB.fromBufferAttribute( normal, b );
- _normalC.fromBufferAttribute( normal, c );
- intersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA, _vB, _vC, _normalA, _normalB, _normalC, new Vector3() );
- if ( intersection.normal.dot( ray.direction ) > 0 ) {
- intersection.normal.multiplyScalar( - 1 );
- }
- }
- const face = {
- a: a,
- b: b,
- c: c,
- normal: new Vector3(),
- materialIndex: 0
- };
- Triangle.getNormal( _vA, _vB, _vC, face.normal );
- intersection.face = face;
- }
- return intersection;
- }
- export { Mesh };
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