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- /**
- * @author bhouston / http://exocortex.com
- */
- THREE.Ray = function ( origin, direction ) {
- this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
- this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
- };
- THREE.Ray.prototype = {
- constructor: THREE.Ray,
- set: function ( origin, direction ) {
- this.origin.copy( origin );
- this.direction.copy( direction );
- return this;
- },
- copy: function ( ray ) {
- this.origin.copy( ray.origin );
- this.direction.copy( ray.direction );
- return this;
- },
- at: function ( t, optionalTarget ) {
- var result = optionalTarget || new THREE.Vector3();
- return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
- },
- recast: function () {
- var v1 = new THREE.Vector3();
- return function ( t ) {
- this.origin.copy( this.at( t, v1 ) );
- return this;
- };
- }(),
- closestPointToPoint: function ( point, optionalTarget ) {
- var result = optionalTarget || new THREE.Vector3();
- result.subVectors( point, this.origin );
- var directionDistance = result.dot( this.direction );
- if ( directionDistance < 0 ) {
- return result.copy( this.origin );
- }
- return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
- },
- distanceToPoint: function () {
- var v1 = new THREE.Vector3();
- return function ( point ) {
- var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
- // point behind the ray
- if ( directionDistance < 0 ) {
- return this.origin.distanceTo( point );
- }
- v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
- return v1.distanceTo( point );
- };
- }(),
- distanceSqToSegment: function( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
- // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
- // It returns the min distance between the ray and the segment
- // defined by v0 and v1
- // It can also set two optional targets :
- // - The closest point on the ray
- // - The closest point on the segment
- var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
- var segDir = v1.clone().sub( v0 ).normalize();
- var segExtent = v0.distanceTo( v1 ) * 0.5;
- var diff = this.origin.clone().sub( segCenter );
- var a01 = - this.direction.dot( segDir );
- var b0 = diff.dot( this.direction );
- var b1 = - diff.dot( segDir );
- var c = diff.lengthSq();
- var det = Math.abs( 1 - a01 * a01 );
- var s0, s1, sqrDist, extDet;
- if ( det >= 0 ) {
- // The ray and segment are not parallel.
- s0 = a01 * b1 - b0;
- s1 = a01 * b0 - b1;
- extDet = segExtent * det;
- if ( s0 >= 0 ) {
- if ( s1 >= - extDet ) {
- if ( s1 <= extDet ) {
- // region 0
- // Minimum at interior points of ray and segment.
- var invDet = 1 / det;
- s0 *= invDet;
- s1 *= invDet;
- sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
- } else {
- // region 1
- s1 = segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- } else {
- // region 5
- s1 = - segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- } else {
- if ( s1 <= - extDet) {
- // region 4
- s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- } else if ( s1 <= extDet ) {
- // region 3
- s0 = 0;
- s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = s1 * ( s1 + 2 * b1 ) + c;
- } else {
- // region 2
- s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
- s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- }
- } else {
- // Ray and segment are parallel.
- s1 = ( a01 > 0 ) ? - segExtent : segExtent;
- s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
- sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
- }
- if ( optionalPointOnRay ) {
- optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
- }
- if ( optionalPointOnSegment ) {
- optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
- }
- return sqrDist;
- },
- isIntersectionSphere: function ( sphere ) {
- return this.distanceToPoint( sphere.center ) <= sphere.radius;
- },
-
- intersectSphere: function ( sphere, optionalTarget ) {
- // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
- var L = new THREE.Vector3();
- var radius = sphere.radius;
- var radius2 = radius * radius;
- L.subVectors( sphere.center, this.origin );
- var tca = L.dot( this.direction );
- if ( tca < 0 ) {
- return null;
- }
- var d2 = L.dot( L ) - tca * tca;
- if ( d2 > radius2 ) {
- return null;
- }
- var thc = Math.sqrt( radius2 - d2 );
- // t0 = first collision point entrance on front of sphere
- var t0 = tca - thc;
- // t1 = exit point on back of sphere. Rarely needed, so it is commented out
- // var t1 = tca + thc;
- // Now return the THREE.Vector3() location (collision point) of this Ray,
- // scaled by amount t0 along Ray.direction
- // This collision point will always be located somewhere on the sphere
- return this.at( t0, optionalTarget );
-
- },
- isIntersectionPlane: function ( plane ) {
- // check if the ray lies on the plane first
- var distToPoint = plane.distanceToPoint( this.origin );
- if ( distToPoint === 0 ) {
- return true;
- }
- var denominator = plane.normal.dot( this.direction );
- if ( denominator * distToPoint < 0 ) {
- return true;
- }
- // ray origin is behind the plane (and is pointing behind it)
- return false;
- },
- distanceToPlane: function ( plane ) {
- var denominator = plane.normal.dot( this.direction );
- if ( denominator == 0 ) {
- // line is coplanar, return origin
- if( plane.distanceToPoint( this.origin ) == 0 ) {
- return 0;
- }
- // Null is preferable to undefined since undefined means.... it is undefined
- return null;
- }
- var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
- // Return if the ray never intersects the plane
- return t >= 0 ? t : null;
- },
- intersectPlane: function ( plane, optionalTarget ) {
- var t = this.distanceToPlane( plane );
- if ( t === null ) {
- return null;
- }
- return this.at( t, optionalTarget );
- },
- isIntersectionBox: function () {
-
- var v = new THREE.Vector3();
- return function ( box ) {
- return this.intersectBox( box, v ) !== null;
- };
- }(),
- intersectBox: function ( box , optionalTarget ) {
- // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
- var tmin,tmax,tymin,tymax,tzmin,tzmax;
- var invdirx = 1/this.direction.x,
- invdiry = 1/this.direction.y,
- invdirz = 1/this.direction.z;
- var origin = this.origin;
- if (invdirx >= 0) {
-
- tmin = (box.min.x - origin.x) * invdirx;
- tmax = (box.max.x - origin.x) * invdirx;
- } else {
- tmin = (box.max.x - origin.x) * invdirx;
- tmax = (box.min.x - origin.x) * invdirx;
- }
- if (invdiry >= 0) {
-
- tymin = (box.min.y - origin.y) * invdiry;
- tymax = (box.max.y - origin.y) * invdiry;
- } else {
- tymin = (box.max.y - origin.y) * invdiry;
- tymax = (box.min.y - origin.y) * invdiry;
- }
- if ((tmin > tymax) || (tymin > tmax)) return null;
- // These lines also handle the case where tmin or tmax is NaN
- // (result of 0 * Infinity). x !== x returns true if x is NaN
-
- if (tymin > tmin || tmin !== tmin ) tmin = tymin;
- if (tymax < tmax || tmax !== tmax ) tmax = tymax;
- if (invdirz >= 0) {
-
- tzmin = (box.min.z - origin.z) * invdirz;
- tzmax = (box.max.z - origin.z) * invdirz;
- } else {
- tzmin = (box.max.z - origin.z) * invdirz;
- tzmax = (box.min.z - origin.z) * invdirz;
- }
- if ((tmin > tzmax) || (tzmin > tmax)) return null;
- if (tzmin > tmin || tmin !== tmin ) tmin = tzmin;
- if (tzmax < tmax || tmax !== tmax ) tmax = tzmax;
- //return point closest to the ray (positive side)
- if ( tmax < 0 ) return null;
- return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
- },
- intersectTriangle: function() {
- // Compute the offset origin, edges, and normal.
- var diff = new THREE.Vector3();
- var edge1 = new THREE.Vector3();
- var edge2 = new THREE.Vector3();
- var normal = new THREE.Vector3();
- return function ( a, b, c, backfaceCulling, optionalTarget ) {
- // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
- edge1.subVectors( b, a );
- edge2.subVectors( c, a );
- normal.crossVectors( edge1, edge2 );
- // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
- // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
- // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
- // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
- // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
- var DdN = this.direction.dot( normal );
- var sign;
- if ( DdN > 0 ) {
- if ( backfaceCulling ) return null;
- sign = 1;
- } else if ( DdN < 0 ) {
- sign = - 1;
- DdN = - DdN;
- } else {
- return null;
- }
- diff.subVectors( this.origin, a );
- var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
- // b1 < 0, no intersection
- if ( DdQxE2 < 0 ) {
- return null;
- }
- var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
- // b2 < 0, no intersection
- if ( DdE1xQ < 0 ) {
- return null;
- }
- // b1+b2 > 1, no intersection
- if ( DdQxE2 + DdE1xQ > DdN ) {
- return null;
- }
- // Line intersects triangle, check if ray does.
- var QdN = - sign * diff.dot( normal );
- // t < 0, no intersection
- if ( QdN < 0 ) {
- return null;
- }
- // Ray intersects triangle.
- return this.at( QdN / DdN, optionalTarget );
-
- };
-
- }(),
- applyMatrix4: function ( matrix4 ) {
- this.direction.add( this.origin ).applyMatrix4( matrix4 );
- this.origin.applyMatrix4( matrix4 );
- this.direction.sub( this.origin );
- this.direction.normalize();
- return this;
- },
- equals: function ( ray ) {
- return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
- },
- clone: function () {
- return new THREE.Ray().copy( this );
- }
- };
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