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37db3e5a
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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37db3e5a
编写于
12月 02, 2014
作者:
M
mschuetz
浏览文件
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电子邮件补丁
差异文件
added raycasting to lines with buffered geometry
上级
80ee86b4
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
94 addition
and
6 deletion
+94
-6
src/objects/Line.js
src/objects/Line.js
+94
-6
未找到文件。
src/objects/Line.js
浏览文件 @
37db3e5a
...
@@ -49,16 +49,104 @@ THREE.Line.prototype.raycast = ( function () {
...
@@ -49,16 +49,104 @@ THREE.Line.prototype.raycast = ( function () {
inverseMatrix
.
getInverse
(
this
.
matrixWorld
);
inverseMatrix
.
getInverse
(
this
.
matrixWorld
);
ray
.
copy
(
raycaster
.
ray
).
applyMatrix4
(
inverseMatrix
);
ray
.
copy
(
raycaster
.
ray
).
applyMatrix4
(
inverseMatrix
);
var
vStart
=
new
THREE
.
Vector3
();
var
vEnd
=
new
THREE
.
Vector3
();
var
interSegment
=
new
THREE
.
Vector3
();
var
interRay
=
new
THREE
.
Vector3
();
var
step
=
this
.
mode
===
THREE
.
LineStrip
?
1
:
2
;
if
(
geometry
instanceof
THREE
.
BufferGeometry
)
{
var
attributes
=
geometry
.
attributes
;
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
;
oi
<
offsets
.
length
;
oi
++
){
var
start
=
offsets
[
oi
].
start
;
var
count
=
offsets
[
oi
].
count
;
var
index
=
offsets
[
oi
].
index
;
for
(
var
i
=
start
;
i
<
start
+
count
-
1
;
i
+=
step
)
{
var
a
=
index
+
indices
[
i
];
var
b
=
index
+
indices
[
i
+
1
];
vStart
.
fromArray
(
positions
,
a
*
3
);
vEnd
.
fromArray
(
positions
,
b
*
3
);
var
distSq
=
ray
.
distanceSqToSegment
(
vStart
,
vEnd
,
interRay
,
interSegment
);
if
(
distSq
>
precisionSq
)
continue
;
var
distance
=
ray
.
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
(
this
.
matrixWorld
),
face
:
null
,
faceIndex
:
null
,
object
:
this
}
);
}
}
}
else
{
var
positions
=
attributes
.
position
.
array
;
for
(
var
i
=
0
;
i
<
positions
.
length
/
3
-
1
;
i
+=
step
)
{
vStart
.
fromArray
(
positions
,
3
*
i
);
vEnd
.
fromArray
(
positions
,
3
*
i
+
3
);
var
distSq
=
ray
.
distanceSqToSegment
(
vStart
,
vEnd
,
interRay
,
interSegment
);
if
(
distSq
>
precisionSq
)
continue
;
var
distance
=
ray
.
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
(
this
.
matrixWorld
),
face
:
null
,
faceIndex
:
null
,
object
:
this
}
);
}
}
/* if ( geometry instanceof THREE.BufferGeometry ) {
}
else
if
(
geometry
instanceof
THREE
.
Geometry
)
{
} else */
if
(
geometry
instanceof
THREE
.
Geometry
)
{
var
vertices
=
geometry
.
vertices
;
var
vertices
=
geometry
.
vertices
;
var
nbVertices
=
vertices
.
length
;
var
nbVertices
=
vertices
.
length
;
var
interSegment
=
new
THREE
.
Vector3
();
var
interRay
=
new
THREE
.
Vector3
();
var
step
=
this
.
mode
===
THREE
.
LineStrip
?
1
:
2
;
for
(
var
i
=
0
;
i
<
nbVertices
-
1
;
i
=
i
+
step
)
{
for
(
var
i
=
0
;
i
<
nbVertices
-
1
;
i
=
i
+
step
)
{
...
...
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