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0b1068cc
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three.js
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0b1068cc
编写于
7月 01, 2015
作者:
D
dubejf
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
Ray: Add distanceSqToPoint method
Fixes #3385.
上级
c4349d43
变更
5
隐藏空白更改
内联
并排
Showing
5 changed file
with
43 addition
and
8 deletion
+43
-8
docs/api/math/Ray.html
docs/api/math/Ray.html
+8
-0
src/math/Ray.js
src/math/Ray.js
+12
-2
src/objects/PointCloud.js
src/objects/PointCloud.js
+4
-3
src/objects/Sprite.js
src/objects/Sprite.js
+3
-3
test/unit/math/Ray.js
test/unit/math/Ray.js
+16
-0
未找到文件。
docs/api/math/Ray.html
浏览文件 @
0b1068cc
...
...
@@ -104,6 +104,14 @@
Get the distance of the closest approach between the [page:Ray] and the [page:Vector3].
</div>
<h3>
[method:Float distanceSqToPoint]([page:Vector3 point])
</h3>
<div>
point -- [page:Vector3] The [page:Vector3] to compute a distance to.
</div>
<div>
Get the squared distance of the closest approach between the [page:Ray] and the [page:Vector3].
</div>
<h3>
[method:Boolean equals]([page:Ray ray])
</h3>
<div>
ray -- [page:Ray] The [page:Ray] to compare to.
...
...
src/math/Ray.js
浏览文件 @
0b1068cc
...
...
@@ -71,6 +71,16 @@ THREE.Ray.prototype = {
distanceToPoint
:
function
()
{
return
function
(
point
)
{
return
Math
.
sqrt
(
this
.
distanceSqToPoint
(
point
)
);
};
}(),
distanceSqToPoint
:
function
()
{
var
v1
=
new
THREE
.
Vector3
();
return
function
(
point
)
{
...
...
@@ -81,13 +91,13 @@ THREE.Ray.prototype = {
if
(
directionDistance
<
0
)
{
return
this
.
origin
.
distanceTo
(
point
);
return
this
.
origin
.
distanceTo
Squared
(
point
);
}
v1
.
copy
(
this
.
direction
).
multiplyScalar
(
directionDistance
).
add
(
this
.
origin
);
return
v1
.
distanceTo
(
point
);
return
v1
.
distanceTo
Squared
(
point
);
};
...
...
src/objects/PointCloud.js
浏览文件 @
0b1068cc
...
...
@@ -41,13 +41,14 @@ THREE.PointCloud.prototype.raycast = ( function () {
}
var
localThreshold
=
threshold
/
(
(
this
.
scale
.
x
+
this
.
scale
.
y
+
this
.
scale
.
z
)
/
3
);
var
localThresholdSq
=
localThreshold
*
localThreshold
;
var
position
=
new
THREE
.
Vector3
();
var
testPoint
=
function
(
point
,
index
)
{
var
rayPointDistance
=
ray
.
distance
ToPoint
(
point
);
var
rayPointDistance
Sq
=
ray
.
distanceSq
ToPoint
(
point
);
if
(
rayPointDistance
<
localThreshold
)
{
if
(
rayPointDistance
Sq
<
localThresholdSq
)
{
var
intersectPoint
=
ray
.
closestPointToPoint
(
point
);
intersectPoint
.
applyMatrix4
(
object
.
matrixWorld
);
...
...
@@ -59,7 +60,7 @@ THREE.PointCloud.prototype.raycast = ( function () {
intersects
.
push
(
{
distance
:
distance
,
distanceToRay
:
rayPointDistance
,
distanceToRay
:
Math
.
sqrt
(
rayPointDistanceSq
)
,
point
:
intersectPoint
.
clone
(),
index
:
index
,
face
:
null
,
...
...
src/objects/Sprite.js
浏览文件 @
0b1068cc
...
...
@@ -38,9 +38,9 @@ THREE.Sprite.prototype.raycast = ( function () {
matrixPosition
.
setFromMatrixPosition
(
this
.
matrixWorld
);
var
distance
=
raycaster
.
ray
.
distance
ToPoint
(
matrixPosition
);
var
distance
Sq
=
raycaster
.
ray
.
distanceSq
ToPoint
(
matrixPosition
);
if
(
distance
>
this
.
scale
.
x
)
{
if
(
distance
Sq
>
this
.
scale
.
x
*
this
.
scale
.
x
)
{
return
;
...
...
@@ -48,7 +48,7 @@ THREE.Sprite.prototype.raycast = ( function () {
intersects
.
push
(
{
distance
:
distance
,
distance
:
Math
.
sqrt
(
distanceSq
)
,
point
:
this
.
position
,
face
:
null
,
object
:
this
...
...
test/unit/math/Ray.js
浏览文件 @
0b1068cc
...
...
@@ -93,6 +93,22 @@ test( "distanceToPoint", function() {
ok
(
d
===
0
,
"
Passed!
"
);
});
test
(
"
distanceSqToPoint
"
,
function
()
{
var
a
=
new
THREE
.
Ray
(
one3
.
clone
(),
new
THREE
.
Vector3
(
0
,
0
,
1
)
);
// behind the ray
var
b
=
a
.
distanceSqToPoint
(
zero3
);
ok
(
b
===
3
,
"
Passed!
"
);
// front of the ray
var
c
=
a
.
distanceSqToPoint
(
new
THREE
.
Vector3
(
0
,
0
,
50
)
);
ok
(
c
===
2
,
"
Passed!
"
);
// exactly on the ray
var
d
=
a
.
distanceSqToPoint
(
one3
);
ok
(
d
===
0
,
"
Passed!
"
);
});
test
(
"
isIntersectionSphere
"
,
function
()
{
var
a
=
new
THREE
.
Ray
(
one3
.
clone
(),
new
THREE
.
Vector3
(
0
,
0
,
1
)
);
var
b
=
new
THREE
.
Sphere
(
zero3
,
0.5
);
...
...
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