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0e186666
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three.js
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0e186666
编写于
8月 19, 2012
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Ray clean up and updated builds.
上级
9990a045
变更
3
展开全部
隐藏空白更改
内联
并排
Showing
3 changed file
with
34638 addition
and
34707 deletion
+34638
-34707
build/three.js
build/three.js
+34117
-34172
build/three.min.js
build/three.min.js
+405
-406
src/core/Ray.js
src/core/Ray.js
+116
-129
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build/three.js
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0e186666
此差异已折叠。
点击以展开。
build/three.min.js
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因为 它太大了无法显示 source diff 。你可以改为
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src/core/Ray.js
浏览文件 @
0e186666
...
...
@@ -2,280 +2,267 @@
* @author mrdoob / http://mrdoob.com/
*/
(
function
(
THREE
){
THREE
.
Ray
=
function
(
origin
,
direction
,
near
,
far
)
{
this
.
origin
=
origin
||
new
THREE
.
Vector3
();
this
.
direction
=
direction
||
new
THREE
.
Vector3
();
this
.
near
=
near
||
0
;
this
.
far
=
far
||
Infinity
;
};
var
originCopy
=
new
THREE
.
Vector3
();
var
localOriginCopy
=
new
THREE
.
Vector3
();
var
localDirectionCopy
=
new
THREE
.
Vector3
();
var
vector
=
new
THREE
.
Vector3
();
var
normal
=
new
THREE
.
Vector3
();
var
intersectPoint
=
new
THREE
.
Vector3
();
var
inverseMatrix
=
new
THREE
.
Matrix4
();
var
descSort
=
function
(
a
,
b
)
{
return
a
.
distance
-
b
.
distance
;
};
var
v0
=
new
THREE
.
Vector3
(),
v1
=
new
THREE
.
Vector3
(),
v2
=
new
THREE
.
Vector3
();
var
distanceFromIntersection
=
function
(
origin
,
direction
,
position
)
{
var
dot
,
intersect
,
distance
;
v0
.
sub
(
position
,
origin
);
dot
=
v0
.
dot
(
direction
);
intersect
=
v1
.
add
(
origin
,
v2
.
copy
(
direction
).
multiplyScalar
(
dot
)
);
distance
=
position
.
distanceTo
(
intersect
);
var
dot
=
v0
.
dot
(
direction
);
var
intersect
=
v1
.
add
(
origin
,
v2
.
copy
(
direction
).
multiplyScalar
(
dot
)
);
var
distance
=
position
.
distanceTo
(
intersect
);
return
distance
;
};
// http://www.blackpawn.com/texts/pointinpoly/default.html
var
pointInFace3
=
function
(
p
,
a
,
b
,
c
)
{
var
dot00
,
dot01
,
dot02
,
dot11
,
dot12
,
invDenom
,
u
,
v
;
v0
.
sub
(
c
,
a
);
v1
.
sub
(
b
,
a
);
v2
.
sub
(
p
,
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
;
var
dot00
=
v0
.
dot
(
v0
);
var
dot01
=
v0
.
dot
(
v1
);
var
dot02
=
v0
.
dot
(
v2
);
var
dot11
=
v1
.
dot
(
v1
);
var
dot12
=
v1
.
dot
(
v2
);
var
invDenom
=
1
/
(
dot00
*
dot11
-
dot01
*
dot01
);
var
u
=
(
dot11
*
dot02
-
dot01
*
dot12
)
*
invDenom
;
v
ar
v
=
(
dot00
*
dot12
-
dot01
*
dot02
)
*
invDenom
;
return
(
u
>=
0
)
&&
(
v
>=
0
)
&&
(
u
+
v
<
1
);
};
//
THREE
.
Ray
.
prototype
.
precision
=
0.0001
;
THREE
.
Ray
.
prototype
.
setPrecision
=
function
(
value
)
{
this
.
precision
=
value
;
};
THREE
.
Ray
.
prototype
.
intersectObject
=
function
(
object
,
recursive
)
{
var
intersect
,
intersects
=
[],
distance
;
var
intersect
,
intersects
=
[],
distance
;
if
(
recursive
===
true
)
{
for
(
var
i
=
0
,
l
=
object
.
children
.
length
;
i
<
l
;
i
++
)
{
Array
.
prototype
.
push
.
apply
(
intersects
,
this
.
intersectObject
(
object
.
children
[
i
],
recursive
)
);
}
}
if
(
object
instanceof
THREE
.
Particle
)
{
distance
=
distanceFromIntersection
(
this
.
origin
,
this
.
direction
,
object
.
matrixWorld
.
getPosition
()
);
if
(
distance
>
object
.
scale
.
x
)
{
return
[];
}
intersect
=
{
distance
:
distance
,
point
:
object
.
position
,
face
:
null
,
object
:
object
};
intersects
.
push
(
intersect
);
}
else
if
(
object
instanceof
THREE
.
Mesh
)
{
// Checking boundingSphere
//var scale = THREE.Frustum.__v1.set( object.matrixWorld.getColumnX().length(), object.matrixWorld.getColumnY().length(), object.matrixWorld.getColumnZ().length() );
var
scaledRadius
=
object
.
geometry
.
boundingSphere
.
radius
*
object
.
matrixWorld
.
getMaxScaleOnAxis
();
// Checking distance to ray
distance
=
distanceFromIntersection
(
this
.
origin
,
this
.
direction
,
object
.
matrixWorld
.
getPosition
()
);
if
(
distance
>
scaledRadius
)
{
return
intersects
;
}
// Checking faces
var
f
,
fl
,
face
,
dot
,
scalar
,
geometry
=
object
.
geometry
,
vertices
=
geometry
.
vertices
,
objMatrix
,
geometryMaterials
,
isFaceMaterial
,
material
,
side
,
point
;
geometryMaterials
=
object
.
geometry
.
materials
;
isFaceMaterial
=
object
.
material
instanceof
THREE
.
MeshFaceMaterial
;
side
=
object
.
material
.
side
;
var
a
,
b
,
c
,
d
;
var
precision
=
this
.
precision
;
object
.
matrixRotationWorld
.
extractRotation
(
object
.
matrixWorld
);
originCopy
.
copy
(
this
.
origin
);
//directionCopy.copy( this.direction );
objMatrix
=
object
.
matrixWorld
;
inverseMatrix
.
getInverse
(
objMatrix
);
localOriginCopy
.
copy
(
originCopy
);
inverseMatrix
.
multiplyVector3
(
localOriginCopy
);
localDirectionCopy
.
copy
(
this
.
direction
);
inverseMatrix
.
rotateAxis
(
localDirectionCopy
).
normalize
();
for
(
f
=
0
,
fl
=
geometry
.
faces
.
length
;
f
<
fl
;
f
++
)
{
face
=
geometry
.
faces
[
f
];
material
=
isFaceMaterial
===
true
?
geometryMaterials
[
face
.
materialIndex
]
:
object
.
material
;
if
(
material
===
undefined
)
continue
;
side
=
material
.
side
;
vector
.
sub
(
face
.
centroid
,
localOriginCopy
);
normal
=
face
.
normal
;
dot
=
localDirectionCopy
.
dot
(
normal
);
// bail if ray and plane are parallel
if
(
Math
.
abs
(
dot
)
<
precision
)
continue
;
// calc distance to plane
scalar
=
normal
.
dot
(
vector
)
/
dot
;
// if negative distance, then plane is behind ray
if
(
scalar
<
0
)
continue
;
if
(
side
===
THREE
.
DoubleSide
||
(
side
===
THREE
.
FrontSide
?
dot
<
0
:
dot
>
0
)
)
{
intersectPoint
.
add
(
localOriginCopy
,
localDirectionCopy
.
multiplyScalar
(
scalar
)
);
if
(
face
instanceof
THREE
.
Face3
)
{
a
=
vertices
[
face
.
a
];
b
=
vertices
[
face
.
b
];
c
=
vertices
[
face
.
c
];
if
(
pointInFace3
(
intersectPoint
,
a
,
b
,
c
)
)
{
point
=
object
.
matrixWorld
.
multiplyVector3
(
intersectPoint
.
clone
());
distance
=
originCopy
.
distanceTo
(
point
);
if
(
distance
<
this
.
near
)
continue
;
if
(
distance
>
this
.
far
)
continue
;
intersect
=
{
distance
:
distance
,
point
:
point
,
face
:
face
,
faceIndex
:
f
,
object
:
object
};
intersects
.
push
(
intersect
);
}
}
else
if
(
face
instanceof
THREE
.
Face4
)
{
a
=
vertices
[
face
.
a
];
b
=
vertices
[
face
.
b
];
c
=
vertices
[
face
.
c
];
d
=
vertices
[
face
.
d
];
if
(
pointInFace3
(
intersectPoint
,
a
,
b
,
d
)
||
pointInFace3
(
intersectPoint
,
b
,
c
,
d
)
)
{
point
=
object
.
matrixWorld
.
multiplyVector3
(
intersectPoint
.
clone
());
distance
=
originCopy
.
distanceTo
(
point
);
if
(
distance
<
this
.
near
)
continue
;
if
(
distance
>
this
.
far
)
continue
;
intersect
=
{
distance
:
distance
,
point
:
point
,
face
:
face
,
faceIndex
:
f
,
object
:
object
};
intersects
.
push
(
intersect
);
}
}
}
}
}
intersects
.
sort
(
descSort
);
return
intersects
;
};
THREE
.
Ray
.
prototype
.
intersectObjects
=
function
(
objects
,
recursive
)
{
var
intersects
=
[];
for
(
var
i
=
0
,
l
=
objects
.
length
;
i
<
l
;
i
++
)
{
Array
.
prototype
.
push
.
apply
(
intersects
,
this
.
intersectObject
(
objects
[
i
],
recursive
)
);
}
intersects
.
sort
(
descSort
);
return
intersects
;
};
}(
THREE
));
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