提交 45614d27 编写于 作者: M Mr.doob

Merge branch 'dev' of https://github.com/mrdoob/three.js into dev

......@@ -92,6 +92,65 @@ THREE.Mesh.prototype.raycast = ( function () {
}
function checkIntersection( object, raycaster, ray, pA, pB, pC, point ){
var material = object.material;
if ( material.side === THREE.BackSide ) {
if ( ray.intersectTriangle( pC, pB, pA, true, point ) === null ) {
return null;
}
} else {
if ( ray.intersectTriangle( pA, pB, pC, material.side !== THREE.DoubleSide, point ) === null ){
return null;
}
}
intersectionPointWorld.copy( point );
intersectionPointWorld.applyMatrix4( object.matrixWorld );
var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
if ( distance < raycaster.near || distance > raycaster.far ) {
return null;
}
return {
distance: distance,
point: intersectionPointWorld.clone(),
object: object
};
}
function checkBufferGeometryIntersection( object, raycaster, ray, positions, uvs, a, b, c ) {
vA.fromArray( positions, a * 3 );
vB.fromArray( positions, b * 3 );
vC.fromArray( positions, c * 3 );
var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint );
if( intersection ){
if( uvs ){
uvA.fromArray( uvs, a * 2 );
uvB.fromArray( uvs, b * 2 );
uvC.fromArray( uvs, c * 2 );
intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );
}
intersection.face = new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) );
intersection.faceIndex = a;
}
return intersection;
}
return function raycast( raycaster, intersects ) {
var geometry = this.geometry;
......@@ -127,17 +186,24 @@ THREE.Mesh.prototype.raycast = ( function () {
}
var a, b, c;
var uvs, intersection;
if ( geometry instanceof THREE.BufferGeometry ) {
var a, b, c;
var index = geometry.index;
var attributes = geometry.attributes;
var positions = attributes.position.array;
if ( attributes.uv !== undefined ){
uvs = attributes.uv.array;
}
if ( index !== null ) {
var indices = index.array;
var positions = attributes.position.array;
for ( var i = 0, l = indices.length; i < l; i += 3 ) {
......@@ -145,128 +211,64 @@ THREE.Mesh.prototype.raycast = ( function () {
b = indices[ i + 1 ];
c = indices[ i + 2 ];
vA.fromArray( positions, a * 3 );
vB.fromArray( positions, b * 3 );
vC.fromArray( positions, c * 3 );
intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c );
if ( material.side === THREE.BackSide ) {
if( intersection ){
if ( ray.intersectTriangle( vC, vB, vA, true, intersectionPoint ) === null ) continue;
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
} else {
if ( ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide, intersectionPoint ) === null ) continue;
intersects.push( intersection );
}
intersectionPointWorld.copy( intersectionPoint );
intersectionPointWorld.applyMatrix4( this.matrixWorld );
var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
if ( distance < raycaster.near || distance > raycaster.far ) continue;
var uv;
if ( attributes.uv !== undefined ) {
var uvs = attributes.uv.array;
uvA.fromArray( uvs, a * 2 );
uvB.fromArray( uvs, b * 2 );
uvC.fromArray( uvs, c * 2 );
uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );
}
intersects.push( {
distance: distance,
point: intersectionPointWorld.clone(),
uv: uv,
face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
faceIndex: Math.floor( i / 3 ), // triangle number in indices buffer semantics
object: this
} );
}
} else {
var positions = attributes.position.array;
for ( var i = 0, l = positions.length; i < l; i += 9 ) {
vA.fromArray( positions, i );
vB.fromArray( positions, i + 3 );
vC.fromArray( positions, i + 6 );
if ( material.side === THREE.BackSide ) {
if ( ray.intersectTriangle( vC, vB, vA, true, intersectionPoint ) === null ) continue;
} else {
if ( ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide, intersectionPoint ) === null ) continue;
}
intersectionPointWorld.copy( intersectionPoint );
intersectionPointWorld.applyMatrix4( this.matrixWorld );
var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
if ( distance < raycaster.near || distance > raycaster.far ) continue;
for( var i = 0, l = positions.length; i < l; i += 9 ) {
a = i / 3;
b = a + 1;
c = a + 2;
intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c );
var uv;
if( intersection ){
if ( attributes.uv !== undefined ) {
intersection.index = a; // triangle number in positions buffer semantics
var uvs = attributes.uv.array;
uvA.fromArray( uvs, a * 2 );
uvB.fromArray( uvs, b * 2 );
uvC.fromArray( uvs, c * 2 );
uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );
intersects.push( intersection );
}
intersects.push( {
distance: distance,
point: intersectionPointWorld.clone(),
uv: uv,
face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
index: a, // triangle number in positions buffer semantics
object: this
} );
}
}
} else if ( geometry instanceof THREE.Geometry ) {
var fvA, fvB, fvC;
var isFaceMaterial = material instanceof THREE.MeshFaceMaterial;
var materials = isFaceMaterial === true ? material.materials : null;
var vertices = geometry.vertices;
var faces = geometry.faces;
var faceVertexUvs_0 = geometry.faceVertexUvs[ 0 ];
if( faceVertexUvs_0.length > 0 ){
uvs = faceVertexUvs_0;
}
for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
var face = faces[ f ];
var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material;
if ( faceMaterial === undefined ) continue;
a = vertices[ face.a ];
b = vertices[ face.b ];
c = vertices[ face.c ];
fvA = vertices[ face.a ];
fvB = vertices[ face.b ];
fvC = vertices[ face.c ];
if ( faceMaterial.morphTargets === true ) {
......@@ -285,62 +287,40 @@ THREE.Mesh.prototype.raycast = ( function () {
var targets = morphTargets[ t ].vertices;
vA.addScaledVector( tempA.subVectors( targets[ face.a ], a ), influence );
vB.addScaledVector( tempB.subVectors( targets[ face.b ], b ), influence );
vC.addScaledVector( tempC.subVectors( targets[ face.c ], c ), influence );
vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
}
vA.add( a );
vB.add( b );
vC.add( c );
a = vA;
b = vB;
c = vC;
}
if ( faceMaterial.side === THREE.BackSide ) {
if ( ray.intersectTriangle( c, b, a, true, intersectionPoint ) === null ) continue;
} else {
if ( ray.intersectTriangle( a, b, c, faceMaterial.side !== THREE.DoubleSide, intersectionPoint ) === null ) continue;
vA.add( fvA );
vB.add( fvB );
vC.add( fvC );
fvA = vA;
fvB = vB;
fvC = vC;
}
intersectionPointWorld.copy( intersectionPoint );
intersectionPointWorld.applyMatrix4( this.matrixWorld );
intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
if( intersection ){
var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
if( uvs ){
if ( distance < raycaster.near || distance > raycaster.far ) continue;
var uvs_f = uvs[f];
uvA.copy( uvs_f[0] );
uvB.copy( uvs_f[1] );
uvC.copy( uvs_f[2] );
var uv;
if ( geometry.faceVertexUvs[ 0 ].length > 0 ) {
var uvs = geometry.faceVertexUvs[ 0 ][ f ];
uvA.copy( uvs[ 0 ] );
uvB.copy( uvs[ 1 ] );
uvC.copy( uvs[ 2 ] );
uv = uvIntersection( intersectionPoint, a, b, c, uvA, uvB, uvC );
intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );
}
intersection.face = face;
intersection.faceIndex = f;
intersects.push( intersection );
}
intersects.push( {
distance: distance,
point: intersectionPointWorld.clone(),
uv: uv,
face: face,
faceIndex: f,
object: this
} );
}
}
......
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