提交 7c27e473 编写于 作者: M Mugen87

Mesh: Added support for morph targets with BufferGeometry in raycast().

上级 82974f2a
......@@ -51,9 +51,9 @@
var container;
var camera, scene, renderer;
var camera, scene, renderer, raycaster;
var mesh;
var mesh, mouse = new THREE.Vector2();
init();
animate();
......@@ -69,7 +69,8 @@
scene.background = new THREE.Color( 0x222222 );
scene.fog = new THREE.Fog( 0x000000, 1, 15000 );
var light = new THREE.PointLight( 0xff2200 );
var light = new THREE.PointLight( 0xffffff );
light.position.z = 500;
camera.add( light );
scene.add( camera );
......@@ -77,7 +78,7 @@
scene.add( light );
var geometry = new THREE.BoxGeometry( 100, 100, 100 );
var material = new THREE.MeshLambertMaterial( { color: 0xffffff, morphTargets: true } );
var material = new THREE.MeshLambertMaterial( { color: 0xff0000, morphTargets: true } );
// construct 8 blend shapes
......@@ -169,6 +170,8 @@
//
raycaster = new THREE.Raycaster();
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
......@@ -184,6 +187,27 @@
window.addEventListener( 'resize', onWindowResize, false );
document.addEventListener( 'click', onClick, false );
}
function onClick( event ) {
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObject( mesh );
if ( intersects.length > 0 ) {
mesh.material.color.set( Math.random() * 0xffffff );
}
}
function onWindowResize() {
......
......@@ -126,6 +126,10 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
var tempB = new Vector3();
var tempC = new Vector3();
var morphA = new Vector3();
var morphB = new Vector3();
var morphC = new Vector3();
var uvA = new Vector2();
var uvB = new Vector2();
var uvC = new Vector2();
......@@ -164,12 +168,43 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
}
function checkBufferGeometryIntersection( object, material, raycaster, ray, position, uv, a, b, c ) {
function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, a, b, c ) {
vA.fromBufferAttribute( position, a );
vB.fromBufferAttribute( position, b );
vC.fromBufferAttribute( position, c );
var morphInfluences = object.morphTargetInfluences;
if ( material.morphTargets && morphPosition && morphInfluences ) {
morphA.set( 0, 0, 0 );
morphB.set( 0, 0, 0 );
morphC.set( 0, 0, 0 );
for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
var influence = morphInfluences[ i ];
var morphAttribute = morphPosition[ i ];
if ( influence === 0 ) continue;
tempA.fromBufferAttribute( morphAttribute, a );
tempB.fromBufferAttribute( morphAttribute, b );
tempC.fromBufferAttribute( morphAttribute, c );
morphA.addScaledVector( tempA.sub( vA ), influence );
morphB.addScaledVector( tempB.sub( vB ), influence );
morphC.addScaledVector( tempC.sub( vC ), influence );
}
vA.add( morphA );
vB.add( morphB );
vC.add( morphC );
}
var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );
if ( intersection ) {
......@@ -232,6 +267,7 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
var a, b, c;
var index = geometry.index;
var position = geometry.attributes.position;
var morphPosition = geometry.morphAttributes.position;
var uv = geometry.attributes.uv;
var groups = geometry.groups;
var drawRange = geometry.drawRange;
......@@ -259,7 +295,7 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
b = index.getX( j + 1 );
c = index.getX( j + 2 );
intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );
intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, a, b, c );
if ( intersection ) {
......@@ -284,7 +320,7 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
b = index.getX( i + 1 );
c = index.getX( i + 2 );
intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );
intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, a, b, c );
if ( intersection ) {
......@@ -317,7 +353,7 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
b = j + 1;
c = j + 2;
intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, uv, a, b, c );
intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, a, b, c );
if ( intersection ) {
......@@ -342,7 +378,7 @@ Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {
b = i + 1;
c = i + 2;
intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, uv, a, b, c );
intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, a, b, c );
if ( intersection ) {
......
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