提交 96437a64 编写于 作者: K Kevin Schmidt

Brief:Implementing raycasting for dynamic buffergeometry

Summary:
BufferGeometry allows faster loading (direct buffer loading)
but not ray casting.  This adds that (if it is dynamic)
上级 9792a0fa
......@@ -64,6 +64,124 @@
intersectObject( object.getObjectForDistance( distance ), raycaster, intersects );
} else if (object instanceof THREE.Mesh && object.geometry instanceof THREE.BufferGeometry) {
// Checking boundingSphere distance to ray
matrixPosition.getPositionFromMatrix(object.matrixWorld);
sphere.set(matrixPosition,
object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis());
if (!raycaster.ray.isIntersectionSphere(sphere)) {
return intersects;
}
// Checking faces
var geometry = object.geometry;
var vertices = geometry.vertices;
var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
var side = object.material.side;
var a, b, c;
var precision = raycaster.precision;
inverseMatrix.getInverse(object.matrixWorld);
localRay.copy(raycaster.ray).applyMatrix4(inverseMatrix);
if (!geometry.dynamic) return intersects;
var fl;
var indexed = false;
if (geometry.attributes.index) {
indexed = true;
fl = geometry.attributes.index.numItems / 3;
} else {
fl = geometry.attributes.position.numItems / 9;
}
for (var f = 0; f < fl; f++) {
if (indexed) {
a = geometry.attributes.index.array[f * 3];
b = geometry.attributes.index.array[f * 3 + 1];
c = geometry.attributes.index.array[f * 3 + 2];
} else {
a = f * 3;
b = f * 3 + 1;
c = f * 3 + 2;
}
var v1 = [geometry.attributes.position.array[a * 3],
geometry.attributes.position.array[a * 3 + 1],
geometry.attributes.position.array[a * 3 + 2]];
var v2 = [geometry.attributes.position.array[b * 3],
geometry.attributes.position.array[b * 3 + 1],
geometry.attributes.position.array[b * 3 + 2]];
var v3 = [geometry.attributes.position.array[c * 3],
geometry.attributes.position.array[c * 3 + 1],
geometry.attributes.position.array[c * 3 + 2]];
var material = object.material;
if (material === undefined) continue;
var cb = new THREE.Vector3(), ab = new THREE.Vector3();
var vA = new THREE.Vector3(v1[0], v1[1], v1[2]);
var vB = new THREE.Vector3(v2[0], v2[1], v2[2]);
var vC = new THREE.Vector3(v3[0], v3[1], v3[2]);
cb.subVectors(vC, vB);
ab.subVectors(vA, vB);
cb.cross(ab);
cb.normalize();
facePlane.setFromNormalAndCoplanarPoint(cb, vA);
var planeDistance = localRay.distanceToPlane(facePlane);
// bail if raycaster and plane are parallel
if (Math.abs(planeDistance) < precision) continue;
// if negative distance, then plane is behind raycaster
if (planeDistance < 0) continue;
// check if we hit the wrong side of a single sided face
side = material.side;
if (side !== THREE.DoubleSide) {
var planeSign = localRay.direction.dot(facePlane.normal);
if (!(side === THREE.FrontSide ? planeSign < 0 : planeSign > 0)) continue;
}
// this can be done using the planeDistance from localRay because localRay wasn't normalized, but ray was
if (planeDistance < raycaster.near || planeDistance > raycaster.far) continue;
intersectPoint = localRay.at(planeDistance, intersectPoint); // passing in intersectPoint avoids a copy
if (!THREE.Triangle.containsPoint(intersectPoint, vA, vB, vC)) continue;
var face = new THREE.Face3(a, b, c);
var colors = geometry.attributes.color.array;
face.vertexColors[0] = new THREE.Color(colors[a * 3], colors[a * 3 + 1], colors[a * 3 + 2]);
face.vertexColors[1] = new THREE.Color(colors[b * 3], colors[b * 3 + 1], colors[b * 3 + 2]);
face.vertexColors[2] = new THREE.Color(colors[c * 3], colors[c * 3 + 1], colors[c * 3 + 2]);
intersects.push({
distance: planeDistance, // this works because the original ray was normalized, and the transformed localRay wasn't
point: raycaster.ray.at(planeDistance),
face: face,
faceIndex: f,
object: object
});
}
} else if ( object instanceof THREE.Mesh ) {
// Checking boundingSphere distance to ray
......
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