提交 990cf6b0 编写于 作者: M Mr.doob

Mesh: raycast() clean up.

上级 45614d27
......@@ -93,64 +93,66 @@ THREE.Mesh.prototype.raycast = ( function () {
}
function checkIntersection( object, raycaster, ray, pA, pB, pC, point ){
var intersect;
var material = object.material;
if ( material.side === THREE.BackSide ) {
if ( ray.intersectTriangle( pC, pB, pA, true, point ) === null ) {
return null;
}
intersect = ray.intersectTriangle( pC, pB, pA, true, point );
} else {
if ( ray.intersectTriangle( pA, pB, pC, material.side !== THREE.DoubleSide, point ) === null ){
return null;
}
intersect = ray.intersectTriangle( pA, pB, pC, material.side !== THREE.DoubleSide, point );
}
if ( intersect === 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;
}
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 ){
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;
......@@ -162,45 +164,39 @@ THREE.Mesh.prototype.raycast = ( function () {
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
sphere.copy( geometry.boundingSphere );
sphere.applyMatrix4( this.matrixWorld );
var matrixWorld = this.matrixWorld;
if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
sphere.copy( geometry.boundingSphere );
sphere.applyMatrix4( matrixWorld );
return;
}
if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) return;
// Check boundingBox before continuing
inverseMatrix.getInverse( this.matrixWorld );
inverseMatrix.getInverse( matrixWorld );
ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
if ( geometry.boundingBox !== null ) {
if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
return;
}
if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) return;
}
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;
......@@ -213,35 +209,33 @@ THREE.Mesh.prototype.raycast = ( function () {
intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c );
if( intersection ){
if ( intersection ) {
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
intersects.push( intersection );
}
}
} else {
for( var i = 0, l = positions.length; i < l; i += 9 ) {
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 );
if( intersection ){
if ( intersection ) {
intersection.index = a; // triangle number in positions buffer semantics
intersects.push( intersection );
}
}
}
......@@ -254,16 +248,14 @@ THREE.Mesh.prototype.raycast = ( function () {
var vertices = geometry.vertices;
var faces = geometry.faces;
var faceVertexUvs_0 = geometry.faceVertexUvs[ 0 ];
if( faceVertexUvs_0.length > 0 ){
uvs = faceVertexUvs_0;
}
var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
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;
fvA = vertices[ face.a ];
......@@ -300,27 +292,30 @@ THREE.Mesh.prototype.raycast = ( function () {
fvA = vA;
fvB = vB;
fvC = vC;
}
intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
if( intersection ){
if( uvs ){
if ( intersection ) {
if ( uvs ) {
var uvs_f = uvs[f];
uvA.copy( uvs_f[0] );
uvB.copy( uvs_f[1] );
uvC.copy( uvs_f[2] );
var uvs_f = uvs[ f ];
uvA.copy( uvs_f[ 0 ] );
uvB.copy( uvs_f[ 1 ] );
uvC.copy( uvs_f[ 2 ] );
intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );
}
intersection.face = face;
intersection.faceIndex = f;
intersects.push( intersection );
}
}
}
......
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