提交 9c0221ad 编写于 作者: M Mr.doob

Merging with @gero3.

上级 5479fb39
/**
* @author mrdoob / http://mrdoob.com/
*/
( function ( THREE ) {
(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 );
var dot = v0.dot( direction );
var intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) );
var distance = position.distanceTo( intersect );
dot = v0.dot( direction );
intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) );
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 );
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;
var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
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;
return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 );
};
//
THREE.Ray.prototype.precision = 0.0001;
THREE.Ray.prototype.intersectObject = function ( object, recursive ) {
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 ) );
}
}
var intersectObject = function(object,ray,intersects){
var distance,intersect;
if ( object instanceof THREE.Particle ) {
distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() );
distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );
if ( distance > object.scale.x ) {
return intersects;
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 ) {
distance = distanceFromIntersection( ray.origin, ray.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;
var precision = ray.precision;
object.matrixRotationWorld.extractRotation( object.matrixWorld );
originCopy.copy( this.origin );
//directionCopy.copy( this.direction );
originCopy.copy( ray.origin );
objMatrix = object.matrixWorld;
inverseMatrix.getInverse( objMatrix );
localOriginCopy.copy( originCopy );
inverseMatrix.multiplyVector3( localOriginCopy );
localDirectionCopy.copy( this.direction );
inverseMatrix.rotateAxis( localDirectionCopy ).normalize();
inverseMatrix.getInverse(objMatrix);
localOriginCopy.copy(originCopy);
inverseMatrix.multiplyVector3(localOriginCopy);
localDirectionCopy.copy(ray.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 || distance > this.far ) continue;
point = object.matrixWorld.multiplyVector3(intersectPoint.clone());
distance = originCopy.distanceTo( point);
if ( distance < ray.near ) continue;
if ( distance > ray.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 || distance > this.far ) continue;
point = object.matrixWorld.multiplyVector3(intersectPoint.clone());
distance = originCopy.distanceTo( point);
if ( distance < ray.near ) continue;
if ( distance > ray.far ) continue;
intersect = {
distance: distance,
point: point,
face: face,
faceIndex: f,
object: object
};
intersects.push( intersect );
}
}
}
}
}
};
var intersectDescendants= function(object,ray,intersects){
var descendants = object.getDescendants();
var length = descendants.length;
for ( var i = 0; i < length; i ++ ) {
intersectObject(descendants[i],this,intersects);
}
};
//
THREE.Ray.prototype.precision = 0.0001;
/*
This has deemed to be unnessecary
THREE.Ray.prototype.setPrecision = function ( value ) {
this.precision = value;
};*/
THREE.Ray.prototype.intersectObject = function ( object, recursive ) {
var intersects = [];
if ( recursive === true ) {
intersectDescendants(object,this,intersects);
}
intersectObject(object,this,intersects);
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 ) );
intersectObject(objects[i],this,intersects);
if ( recursive === true ) {
intersectDescendants(objects[i],this,intersects);
}
}
intersects.sort( descSort );
return intersects;
};
}( THREE ) );
}(THREE));
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册