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 ) {
......@@ -10,7 +9,6 @@
this.direction = direction || new THREE.Vector3();
this.near = near || 0;
this.far = far || Infinity;
};
var originCopy = new THREE.Vector3();
......@@ -30,16 +28,18 @@
};
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 );
dot = v0.dot( direction );
var dot = v0.dot( direction );
var intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) );
var distance = position.distanceTo( intersect );
intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) );
distance = position.distanceTo( intersect );
return distance;
......@@ -47,51 +47,39 @@
// 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 );
dot00 = v0.dot( v0 );
dot01 = v0.dot( v1 );
dot02 = v0.dot( v2 );
dot11 = v1.dot( v1 );
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;
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 [];
}
......@@ -110,13 +98,14 @@
// 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() );
distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() );
if ( distance > scaledRadius ) {
if ( distance > scaledRadius) {
return intersects;
......@@ -134,21 +123,20 @@
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 );
inverseMatrix.getInverse(objMatrix);
localOriginCopy.copy( originCopy );
inverseMatrix.multiplyVector3( localOriginCopy );
localOriginCopy.copy(originCopy);
inverseMatrix.multiplyVector3(localOriginCopy);
localDirectionCopy.copy( this.direction );
inverseMatrix.rotateAxis( localDirectionCopy ).normalize();
localDirectionCopy.copy(ray.direction);
inverseMatrix.rotateAxis(localDirectionCopy).normalize();
for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
......@@ -162,6 +150,7 @@
normal = face.normal;
dot = localDirectionCopy.dot( normal );
// bail if ray and plane are parallel
if ( Math.abs( dot ) < precision ) continue;
......@@ -186,10 +175,12 @@
if ( pointInFace3( intersectPoint, a, b, c ) ) {
point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
distance = originCopy.distanceTo( point );
point = object.matrixWorld.multiplyVector3(intersectPoint.clone());
distance = originCopy.distanceTo( point);
if ( distance < ray.near ) continue;
if ( distance > ray.far ) continue;
if ( distance < this.near || distance > this.far ) continue;
intersect = {
......@@ -214,10 +205,11 @@
if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) {
point = object.matrixWorld.multiplyVector3( intersectPoint.clone() );
distance = originCopy.distanceTo( point );
point = object.matrixWorld.multiplyVector3(intersectPoint.clone());
distance = originCopy.distanceTo( point);
if ( distance < this.near || distance > this.far ) continue;
if ( distance < ray.near ) continue;
if ( distance > ray.far ) continue;
intersect = {
......@@ -241,6 +233,41 @@
}
};
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;
......@@ -253,9 +280,14 @@
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 );
......@@ -263,4 +295,4 @@
};
}( THREE ) );
}(THREE));
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