/** * @author mr.doob / http://mrdoob.com/ */ THREE.Ray = function ( origin, direction ) { this.origin = origin || new THREE.Vector3(); this.direction = direction || new THREE.Vector3(); } THREE.Ray.prototype = { constructor: THREE.Ray, intersectScene: function ( scene ) { return this.intersectObjects( scene.objects ); }, intersectObjects: function ( objects ) { var i, l, object, intersects = []; for ( i = 0, l = objects.length; i < l; i ++ ) { intersects = intersects.concat( this.intersectObject( objects[ i ] ) ); } intersects.sort( function ( a, b ) { return a.distance - b.distance; } ); return intersects; }, intersectObject: function ( object ) { if ( object instanceof THREE.Particle ) { var distance = distanceFromIntersection( this.origin, this.direction, object ); if ( ! distance || distance > object.scale.x ) { return []; } return [ { distance: distance, point: object.position, face: null, object: object } ]; } else if ( object instanceof THREE.Mesh ) { // Checking boundingSphere var distance = distanceFromIntersection( this.origin, this.direction, object ); if ( ! distance || distance > object.geometry.boundingSphere.radius * Math.max( object.scale.x, Math.max( object.scale.y, object.scale.z ) ) ) { return []; } // Checking faces var f, fl, face, a, b, c, d, normal, dot, scalar, origin, direction, geometry = object.geometry, vertices = geometry.vertices, objMatrix, intersect, intersects = [], intersectPoint; for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { face = geometry.faces[ f ]; origin = this.origin.clone(); direction = this.direction.clone(); objMatrix = object.matrixWorld; a = objMatrix.multiplyVector3( vertices[ face.a ].position.clone() ); b = objMatrix.multiplyVector3( vertices[ face.b ].position.clone() ); c = objMatrix.multiplyVector3( vertices[ face.c ].position.clone() ); d = face instanceof THREE.Face4 ? objMatrix.multiplyVector3( vertices[ face.d ].position.clone() ) : null; normal = object.matrixRotationWorld.multiplyVector3( face.normal.clone() ); dot = direction.dot( normal ); if ( object.doubleSided || ( object.flipSided ? dot > 0 : dot < 0 ) ) { // Math.abs( dot ) > 0.0001 scalar = normal.dot( new THREE.Vector3().sub( a, origin ) ) / dot; intersectPoint = origin.addSelf( direction.multiplyScalar( scalar ) ); if ( face instanceof THREE.Face3 ) { if ( pointInFace3( intersectPoint, a, b, c ) ) { intersect = { distance: this.origin.distanceTo( intersectPoint ), point: intersectPoint, face: face, object: object }; intersects.push( intersect ); } } else if ( face instanceof THREE.Face4 ) { if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) { intersect = { distance: this.origin.distanceTo( intersectPoint ), point: intersectPoint, face: face, object: object }; intersects.push( intersect ); } } } } return intersects; } else { return []; } function distanceFromIntersection( origin, direction, object ) { var vector, dot, intersect, distance, position = object.matrixWorld.getPosition(); vector = position.clone().subSelf( origin ); dot = vector.dot( direction ); intersect = origin.clone().addSelf( direction.clone().multiplyScalar( dot ) ); distance = position.distanceTo( intersect ); // TODO: Check if distance is negative (object behind camera). return distance; } // http://www.blackpawn.com/texts/pointinpoly/default.html function pointInFace3( p, a, b, c ) { var v0 = c.clone().subSelf( a ), v1 = b.clone().subSelf( a ), v2 = p.clone().subSelf( a ), 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 ); } } };