/** * @author mrdoob / http://mrdoob.com/ */ ( 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 ) { v0.sub( position, origin ); var dot = v0.dot( direction ); var intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) ); var distance = position.distanceTo( intersect ); return distance; }; // http://www.blackpawn.com/texts/pointinpoly/default.html var pointInFace3 = function ( p, a, b, c ) { 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; return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 ); }; var intersectObject = function ( object, ray, intersects ) { var distance,intersect; if ( object instanceof THREE.Particle ) { distance = distanceFromIntersection( ray.origin, ray.direction, object.matrixWorld.getPosition() ); if ( distance > object.scale.x ) { return intersects; } intersect = { distance: distance, point: object.position, face: null, object: object }; intersects.push( intersect ); } else if ( object instanceof THREE.Mesh ) { // Checking boundingSphere var scaledRadius = object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis(); // Checking distance to ray 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 = ray.precision; object.matrixRotationWorld.extractRotation( object.matrixWorld ); originCopy.copy( ray.origin ); objMatrix = object.matrixWorld; 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 < ray.near || 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 < ray.near || 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(); for ( var i = 0, l = descendants.length; i < l; i ++ ) { intersectObject( descendants[ i ], this, intersects ); } }; // THREE.Ray.prototype.precision = 0.0001; THREE.Ray.prototype.set = function ( origin, direction ) { this.origin = origin; this.direction = direction; }; 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 ++ ) { intersectObject( objects[ i ], this, intersects ); if ( recursive === true ) { intersectDescendants( objects[ i ], this, intersects ); } } intersects.sort( descSort ); return intersects; }; }( THREE ) );