forked from jensarps/webgl_experiments
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathReusableRay.js
271 lines (174 loc) · 6.37 KB
/
ReusableRay.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
/**
* @author mr.doob / http://mrdoob.com/
*
* modifications by Jens Arps / http://jensarps.de/
*/
THREE.ReusableRay = function () {
this.precision = 0.0001;
this.vectorPool = {
a: new THREE.Vector3(),
b: new THREE.Vector3(),
c: new THREE.Vector3(),
d: new THREE.Vector3(),
originCopy: new THREE.Vector3(),
directionCopy: new THREE.Vector3(),
vector: new THREE.Vector3(),
normal: new THREE.Vector3(),
intersectPoint: new THREE.Vector3(),
v0: new THREE.Vector3(),
v1: new THREE.Vector3(),
v2: new THREE.Vector3()
};
};
THREE.ReusableRay.prototype = {
distanceFromIntersection: function (origin, direction, position) {
var dot, intersect, distance,
vp = this.vectorPool,
v0 = vp.v0,
v1 = vp.v1,
v2 = vp.v2;
v0.sub(position, origin);
dot = v0.dot(direction);
intersect = v1.add(origin, v2.copy(direction).multiplyScalar(dot));
distance = position.distanceTo(intersect);
return distance;
},
intersectMesh: function (object, parent) {
var distance, intersect, intersects = [],
vp = this.vectorPool,
originCopy = vp.originCopy,
directionCopy = vp.directionCopy,
vector = vp.vector,
normal = vp.normal,
intersectPoint = vp.intersectPoint,
a = vp.a,
b = vp.b,
c = vp.c,
d = vp.d;
// Checking boundingSphere
distance = this.distanceFromIntersection(this.origin, this.direction, object.matrixWorld.getPosition());
var scale = THREE.Frustum.__v1.set(object.matrixWorld.getColumnX().length(), object.matrixWorld.getColumnY().length(), object.matrixWorld.getColumnZ().length());
if (distance > object.geometry.boundingSphere.radius * Math.max(scale.x, Math.max(scale.y, scale.z))) {
return intersects;
}
// Checking faces
var f, fl, face, dot, scalar,
geometry = object.geometry,
vertices = geometry.vertices,
objMatrix;
object.matrixRotationWorld.extractRotation(object.matrixWorld);
for (f = 0, fl = geometry.faces.length; f < fl; f++) {
face = geometry.faces[ f ];
originCopy.copy(this.origin);
directionCopy.copy(this.direction);
objMatrix = object.matrixWorld;
// determine if ray intersects the plane of the face
// note: this works regardless of the direction of the face normal
vector = objMatrix.multiplyVector3(vector.copy(face.centroid)).subSelf(originCopy);
normal = object.matrixRotationWorld.multiplyVector3(normal.copy(face.normal));
dot = directionCopy.dot(normal);
// bail if ray and plane are parallel
if (Math.abs(dot) < this.precision) continue;
// calc distance to plane
scalar = normal.dot(vector) / dot;
// if negative distance, then plane is behind ray
if (scalar < 0) continue;
if (object.doubleSided || ( object.flipSided ? dot > 0 : dot < 0 )) {
intersectPoint.add(originCopy, directionCopy.multiplyScalar(scalar));
if (face instanceof THREE.Face3) {
a = objMatrix.multiplyVector3(a.copy(vertices[ face.a ]));
b = objMatrix.multiplyVector3(b.copy(vertices[ face.b ]));
c = objMatrix.multiplyVector3(c.copy(vertices[ face.c ]));
if (this.pointInFace3(intersectPoint, a, b, c)) {
intersect = {
distance: originCopy.distanceTo(intersectPoint),
point: intersectPoint.clone(),
face: face,
object: parent || object
};
intersects.push(intersect);
}
} else if (face instanceof THREE.Face4) {
a = objMatrix.multiplyVector3(a.copy(vertices[ face.a ]));
b = objMatrix.multiplyVector3(b.copy(vertices[ face.b ]));
c = objMatrix.multiplyVector3(c.copy(vertices[ face.c ]));
d = objMatrix.multiplyVector3(d.copy(vertices[ face.d ]));
if (this.pointInFace3(intersectPoint, a, b, d) || this.pointInFace3(intersectPoint, b, c, d)) {
intersect = {
distance: originCopy.distanceTo(intersectPoint),
point: intersectPoint.clone(),
face: face,
object: parent || object
};
intersects.push(intersect);
}
}
}
}
return intersects;
},
intersectObject: function (object) {
var distance, intersect, intersects = [];
if (object instanceof THREE.Particle) {
distance = this.distanceFromIntersection(this.origin, this.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) {
intersects = this.intersectMesh(object);
} else if (object instanceof THREE.Object3D && object.children) {
for (var i = 0, m = object.children.length; i < m; i++) {
// do not do uncontrolled recursion, just do first level child meshes.
var obj = object.children[i];
if (obj instanceof THREE.Mesh) {
Array.prototype.push.apply(intersects, this.intersectMesh(obj, object));
}
}
}
return intersects;
},
intersectObjects: function (objects) {
var intersects = [];
for (var i = 0, l = objects.length; i < l; i++) {
Array.prototype.push.apply(intersects, this.intersectObject(objects[ i ]));
}
intersects.sort(function (a, b) {
return a.distance - b.distance;
});
return intersects;
},
// http://www.blackpawn.com/texts/pointinpoly/default.html
pointInFace3: function (p, a, b, c) {
var dot00, dot01, dot02, dot11, dot12, invDenom, u, v,
vp = this.vectorPool,
v0 = vp.v0,
v1 = vp.v1,
v2 = vp.v2;
v0.sub(c, a);
v1.sub(b, a);
v2.sub(p, 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 );
},
setPrecision: function (value) {
this.precision = value;
},
setSource: function (origin, direction) {
this.origin = origin;
this.direction = direction;
}
};