mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-14 15:35:57 +10:00
131 lines
2.9 KiB
JavaScript
131 lines
2.9 KiB
JavaScript
/**
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* @author mr.doob / http://mrdoob.com/
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*/
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THREE.Ray = function ( origin, direction ) {
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this.origin = origin || new THREE.Vector3();
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this.direction = direction || new THREE.Vector3();
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}
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THREE.Ray.prototype = {
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intersectScene : function ( scene ) {
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var i, l, object,
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objects = scene.objects,
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intersects = [];
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for ( i = 0, l = objects.length; i < l; i++ ) {
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object = objects[i];
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if ( object instanceof THREE.Mesh ) {
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intersects = intersects.concat( this.intersectObject( object ) );
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}
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}
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intersects.sort( function ( a, b ) { return a.distance - b.distance; } );
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return intersects;
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},
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intersectObject : function ( object ) {
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var f, fl, face, a, b, c, d, normal,
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dot, scalar,
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origin, direction,
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geometry = object.geometry,
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vertices = geometry.vertices,
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objMatrix,
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intersect, intersects = [],
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intersectPoint;
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for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
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face = geometry.faces[ f ];
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origin = this.origin.clone();
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direction = this.direction.clone();
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objMatrix = object.matrixWorld;
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a = objMatrix.multiplyVector3( vertices[ face.a ].position.clone() );
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b = objMatrix.multiplyVector3( vertices[ face.b ].position.clone() );
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c = objMatrix.multiplyVector3( vertices[ face.c ].position.clone() );
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d = face instanceof THREE.Face4 ? objMatrix.multiplyVector3( vertices[ face.d ].position.clone() ) : null;
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normal = object.matrixRotationWorld.multiplyVector3( face.normal.clone() );
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dot = direction.dot( normal );
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if ( object.doubleSided || ( object.flipSided ? dot > 0 : dot < 0 ) ) { // Math.abs( dot ) > 0.0001
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scalar = normal.dot( new THREE.Vector3().sub( a, origin ) ) / dot;
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intersectPoint = origin.addSelf( direction.multiplyScalar( scalar ) );
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if ( face instanceof THREE.Face3 ) {
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if ( pointInFace3( intersectPoint, a, b, c ) ) {
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intersect = {
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distance: this.origin.distanceTo( intersectPoint ),
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point: intersectPoint,
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face: face,
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object: object
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};
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intersects.push( intersect );
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}
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} else if ( face instanceof THREE.Face4 ) {
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if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) {
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intersect = {
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distance: this.origin.distanceTo( intersectPoint ),
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point: intersectPoint,
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face: face,
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object: object
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};
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intersects.push( intersect );
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}
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}
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}
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}
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return intersects;
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// http://www.blackpawn.com/texts/pointinpoly/default.html
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function pointInFace3( p, a, b, c ) {
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var v0 = c.clone().subSelf( a ), v1 = b.clone().subSelf( a ), v2 = p.clone().subSelf( a ),
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dot00 = v0.dot( v0 ), dot01 = v0.dot( v1 ), dot02 = v0.dot( v2 ), dot11 = v1.dot( v1 ), dot12 = v1.dot( v2 ),
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invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 ),
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u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom,
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v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
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return ( u > 0 ) && ( v > 0 ) && ( u + v < 1 );
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}
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}
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};
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