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import { Vector3 } from './Vector3.js'; | |
/** | |
* @author bhouston / http://clara.io | |
*/ | |
function Ray( origin, direction ) { | |
this.origin = ( origin !== undefined ) ? origin : new Vector3(); | |
this.direction = ( direction !== undefined ) ? direction : new Vector3(); | |
} | |
Object.assign( Ray.prototype, { | |
set: function ( origin, direction ) { | |
this.origin.copy( origin ); | |
this.direction.copy( direction ); | |
return this; | |
}, | |
clone: function () { | |
return new this.constructor().copy( this ); | |
}, | |
copy: function ( ray ) { | |
this.origin.copy( ray.origin ); | |
this.direction.copy( ray.direction ); | |
return this; | |
}, | |
at: function ( t, target ) { | |
if ( target === undefined ) { | |
console.warn( 'THREE.Ray: .at() target is now required' ); | |
target = new Vector3(); | |
} | |
return target.copy( this.direction ).multiplyScalar( t ).add( this.origin ); | |
}, | |
lookAt: function ( v ) { | |
this.direction.copy( v ).sub( this.origin ).normalize(); | |
return this; | |
}, | |
recast: function () { | |
var v1 = new Vector3(); | |
return function recast( t ) { | |
this.origin.copy( this.at( t, v1 ) ); | |
return this; | |
}; | |
}(), | |
closestPointToPoint: function ( point, target ) { | |
if ( target === undefined ) { | |
console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' ); | |
target = new Vector3(); | |
} | |
target.subVectors( point, this.origin ); | |
var directionDistance = target.dot( this.direction ); | |
if ( directionDistance < 0 ) { | |
return target.copy( this.origin ); | |
} | |
return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); | |
}, | |
distanceToPoint: function ( point ) { | |
return Math.sqrt( this.distanceSqToPoint( point ) ); | |
}, | |
distanceSqToPoint: function () { | |
var v1 = new Vector3(); | |
return function distanceSqToPoint( point ) { | |
var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); | |
// point behind the ray | |
if ( directionDistance < 0 ) { | |
return this.origin.distanceToSquared( point ); | |
} | |
v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); | |
return v1.distanceToSquared( point ); | |
}; | |
}(), | |
distanceSqToSegment: function () { | |
var segCenter = new Vector3(); | |
var segDir = new Vector3(); | |
var diff = new Vector3(); | |
return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { | |
// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h | |
// It returns the min distance between the ray and the segment | |
// defined by v0 and v1 | |
// It can also set two optional targets : | |
// - The closest point on the ray | |
// - The closest point on the segment | |
segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); | |
segDir.copy( v1 ).sub( v0 ).normalize(); | |
diff.copy( this.origin ).sub( segCenter ); | |
var segExtent = v0.distanceTo( v1 ) * 0.5; | |
var a01 = - this.direction.dot( segDir ); | |
var b0 = diff.dot( this.direction ); | |
var b1 = - diff.dot( segDir ); | |
var c = diff.lengthSq(); | |
var det = Math.abs( 1 - a01 * a01 ); | |
var s0, s1, sqrDist, extDet; | |
if ( det > 0 ) { | |
// The ray and segment are not parallel. | |
s0 = a01 * b1 - b0; | |
s1 = a01 * b0 - b1; | |
extDet = segExtent * det; | |
if ( s0 >= 0 ) { | |
if ( s1 >= - extDet ) { | |
if ( s1 <= extDet ) { | |
// region 0 | |
// Minimum at interior points of ray and segment. | |
var invDet = 1 / det; | |
s0 *= invDet; | |
s1 *= invDet; | |
sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; | |
} else { | |
// region 1 | |
s1 = segExtent; | |
s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); | |
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; | |
} | |
} else { | |
// region 5 | |
s1 = - segExtent; | |
s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); | |
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; | |
} | |
} else { | |
if ( s1 <= - extDet ) { | |
// region 4 | |
s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); | |
s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); | |
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; | |
} else if ( s1 <= extDet ) { | |
// region 3 | |
s0 = 0; | |
s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); | |
sqrDist = s1 * ( s1 + 2 * b1 ) + c; | |
} else { | |
// region 2 | |
s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); | |
s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); | |
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; | |
} | |
} | |
} else { | |
// Ray and segment are parallel. | |
s1 = ( a01 > 0 ) ? - segExtent : segExtent; | |
s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); | |
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; | |
} | |
if ( optionalPointOnRay ) { | |
optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); | |
} | |
if ( optionalPointOnSegment ) { | |
optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter ); | |
} | |
return sqrDist; | |
}; | |
}(), | |
intersectSphere: function () { | |
var v1 = new Vector3(); | |
return function intersectSphere( sphere, target ) { | |
v1.subVectors( sphere.center, this.origin ); | |
var tca = v1.dot( this.direction ); | |
var d2 = v1.dot( v1 ) - tca * tca; | |
var radius2 = sphere.radius * sphere.radius; | |
if ( d2 > radius2 ) return null; | |
var thc = Math.sqrt( radius2 - d2 ); | |
// t0 = first intersect point - entrance on front of sphere | |
var t0 = tca - thc; | |
// t1 = second intersect point - exit point on back of sphere | |
var t1 = tca + thc; | |
// test to see if both t0 and t1 are behind the ray - if so, return null | |
if ( t0 < 0 && t1 < 0 ) return null; | |
// test to see if t0 is behind the ray: | |
// if it is, the ray is inside the sphere, so return the second exit point scaled by t1, | |
// in order to always return an intersect point that is in front of the ray. | |
if ( t0 < 0 ) return this.at( t1, target ); | |
// else t0 is in front of the ray, so return the first collision point scaled by t0 | |
return this.at( t0, target ); | |
}; | |
}(), | |
intersectsSphere: function ( sphere ) { | |
return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); | |
}, | |
distanceToPlane: function ( plane ) { | |
var denominator = plane.normal.dot( this.direction ); | |
if ( denominator === 0 ) { | |
// line is coplanar, return origin | |
if ( plane.distanceToPoint( this.origin ) === 0 ) { | |
return 0; | |
} | |
// Null is preferable to undefined since undefined means.... it is undefined | |
return null; | |
} | |
var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; | |
// Return if the ray never intersects the plane | |
return t >= 0 ? t : null; | |
}, | |
intersectPlane: function ( plane, target ) { | |
var t = this.distanceToPlane( plane ); | |
if ( t === null ) { | |
return null; | |
} | |
return this.at( t, target ); | |
}, | |
intersectsPlane: function ( plane ) { | |
// check if the ray lies on the plane first | |
var distToPoint = plane.distanceToPoint( this.origin ); | |
if ( distToPoint === 0 ) { | |
return true; | |
} | |
var denominator = plane.normal.dot( this.direction ); | |
if ( denominator * distToPoint < 0 ) { | |
return true; | |
} | |
// ray origin is behind the plane (and is pointing behind it) | |
return false; | |
}, | |
intersectBox: function ( box, target ) { | |
var tmin, tmax, tymin, tymax, tzmin, tzmax; | |
var invdirx = 1 / this.direction.x, | |
invdiry = 1 / this.direction.y, | |
invdirz = 1 / this.direction.z; | |
var origin = this.origin; | |
if ( invdirx >= 0 ) { | |
tmin = ( box.min.x - origin.x ) * invdirx; | |
tmax = ( box.max.x - origin.x ) * invdirx; | |
} else { | |
tmin = ( box.max.x - origin.x ) * invdirx; | |
tmax = ( box.min.x - origin.x ) * invdirx; | |
} | |
if ( invdiry >= 0 ) { | |
tymin = ( box.min.y - origin.y ) * invdiry; | |
tymax = ( box.max.y - origin.y ) * invdiry; | |
} else { | |
tymin = ( box.max.y - origin.y ) * invdiry; | |
tymax = ( box.min.y - origin.y ) * invdiry; | |
} | |
if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; | |
// These lines also handle the case where tmin or tmax is NaN | |
// (result of 0 * Infinity). x !== x returns true if x is NaN | |
if ( tymin > tmin || tmin !== tmin ) tmin = tymin; | |
if ( tymax < tmax || tmax !== tmax ) tmax = tymax; | |
if ( invdirz >= 0 ) { | |
tzmin = ( box.min.z - origin.z ) * invdirz; | |
tzmax = ( box.max.z - origin.z ) * invdirz; | |
} else { | |
tzmin = ( box.max.z - origin.z ) * invdirz; | |
tzmax = ( box.min.z - origin.z ) * invdirz; | |
} | |
if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; | |
if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; | |
if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; | |
//return point closest to the ray (positive side) | |
if ( tmax < 0 ) return null; | |
return this.at( tmin >= 0 ? tmin : tmax, target ); | |
}, | |
intersectsBox: ( function () { | |
var v = new Vector3(); | |
return function intersectsBox( box ) { | |
return this.intersectBox( box, v ) !== null; | |
}; | |
} )(), | |
intersectTriangle: function () { | |
// Compute the offset origin, edges, and normal. | |
var diff = new Vector3(); | |
var edge1 = new Vector3(); | |
var edge2 = new Vector3(); | |
var normal = new Vector3(); | |
return function intersectTriangle( a, b, c, backfaceCulling, target ) { | |
// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h | |
edge1.subVectors( b, a ); | |
edge2.subVectors( c, a ); | |
normal.crossVectors( edge1, edge2 ); | |
// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, | |
// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by | |
// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) | |
// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) | |
// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) | |
var DdN = this.direction.dot( normal ); | |
var sign; | |
if ( DdN > 0 ) { | |
if ( backfaceCulling ) return null; | |
sign = 1; | |
} else if ( DdN < 0 ) { | |
sign = - 1; | |
DdN = - DdN; | |
} else { | |
return null; | |
} | |
diff.subVectors( this.origin, a ); | |
var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); | |
// b1 < 0, no intersection | |
if ( DdQxE2 < 0 ) { | |
return null; | |
} | |
var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); | |
// b2 < 0, no intersection | |
if ( DdE1xQ < 0 ) { | |
return null; | |
} | |
// b1+b2 > 1, no intersection | |
if ( DdQxE2 + DdE1xQ > DdN ) { | |
return null; | |
} | |
// Line intersects triangle, check if ray does. | |
var QdN = - sign * diff.dot( normal ); | |
// t < 0, no intersection | |
if ( QdN < 0 ) { | |
return null; | |
} | |
// Ray intersects triangle. | |
return this.at( QdN / DdN, target ); | |
}; | |
}(), | |
applyMatrix4: function ( matrix4 ) { | |
this.origin.applyMatrix4( matrix4 ); | |
this.direction.transformDirection( matrix4 ); | |
return this; | |
}, | |
equals: function ( ray ) { | |
return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); | |
} | |
} ); | |
export { Ray }; | |