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| /** | |
| * @author mikael emtinger / http://gomo.se/ | |
| * @author alteredq / http://alteredqualia.com/ | |
| */ | |
| import { Vector2 } from '../math/Vector2.js'; | |
| import { Vector3 } from '../math/Vector3.js'; | |
| import { Matrix4 } from '../math/Matrix4.js'; | |
| import { Triangle } from '../math/Triangle.js'; | |
| import { Object3D } from '../core/Object3D.js'; | |
| import { BufferGeometry } from '../core/BufferGeometry.js'; | |
| import { InterleavedBuffer } from '../core/InterleavedBuffer.js'; | |
| import { InterleavedBufferAttribute } from '../core/InterleavedBufferAttribute.js'; | |
| import { SpriteMaterial } from '../materials/SpriteMaterial.js'; | |
| var geometry; | |
| function Sprite( material ) { | |
| Object3D.call( this ); | |
| this.type = 'Sprite'; | |
| if ( geometry === undefined ) { | |
| geometry = new BufferGeometry(); | |
| var float32Array = new Float32Array( [ | |
| - 0.5, - 0.5, 0, 0, 0, | |
| 0.5, - 0.5, 0, 1, 0, | |
| 0.5, 0.5, 0, 1, 1, | |
| - 0.5, 0.5, 0, 0, 1 | |
| ] ); | |
| var interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); | |
| geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); | |
| geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); | |
| geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); | |
| } | |
| this.geometry = geometry; | |
| this.material = ( material !== undefined ) ? material : new SpriteMaterial(); | |
| this.center = new Vector2( 0.5, 0.5 ); | |
| } | |
| Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), { | |
| constructor: Sprite, | |
| isSprite: true, | |
| raycast: ( function () { | |
| var intersectPoint = new Vector3(); | |
| var worldScale = new Vector3(); | |
| var mvPosition = new Vector3(); | |
| var alignedPosition = new Vector2(); | |
| var rotatedPosition = new Vector2(); | |
| var viewWorldMatrix = new Matrix4(); | |
| var vA = new Vector3(); | |
| var vB = new Vector3(); | |
| var vC = new Vector3(); | |
| var uvA = new Vector2(); | |
| var uvB = new Vector2(); | |
| var uvC = new Vector2(); | |
| function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { | |
| // compute position in camera space | |
| alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); | |
| // to check if rotation is not zero | |
| if ( sin !== undefined ) { | |
| rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y ); | |
| rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y ); | |
| } else { | |
| rotatedPosition.copy( alignedPosition ); | |
| } | |
| vertexPosition.copy( mvPosition ); | |
| vertexPosition.x += rotatedPosition.x; | |
| vertexPosition.y += rotatedPosition.y; | |
| // transform to world space | |
| vertexPosition.applyMatrix4( viewWorldMatrix ); | |
| } | |
| return function raycast( raycaster, intersects ) { | |
| worldScale.setFromMatrixScale( this.matrixWorld ); | |
| viewWorldMatrix.getInverse( this.modelViewMatrix ).premultiply( this.matrixWorld ); | |
| mvPosition.setFromMatrixPosition( this.modelViewMatrix ); | |
| var rotation = this.material.rotation; | |
| var sin, cos; | |
| if ( rotation !== 0 ) { | |
| cos = Math.cos( rotation ); | |
| sin = Math.sin( rotation ); | |
| } | |
| var center = this.center; | |
| transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); | |
| transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); | |
| transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); | |
| uvA.set( 0, 0 ); | |
| uvB.set( 1, 0 ); | |
| uvC.set( 1, 1 ); | |
| // check first triangle | |
| var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint ); | |
| if ( intersect === null ) { | |
| // check second triangle | |
| transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos ); | |
| uvB.set( 0, 1 ); | |
| intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint ); | |
| if ( intersect === null ) { | |
| return; | |
| } | |
| } | |
| var distance = raycaster.ray.origin.distanceTo( intersectPoint ); | |
| if ( distance < raycaster.near || distance > raycaster.far ) return; | |
| intersects.push( { | |
| distance: distance, | |
| point: intersectPoint.clone(), | |
| uv: Triangle.getUV( intersectPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ), | |
| face: null, | |
| object: this | |
| } ); | |
| }; | |
| }() ), | |
| clone: function () { | |
| return new this.constructor( this.material ).copy( this ); | |
| }, | |
| copy: function ( source ) { | |
| Object3D.prototype.copy.call( this, source ); | |
| if ( source.center !== undefined ) this.center.copy( source.center ); | |
| return this; | |
| } | |
| } ); | |
| export { Sprite }; | |