Created
September 4, 2012 15:47
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THREE Ray intersectObject with Sprite support
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// override THREE Ray | |
THREE.Ray.prototype.intersectObject = function ( object, recursive ) { | |
var intersect, intersects = []; | |
if ( recursive === true ) { | |
for ( var i = 0, l = object.children.length; i < l; i ++ ) { | |
Array.prototype.push.apply( intersects, this.intersectObject( object.children[ i ], recursive ) ); | |
} | |
} | |
if ( object instanceof THREE.Particle ) { | |
distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); | |
if ( distance > object.scale.x ) { | |
return []; | |
} | |
intersect = { | |
distance: distance, | |
point: object.position, | |
face: null, | |
object: object | |
}; | |
intersects.push( intersect ); | |
// BR ADDITION | |
} else if (object instanceof THREE.Sprite){ | |
var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); | |
if ( object.parent instanceof THREE.Sprite || distance == null || distance > object.map.image.width*object.scale.x || distance > object.map.image.height*object.scale.y ) { | |
return []; | |
} | |
return [ { | |
distance: distance, | |
point: object.position, | |
face: null, | |
object: object | |
} ]; | |
} else if ( object instanceof THREE.Mesh ) { | |
// Checking boundingSphere | |
var scale = THREE.Frustum.__v1.set( object.matrixWorld.getColumnX().length(), object.matrixWorld.getColumnY().length(), object.matrixWorld.getColumnZ().length() ); | |
var scaledRadius = object.geometry.boundingSphere.radius * Math.max( scale.x, Math.max( scale.y, scale.z ) ); | |
// Checking distance to ray | |
distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); | |
if ( distance > scaledRadius) { | |
return intersects; | |
} | |
// Checking faces | |
var f, fl, face, dot, scalar, | |
rangeSq = this.range * this.range, | |
geometry = object.geometry, | |
vertices = geometry.vertices, | |
objMatrix, geometryMaterials, | |
isFaceMaterial, material, side; | |
geometryMaterials = object.geometry.materials; | |
isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial; | |
side = object.material.side; | |
object.matrixRotationWorld.extractRotation( object.matrixWorld ); | |
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; | |
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 ) < 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( originCopy, directionCopy.multiplyScalar( scalar ) ); | |
distance = originCopy.distanceTo( intersectPoint ); | |
if ( distance < this.near ) continue; | |
if ( distance > this.far ) continue; | |
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 ( pointInFace3( intersectPoint, a, b, c ) ) { | |
intersect = { | |
distance: distance, | |
point: intersectPoint.clone(), | |
face: face, | |
faceIndex: f, | |
object: 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 ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) { | |
intersect = { | |
distance: distance, | |
point: intersectPoint.clone(), | |
face: face, | |
faceIndex: f, | |
object: object | |
}; | |
intersects.push( intersect ); | |
} | |
} | |
} | |
} | |
} | |
intersects.sort( descSort ); | |
return intersects; | |
// copies of private funs / vars | |
var a = new THREE.Vector3(); | |
var b = new THREE.Vector3(); | |
var c = new THREE.Vector3(); | |
var d = new THREE.Vector3(); | |
var originCopy = new THREE.Vector3(); | |
var directionCopy = new THREE.Vector3(); | |
var vector = new THREE.Vector3(); | |
var normal = new THREE.Vector3(); | |
var intersectPoint = new THREE.Vector3(); | |
var descSort = function ( a, b ) { | |
return a.distance - b.distance; | |
}; | |
// | |
var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3(); | |
var dot, intersect, distance; | |
}; |
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