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raycast_monkeypatch.js
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// MIT Licensed code from ThreeJS with some changes by me (Jimmy) to
// make this function a monkey patch of Mesh's raycast, in order to work around two issues:
//
// (1) raycast ignores geometry draw ranges,
// (2) raycast bounding sphere check caches the bounding sphere and doesn't update when geometry changes
// (... and in our case geometry never changes and we never even want the sphere check)
// There's also a third issue where the raycast will get the wrong result for wireframe materials (draw ranges should be doubled in that case)
// but for now I think my code doesn't care about that case so I just assert against handling that ...
//
// in addition to these fixes, this code also adds "THREE." all over due to the way it's implemented as a monkeypatch.
THREE.Mesh.prototype.raycast = ( function () {
var inverseMatrix = new THREE.Matrix4();
var ray = new THREE.Ray();
var sphere = new THREE.Sphere();
var vA = new THREE.Vector3();
var vB = new THREE.Vector3();
var vC = new THREE.Vector3();
var tempA = new THREE.Vector3();
var tempB = new THREE.Vector3();
var tempC = new THREE.Vector3();
var uvA = new THREE.Vector2();
var uvB = new THREE.Vector2();
var uvC = new THREE.Vector2();
var barycoord = new THREE.Vector3();
var intersectionPoint = new THREE.Vector3();
var intersectionPointWorld = new THREE.Vector3();
function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {
THREE.Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord );
uv1.multiplyScalar( barycoord.x );
uv2.multiplyScalar( barycoord.y );
uv3.multiplyScalar( barycoord.z );
uv1.add( uv2 ).add( uv3 );
return uv1.clone();
}
function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) {
var intersect;
var material = object.material;
if ( material.side === THREE.BackSide ) {
intersect = ray.intersectTriangle( pC, pB, pA, true, point );
} else {
intersect = ray.intersectTriangle( pA, pB, pC, material.side !== THREE.DoubleSide, point );
}
if ( intersect === null ) return null;
intersectionPointWorld.copy( point );
intersectionPointWorld.applyMatrix4( object.matrixWorld );
var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
if ( distance < raycaster.near || distance > raycaster.far ) return null;
return {
distance: distance,
point: intersectionPointWorld.clone(),
object: object
};
}
function checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) {
vA.fromBufferAttribute( position, a );
vB.fromBufferAttribute( position, b );
vC.fromBufferAttribute( position, c );
var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint );
if ( intersection ) {
if ( uv ) {
uvA.fromBufferAttribute( uv, a );
uvB.fromBufferAttribute( uv, b );
uvC.fromBufferAttribute( uv, c );
intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC );
}
intersection.face = new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) );
intersection.faceIndex = a;
}
return intersection;
}
return function raycast( raycaster, intersects ) {
var geometry = this.geometry;
var material = this.material;
var matrixWorld = this.matrixWorld;
if ( material === undefined ) return;
// Checking boundingSphere distance to ray
// if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
// sphere.copy( geometry.boundingSphere );
// sphere.applyMatrix4( matrixWorld );
// if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
inverseMatrix.getInverse( matrixWorld );
ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
// Check boundingBox before continuing
if ( geometry.boundingBox !== null ) {
if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;
}
var intersection;
if ( geometry.isBufferGeometry ) {
var a, b, c;
var index = geometry.index;
var position = geometry.attributes.position;
var uv = geometry.attributes.uv;
var i, l;
if ( index !== null ) {
// indexed buffer geometry
for ( i = 0, l = index.count; i < l; i += 3 ) {
a = index.getX( i );
b = index.getX( i + 1 );
c = index.getX( i + 2 );
intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
intersects.push( intersection );
}
}
} else if ( position !== undefined ) { // HACK: check for undefined position b/c this gets called w/ garbage data when I interact w/ the selection's rotation ball transform control?
// non-indexed buffer geometry
var drawRangeFac = 1;
assert(!material.wireframe); // draw range may need to be cut in half in this case
var l = Math.min(position.count,geometry.drawRange.start+geometry.drawRange.count);
for ( i = geometry.drawRange.start; i < l; i += 3 ) {
a = i;
b = i + 1;
c = i + 2;
intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
if ( intersection ) {
intersection.index = a; // triangle number in positions buffer semantics
intersects.push( intersection );
}
}
}
} else if ( geometry.isGeometry ) {
var fvA, fvB, fvC;
var isMultiMaterial = Array.isArray( material );
var vertices = geometry.vertices;
var faces = geometry.faces;
var uvs;
var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
var face = faces[ f ];
var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
if ( faceMaterial === undefined ) continue;
fvA = vertices[ face.a ];
fvB = vertices[ face.b ];
fvC = vertices[ face.c ];
if ( faceMaterial.morphTargets === true ) {
var morphTargets = geometry.morphTargets;
var morphInfluences = this.morphTargetInfluences;
vA.set( 0, 0, 0 );
vB.set( 0, 0, 0 );
vC.set( 0, 0, 0 );
for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
var influence = morphInfluences[ t ];
if ( influence === 0 ) continue;
var targets = morphTargets[ t ].vertices;
vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );
}
vA.add( fvA );
vB.add( fvB );
vC.add( fvC );
fvA = vA;
fvB = vB;
fvC = vC;
}
intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
if ( intersection ) {
if ( uvs && uvs[ f ] ) {
var uvs_f = uvs[ f ];
uvA.copy( uvs_f[ 0 ] );
uvB.copy( uvs_f[ 1 ] );
uvC.copy( uvs_f[ 2 ] );
intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );
}
intersection.face = face;
intersection.faceIndex = f;
intersects.push( intersection );
}
}
}
};
}() );