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@@ -0,0 +1,171 @@
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+var BABYLON;
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+(function (BABYLON) {
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+ var Ray = (function () {
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+ function Ray(origin, direction, length) {
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+ if (length === void 0) { length = Number.MAX_VALUE; }
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+ this.origin = origin;
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+ this.direction = direction;
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+ this.length = length;
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+ }
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+ // Methods
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+ Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
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+ var d = 0.0;
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+ var maxValue = Number.MAX_VALUE;
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+ var inv;
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+ var min;
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+ var max;
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+ var temp;
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+ if (Math.abs(this.direction.x) < 0.0000001) {
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+ if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
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+ return false;
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+ }
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+ }
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+ else {
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+ inv = 1.0 / this.direction.x;
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+ min = (minimum.x - this.origin.x) * inv;
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+ max = (maximum.x - this.origin.x) * inv;
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+ if (max === -Infinity) {
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+ max = Infinity;
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+ }
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+ if (min > max) {
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+ temp = min;
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+ min = max;
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+ max = temp;
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+ }
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+ d = Math.max(min, d);
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+ maxValue = Math.min(max, maxValue);
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+ if (d > maxValue) {
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+ return false;
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+ }
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+ }
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+ if (Math.abs(this.direction.y) < 0.0000001) {
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+ if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
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+ return false;
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+ }
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+ }
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+ else {
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+ inv = 1.0 / this.direction.y;
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+ min = (minimum.y - this.origin.y) * inv;
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+ max = (maximum.y - this.origin.y) * inv;
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+ if (max === -Infinity) {
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+ max = Infinity;
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+ }
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+ if (min > max) {
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+ temp = min;
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+ min = max;
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+ max = temp;
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+ }
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+ d = Math.max(min, d);
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+ maxValue = Math.min(max, maxValue);
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+ if (d > maxValue) {
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+ return false;
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+ }
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+ }
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+ if (Math.abs(this.direction.z) < 0.0000001) {
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+ if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
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+ return false;
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+ }
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+ }
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+ else {
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+ inv = 1.0 / this.direction.z;
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+ min = (minimum.z - this.origin.z) * inv;
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+ max = (maximum.z - this.origin.z) * inv;
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+ if (max === -Infinity) {
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+ max = Infinity;
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+ }
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+ if (min > max) {
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+ temp = min;
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+ min = max;
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+ max = temp;
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+ }
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+ d = Math.max(min, d);
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+ maxValue = Math.min(max, maxValue);
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+ if (d > maxValue) {
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+ return false;
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+ }
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+ }
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+ return true;
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+ };
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+ Ray.prototype.intersectsBox = function (box) {
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+ return this.intersectsBoxMinMax(box.minimum, box.maximum);
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+ };
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+ Ray.prototype.intersectsSphere = function (sphere) {
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+ var x = sphere.center.x - this.origin.x;
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+ var y = sphere.center.y - this.origin.y;
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+ var z = sphere.center.z - this.origin.z;
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+ var pyth = (x * x) + (y * y) + (z * z);
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+ var rr = sphere.radius * sphere.radius;
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+ if (pyth <= rr) {
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+ return true;
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+ }
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+ var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
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+ if (dot < 0.0) {
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+ return false;
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+ }
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+ var temp = pyth - (dot * dot);
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+ return temp <= rr;
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+ };
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+ Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
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+ if (!this._edge1) {
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+ this._edge1 = BABYLON.Vector3.Zero();
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+ this._edge2 = BABYLON.Vector3.Zero();
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+ this._pvec = BABYLON.Vector3.Zero();
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+ this._tvec = BABYLON.Vector3.Zero();
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+ this._qvec = BABYLON.Vector3.Zero();
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+ }
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+ vertex1.subtractToRef(vertex0, this._edge1);
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+ vertex2.subtractToRef(vertex0, this._edge2);
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+ BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
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+ var det = BABYLON.Vector3.Dot(this._edge1, this._pvec);
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+ if (det === 0) {
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+ return null;
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+ }
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+ var invdet = 1 / det;
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+ this.origin.subtractToRef(vertex0, this._tvec);
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+ var bu = BABYLON.Vector3.Dot(this._tvec, this._pvec) * invdet;
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+ if (bu < 0 || bu > 1.0) {
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+ return null;
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+ }
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+ BABYLON.Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
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+ var bv = BABYLON.Vector3.Dot(this.direction, this._qvec) * invdet;
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+ if (bv < 0 || bu + bv > 1.0) {
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+ return null;
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+ }
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+ //check if the distance is longer than the predefined length.
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+ var distance = BABYLON.Vector3.Dot(this._edge2, this._qvec) * invdet;
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+ if (distance > this.length) {
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+ return null;
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+ }
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+ return new BABYLON.IntersectionInfo(bu, bv, distance);
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+ };
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+ // Statics
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+ Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
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+ var start = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection);
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+ var end = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection);
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+ var direction = end.subtract(start);
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+ direction.normalize();
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+ return new Ray(start, direction);
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+ };
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+ /**
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+ * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
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+ * transformed to the given world matrix.
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+ * @param origin The origin point
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+ * @param end The end point
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+ * @param world a matrix to transform the ray to. Default is the identity matrix.
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+ */
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+ Ray.CreateNewFromTo = function (origin, end, world) {
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+ if (world === void 0) { world = BABYLON.Matrix.Identity(); }
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+ var direction = end.subtract(origin);
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+ var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
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+ direction.normalize();
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+ return Ray.Transform(new Ray(origin, direction, length), world);
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+ };
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+ Ray.Transform = function (ray, matrix) {
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+ var newOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, matrix);
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+ var newDirection = BABYLON.Vector3.TransformNormal(ray.direction, matrix);
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+ return new Ray(newOrigin, newDirection, ray.length);
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+ };
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+ return Ray;
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+ }());
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+ BABYLON.Ray = Ray;
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+})(BABYLON || (BABYLON = {}));
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