module BABYLON { export class Ray { private _edge1: Vector3; private _edge2: Vector3; private _pvec: Vector3; private _tvec: Vector3; private _qvec: Vector3; constructor(public origin: Vector3, public direction: Vector3, public length: number = Number.MAX_VALUE) { } // Methods public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean { var d = 0.0; var maxValue = Number.MAX_VALUE; var inv: number; var min: number; var max: number; var temp: number; if (Math.abs(this.direction.x) < 0.0000001) { if (this.origin.x < minimum.x || this.origin.x > maximum.x) { return false; } } else { inv = 1.0 / this.direction.x; min = (minimum.x - this.origin.x) * inv; max = (maximum.x - this.origin.x) * inv; if (max === -Infinity) { max = Infinity; } if (min > max) { temp = min; min = max; max = temp; } d = Math.max(min, d); maxValue = Math.min(max, maxValue); if (d > maxValue) { return false; } } if (Math.abs(this.direction.y) < 0.0000001) { if (this.origin.y < minimum.y || this.origin.y > maximum.y) { return false; } } else { inv = 1.0 / this.direction.y; min = (minimum.y - this.origin.y) * inv; max = (maximum.y - this.origin.y) * inv; if (max === -Infinity) { max = Infinity; } if (min > max) { temp = min; min = max; max = temp; } d = Math.max(min, d); maxValue = Math.min(max, maxValue); if (d > maxValue) { return false; } } if (Math.abs(this.direction.z) < 0.0000001) { if (this.origin.z < minimum.z || this.origin.z > maximum.z) { return false; } } else { inv = 1.0 / this.direction.z; min = (minimum.z - this.origin.z) * inv; max = (maximum.z - this.origin.z) * inv; if (max === -Infinity) { max = Infinity; } if (min > max) { temp = min; min = max; max = temp; } d = Math.max(min, d); maxValue = Math.min(max, maxValue); if (d > maxValue) { return false; } } return true; } public intersectsBox(box: BoundingBox): boolean { return this.intersectsBoxMinMax(box.minimum, box.maximum); } public intersectsSphere(sphere): boolean { var x = sphere.center.x - this.origin.x; var y = sphere.center.y - this.origin.y; var z = sphere.center.z - this.origin.z; var pyth = (x * x) + (y * y) + (z * z); var rr = sphere.radius * sphere.radius; if (pyth <= rr) { return true; } var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z); if (dot < 0.0) { return false; } var temp = pyth - (dot * dot); return temp <= rr; } public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo { if (!this._edge1) { this._edge1 = Vector3.Zero(); this._edge2 = Vector3.Zero(); this._pvec = Vector3.Zero(); this._tvec = Vector3.Zero(); this._qvec = Vector3.Zero(); } vertex1.subtractToRef(vertex0, this._edge1); vertex2.subtractToRef(vertex0, this._edge2); Vector3.CrossToRef(this.direction, this._edge2, this._pvec); var det = Vector3.Dot(this._edge1, this._pvec); if (det === 0) { return null; } var invdet = 1 / det; this.origin.subtractToRef(vertex0, this._tvec); var bu = Vector3.Dot(this._tvec, this._pvec) * invdet; if (bu < 0 || bu > 1.0) { return null; } Vector3.CrossToRef(this._tvec, this._edge1, this._qvec); var bv = Vector3.Dot(this.direction, this._qvec) * invdet; if (bv < 0 || bu + bv > 1.0) { return null; } //check if the distance is longer than the predefined length. var distance = Vector3.Dot(this._edge2, this._qvec) * invdet; if (distance > this.length) { return null; } return new IntersectionInfo(bu, bv, distance); } public intersectsPlane(plane: Plane): number { var distance: number; var result1 = Vector3.Dot(plane.normal, this.direction); if (Math.abs(result1) < 9.99999997475243E-07) { return null; } else { var result2 = Vector3.Dot(plane.normal, this.origin); distance = (-plane.d - result2) / result1; if (distance < 0.0) { if (distance < -9.99999997475243E-07) { return null; } else { return 0; } } return distance; } } // Statics public static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray { var start = Vector3.Unproject(new Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection); var end = Vector3.Unproject(new Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection); var direction = end.subtract(start); direction.normalize(); return new Ray(start, direction); } /** * 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 * transformed to the given world matrix. * @param origin The origin point * @param end The end point * @param world a matrix to transform the ray to. Default is the identity matrix. */ public static CreateNewFromTo(origin: Vector3, end: Vector3, world: Matrix = Matrix.Identity()): Ray { var direction = end.subtract(origin); var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z)); direction.normalize(); return Ray.Transform(new Ray(origin, direction, length), world); } public static Transform(ray: Ray, matrix: Matrix): Ray { var newOrigin = Vector3.TransformCoordinates(ray.origin, matrix); var newDirection = Vector3.TransformNormal(ray.direction, matrix); return new Ray(newOrigin, newDirection, ray.length); } } }