var BABYLON; (function (BABYLON) { var Ray = (function () { function Ray(origin, direction, length) { if (length === void 0) { length = Number.MAX_VALUE; } this.origin = origin; this.direction = direction; this.length = length; } // Methods Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) { var d = 0.0; var maxValue = Number.MAX_VALUE; var inv; var min; var max; var temp; 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; }; Ray.prototype.intersectsBox = function (box) { return this.intersectsBoxMinMax(box.minimum, box.maximum); }; Ray.prototype.intersectsSphere = function (sphere) { 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; }; Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) { if (!this._edge1) { this._edge1 = BABYLON.Vector3.Zero(); this._edge2 = BABYLON.Vector3.Zero(); this._pvec = BABYLON.Vector3.Zero(); this._tvec = BABYLON.Vector3.Zero(); this._qvec = BABYLON.Vector3.Zero(); } vertex1.subtractToRef(vertex0, this._edge1); vertex2.subtractToRef(vertex0, this._edge2); BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec); var det = BABYLON.Vector3.Dot(this._edge1, this._pvec); if (det === 0) { return null; } var invdet = 1 / det; this.origin.subtractToRef(vertex0, this._tvec); var bu = BABYLON.Vector3.Dot(this._tvec, this._pvec) * invdet; if (bu < 0 || bu > 1.0) { return null; } BABYLON.Vector3.CrossToRef(this._tvec, this._edge1, this._qvec); var bv = BABYLON.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 = BABYLON.Vector3.Dot(this._edge2, this._qvec) * invdet; if (distance > this.length) { return null; } return new BABYLON.IntersectionInfo(bu, bv, distance); }; // Statics Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) { var start = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection); var end = BABYLON.Vector3.Unproject(new BABYLON.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. */ Ray.CreateNewFromTo = function (origin, end, world) { if (world === void 0) { world = BABYLON.Matrix.Identity(); } 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); }; Ray.Transform = function (ray, matrix) { var newOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, matrix); var newDirection = BABYLON.Vector3.TransformNormal(ray.direction, matrix); return new Ray(newOrigin, newDirection, ray.length); }; return Ray; })(); BABYLON.Ray = Ray; })(BABYLON || (BABYLON = {}));