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- module BABYLON {
- export class Ray {
- private _edge1: Vector3;
- private _edge2: Vector3;
- private _pvec: Vector3;
- private _tvec: Vector3;
- private _qvec: Vector3;
- private _renderPoints: Vector3[];
- private _renderLine: LinesMesh;
- private _renderFunction: () => void;
- private _scene: Scene;
- private _show = false;
- private _tmpRay: Ray;
- 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: BoundingSphere): 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;
- }
- }
- public intersectsMesh(mesh:AbstractMesh, fastCheck?: boolean): PickingInfo {
- var tm = Tmp.Matrix[0];
- mesh.getWorldMatrix().invertToRef(tm);
- if(this._tmpRay){
- Ray.TransformToRef(this, tm, this._tmpRay);
- }else{
- this._tmpRay = Ray.Transform(this, tm);
- }
- return mesh.intersects(this._tmpRay, fastCheck);
- }
- public show(scene:Scene, color:Color3): void{
- if(!this._show){
- this._renderFunction = this._render.bind(this);
- this._show = true;
- this._scene = scene;
- this._renderPoints = [this.origin, this.origin.add(this.direction.scale(this.length))];
- this._renderLine = Mesh.CreateLines("ray", this._renderPoints, scene, true);
- this._scene.registerBeforeRender(this._renderFunction);
- }
- if (color) {
- this._renderLine.color.copyFrom(color);
- }
- }
- public hide(): void{
- if(this._show){
- this._show = false;
- this._scene.unregisterBeforeRender(this._renderFunction);
- this._scene = null;
- }
- if(this._renderLine){
- this._renderLine.dispose();
- this._renderLine = null;
- this._renderPoints = null;
- }
- }
- private _render(): void {
- var point = this._renderPoints[1];
- var len = Math.min(this.length, 1000000);
-
- point.copyFrom(this.direction);
- point.scaleInPlace(len);
- point.addInPlace(this.origin);
- Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
- }
- private static smallnum = 0.00000001;
- private static rayl = 10e8;
- /**
- * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
- * @param sega the first point of the segment to test the intersection against
- * @param segb the second point of the segment to test the intersection against
- * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
- * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
- */
- intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number {
- var rsegb = this.origin.add(this.direction.multiplyByFloats(Ray.rayl, Ray.rayl, Ray.rayl));
- var u = segb.subtract(sega);
- var v = rsegb.subtract(this.origin);
- var w = sega.subtract(this.origin);
- var a = Vector3.Dot(u, u); // always >= 0
- var b = Vector3.Dot(u, v);
- var c = Vector3.Dot(v, v); // always >= 0
- var d = Vector3.Dot(u, w);
- var e = Vector3.Dot(v, w);
- var D = a * c - b * b; // always >= 0
- var sc: number, sN: number, sD = D; // sc = sN / sD, default sD = D >= 0
- var tc: number, tN: number, tD = D; // tc = tN / tD, default tD = D >= 0
- // compute the line parameters of the two closest points
- if (D < Ray.smallnum) { // the lines are almost parallel
- sN = 0.0; // force using point P0 on segment S1
- sD = 1.0; // to prevent possible division by 0.0 later
- tN = e;
- tD = c;
- }
- else { // get the closest points on the infinite lines
- sN = (b * e - c * d);
- tN = (a * e - b * d);
- if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
- sN = 0.0;
- tN = e;
- tD = c;
- } else if (sN > sD) { // sc > 1 => the s=1 edge is visible
- sN = sD;
- tN = e + b;
- tD = c;
- }
- }
- if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
- tN = 0.0;
- // recompute sc for this edge
- if (-d < 0.0) {
- sN = 0.0;
- } else if (-d > a)
- sN = sD;
- else {
- sN = -d;
- sD = a;
- }
- } else if (tN > tD) { // tc > 1 => the t=1 edge is visible
- tN = tD;
- // recompute sc for this edge
- if ((-d + b) < 0.0) {
- sN = 0;
- } else if ((-d + b) > a) {
- sN = sD;
- } else {
- sN = (-d + b);
- sD = a;
- }
- }
- // finally do the division to get sc and tc
- sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
- tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
- // get the difference of the two closest points
- let qtc = v.multiplyByFloats(tc, tc, tc);
- var dP = w.add(u.multiplyByFloats(sc, sc, sc)).subtract(qtc); // = S1(sc) - S2(tc)
- var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
- if (isIntersected) {
- return qtc.length();
- }
- return -1;
- }
- // 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);
- newDirection.normalize();
- return new Ray(newOrigin, newDirection, ray.length);
- }
- public static TransformToRef(ray: Ray, matrix: Matrix, result:Ray): void {
-
- Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
- Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
- ray.direction.normalize();
-
- }
- }
- }
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