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- import { DeepImmutable, Nullable, float } from "../types";
- import { ArrayTools } from "../Misc/arrayTools";
- import { Matrix, Vector3, Plane, Tmp } from "../Maths/math";
- import { AbstractMesh } from "../Meshes/abstractMesh";
- import { PickingInfo } from "../Collisions/pickingInfo";
- import { IntersectionInfo } from "../Collisions/intersectionInfo";
- import { BoundingBox } from "./boundingBox";
- import { BoundingSphere } from "./boundingSphere";
- import { Scene } from '../scene';
- import { Camera } from '../Cameras/camera';
- /**
- * Class representing a ray with position and direction
- */
- export class Ray {
- private static readonly TmpVector3 = ArrayTools.BuildArray(6, Vector3.Zero);
- private _tmpRay: Ray;
- /**
- * Creates a new ray
- * @param origin origin point
- * @param direction direction
- * @param length length of the ray
- */
- constructor(
- /** origin point */
- public origin: Vector3,
- /** direction */
- public direction: Vector3,
- /** length of the ray */
- public length: number = Number.MAX_VALUE) {
- }
- // Methods
- /**
- * Checks if the ray intersects a box
- * @param minimum bound of the box
- * @param maximum bound of the box
- * @param intersectionTreshold extra extend to be added to the box in all direction
- * @returns if the box was hit
- */
- public intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold: number = 0): boolean {
- const newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
- const newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
- 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 < newMinimum.x || this.origin.x > newMaximum.x) {
- return false;
- }
- }
- else {
- inv = 1.0 / this.direction.x;
- min = (newMinimum.x - this.origin.x) * inv;
- max = (newMaximum.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 < newMinimum.y || this.origin.y > newMaximum.y) {
- return false;
- }
- }
- else {
- inv = 1.0 / this.direction.y;
- min = (newMinimum.y - this.origin.y) * inv;
- max = (newMaximum.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 < newMinimum.z || this.origin.z > newMaximum.z) {
- return false;
- }
- }
- else {
- inv = 1.0 / this.direction.z;
- min = (newMinimum.z - this.origin.z) * inv;
- max = (newMaximum.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;
- }
- /**
- * Checks if the ray intersects a box
- * @param box the bounding box to check
- * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
- * @returns if the box was hit
- */
- public intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold: number = 0): boolean {
- return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
- }
- /**
- * If the ray hits a sphere
- * @param sphere the bounding sphere to check
- * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
- * @returns true if it hits the sphere
- */
- public intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold: number = 0): 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);
- const radius = sphere.radius + intersectionTreshold;
- var rr = radius * 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;
- }
- /**
- * If the ray hits a triange
- * @param vertex0 triangle vertex
- * @param vertex1 triangle vertex
- * @param vertex2 triangle vertex
- * @returns intersection information if hit
- */
- public intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo> {
- const edge1 = Ray.TmpVector3[0];
- const edge2 = Ray.TmpVector3[1];
- const pvec = Ray.TmpVector3[2];
- const tvec = Ray.TmpVector3[3];
- const qvec = Ray.TmpVector3[4];
- vertex1.subtractToRef(vertex0, edge1);
- vertex2.subtractToRef(vertex0, edge2);
- Vector3.CrossToRef(this.direction, edge2, pvec);
- var det = Vector3.Dot(edge1, pvec);
- if (det === 0) {
- return null;
- }
- var invdet = 1 / det;
- this.origin.subtractToRef(vertex0, tvec);
- var bu = Vector3.Dot(tvec, pvec) * invdet;
- if (bu < 0 || bu > 1.0) {
- return null;
- }
- Vector3.CrossToRef(tvec, edge1, qvec);
- var bv = Vector3.Dot(this.direction, 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(edge2, qvec) * invdet;
- if (distance > this.length) {
- return null;
- }
- return new IntersectionInfo(bu, bv, distance);
- }
- /**
- * Checks if ray intersects a plane
- * @param plane the plane to check
- * @returns the distance away it was hit
- */
- public intersectsPlane(plane: DeepImmutable<Plane>): Nullable<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;
- }
- }
- /**
- * Checks if ray intersects a mesh
- * @param mesh the mesh to check
- * @param fastCheck if only the bounding box should checked
- * @returns picking info of the intersecton
- */
- public intersectsMesh(mesh: DeepImmutable<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);
- }
- /**
- * Checks if ray intersects a mesh
- * @param meshes the meshes to check
- * @param fastCheck if only the bounding box should checked
- * @param results array to store result in
- * @returns Array of picking infos
- */
- public intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo> {
- if (results) {
- results.length = 0;
- } else {
- results = [];
- }
- for (var i = 0; i < meshes.length; i++) {
- var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
- if (pickInfo.hit) {
- results.push(pickInfo);
- }
- }
- results.sort(this._comparePickingInfo);
- return results;
- }
- private _comparePickingInfo(pickingInfoA: DeepImmutable<PickingInfo>, pickingInfoB: DeepImmutable<PickingInfo>): number {
- if (pickingInfoA.distance < pickingInfoB.distance) {
- return -1;
- } else if (pickingInfoA.distance > pickingInfoB.distance) {
- return 1;
- } else {
- return 0;
- }
- }
- 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: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number {
- const o = this.origin;
- const u = Tmp.Vector3[0];
- const rsegb = Tmp.Vector3[1];
- const v = Tmp.Vector3[2];
- const w = Tmp.Vector3[3];
- segb.subtractToRef(sega, u);
- this.direction.scaleToRef(Ray.rayl, v);
- o.addToRef(v, rsegb);
- sega.subtractToRef(o, w);
- 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
- const qtc = Tmp.Vector3[4];
- v.scaleToRef(tc, qtc);
- const qsc = Tmp.Vector3[5];
- u.scaleToRef(sc, qsc);
- qsc.addInPlace(w);
- const dP = Tmp.Vector3[6];
- qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
- var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
- if (isIntersected) {
- return qsc.length();
- }
- return -1;
- }
- /**
- * Update the ray from viewport position
- * @param x position
- * @param y y position
- * @param viewportWidth viewport width
- * @param viewportHeight viewport height
- * @param world world matrix
- * @param view view matrix
- * @param projection projection matrix
- * @returns this ray updated
- */
- public update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray {
- this.unprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection);
- return this;
- }
- // Statics
- /**
- * Creates a ray with origin and direction of 0,0,0
- * @returns the new ray
- */
- public static Zero(): Ray {
- return new Ray(Vector3.Zero(), Vector3.Zero());
- }
- /**
- * Creates a new ray from screen space and viewport
- * @param x position
- * @param y y position
- * @param viewportWidth viewport width
- * @param viewportHeight viewport height
- * @param world world matrix
- * @param view view matrix
- * @param projection projection matrix
- * @returns new ray
- */
- public static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray {
- let result = Ray.Zero();
- return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
- }
- /**
- * 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.
- * @returns the new ray
- */
- public static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world: DeepImmutable<Matrix> = Matrix.IdentityReadOnly): 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);
- }
- /**
- * Transforms a ray by a matrix
- * @param ray ray to transform
- * @param matrix matrix to apply
- * @returns the resulting new ray
- */
- public static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray {
- var result = new Ray(new Vector3(0, 0, 0), new Vector3(0, 0, 0));
- Ray.TransformToRef(ray, matrix, result);
- return result;
- }
- /**
- * Transforms a ray by a matrix
- * @param ray ray to transform
- * @param matrix matrix to apply
- * @param result ray to store result in
- */
- public static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void {
- Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
- Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
- result.length = ray.length;
- var dir = result.direction;
- var len = dir.length();
- if (!(len === 0 || len === 1)) {
- var num = 1.0 / len;
- dir.x *= num;
- dir.y *= num;
- dir.z *= num;
- result.length *= len;
- }
- }
- /**
- * Unproject a ray from screen space to object space
- * @param sourceX defines the screen space x coordinate to use
- * @param sourceY defines the screen space y coordinate to use
- * @param viewportWidth defines the current width of the viewport
- * @param viewportHeight defines the current height of the viewport
- * @param world defines the world matrix to use (can be set to Identity to go to world space)
- * @param view defines the view matrix to use
- * @param projection defines the projection matrix to use
- */
- public unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void {
- var matrix = Tmp.Matrix[0];
- world.multiplyToRef(view, matrix);
- matrix.multiplyToRef(projection, matrix);
- matrix.invert();
- var nearScreenSource = Tmp.Vector3[0];
- nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
- nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
- nearScreenSource.z = -1.0;
- var farScreenSource = Tmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
- const nearVec3 = Tmp.Vector3[2];
- const farVec3 = Tmp.Vector3[3];
- Vector3._UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
- Vector3._UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
- this.origin.copyFrom(nearVec3);
- farVec3.subtractToRef(nearVec3, this.direction);
- this.direction.normalize();
- }
- }
- // Picking
- declare module "../scene" {
- export interface Scene {
- /** @hidden */
- _tempPickingRay: Nullable<Ray>;
- /** @hidden */
- _cachedRayForTransform: Ray;
- /** @hidden */
- _pickWithRayInverseMatrix: Matrix;
- /** @hidden */
- _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
- /** @hidden */
- _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean): Nullable<PickingInfo[]>;
- }
- }
- Scene.prototype.createPickingRay = function(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace = false): Ray {
- let result = Ray.Zero();
- this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
- return result;
- };
- Scene.prototype.createPickingRayToRef = function(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace = false): Scene {
- var engine = this.getEngine();
- if (!camera) {
- if (!this.activeCamera) {
- throw new Error("Active camera not set");
- }
- camera = this.activeCamera;
- }
- var cameraViewport = camera.viewport;
- var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
- // Moving coordinates to local viewport world
- x = x / engine.getHardwareScalingLevel() - viewport.x;
- y = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - viewport.y - viewport.height);
- result.update(x, y, viewport.width, viewport.height, world ? world : Matrix.IdentityReadOnly, cameraViewSpace ? Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
- return this;
- };
- Scene.prototype.createPickingRayInCameraSpace = function(x: number, y: number, camera?: Camera): Ray {
- let result = Ray.Zero();
- this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
- return result;
- };
- Scene.prototype.createPickingRayInCameraSpaceToRef = function(x: number, y: number, result: Ray, camera?: Camera): Scene {
- if (!PickingInfo) {
- return this;
- }
- var engine = this.getEngine();
- if (!camera) {
- if (!this.activeCamera) {
- throw new Error("Active camera not set");
- }
- camera = this.activeCamera;
- }
- var cameraViewport = camera.viewport;
- var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
- var identity = Matrix.Identity();
- // Moving coordinates to local viewport world
- x = x / engine.getHardwareScalingLevel() - viewport.x;
- y = y / engine.getHardwareScalingLevel() - (engine.getRenderHeight() - viewport.y - viewport.height);
- result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
- return this;
- };
- Scene.prototype._internalPick = function(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean): Nullable<PickingInfo> {
- if (!PickingInfo) {
- return null;
- }
- var pickingInfo = null;
- for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
- var mesh = this.meshes[meshIndex];
- if (predicate) {
- if (!predicate(mesh)) {
- continue;
- }
- } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
- continue;
- }
- var world = mesh.getWorldMatrix();
- var ray = rayFunction(world);
- var result = mesh.intersects(ray, fastCheck);
- if (!result || !result.hit) {
- continue;
- }
- if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
- continue;
- }
- pickingInfo = result;
- if (fastCheck) {
- break;
- }
- }
- return pickingInfo || new PickingInfo();
- };
- Scene.prototype._internalMultiPick = function(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean): Nullable<PickingInfo[]> {
- if (!PickingInfo) {
- return null;
- }
- var pickingInfos = new Array<PickingInfo>();
- for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
- var mesh = this.meshes[meshIndex];
- if (predicate) {
- if (!predicate(mesh)) {
- continue;
- }
- } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
- continue;
- }
- var world = mesh.getWorldMatrix();
- var ray = rayFunction(world);
- var result = mesh.intersects(ray, false);
- if (!result || !result.hit) {
- continue;
- }
- pickingInfos.push(result);
- }
- return pickingInfos;
- };
- Scene.prototype.pick = function(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>): Nullable<PickingInfo> {
- if (!PickingInfo) {
- return null;
- }
- var result = this._internalPick((world) => {
- if (!this._tempPickingRay) {
- this._tempPickingRay = Ray.Zero();
- }
- this.createPickingRayToRef(x, y, world, this._tempPickingRay, camera || null);
- return this._tempPickingRay;
- }, predicate, fastCheck);
- if (result) {
- result.ray = this.createPickingRay(x, y, Matrix.Identity(), camera || null);
- }
- return result;
- };
- Scene.prototype.pickWithRay = function(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean): Nullable<PickingInfo> {
- var result = this._internalPick((world) => {
- if (!this._pickWithRayInverseMatrix) {
- this._pickWithRayInverseMatrix = Matrix.Identity();
- }
- world.invertToRef(this._pickWithRayInverseMatrix);
- if (!this._cachedRayForTransform) {
- this._cachedRayForTransform = Ray.Zero();
- }
- Ray.TransformToRef(ray, this._pickWithRayInverseMatrix, this._cachedRayForTransform);
- return this._cachedRayForTransform;
- }, predicate, fastCheck);
- if (result) {
- result.ray = ray;
- }
- return result;
- };
- Scene.prototype.multiPick = function(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera): Nullable<PickingInfo[]> {
- return this._internalMultiPick((world) => this.createPickingRay(x, y, world, camera || null), predicate);
- };
- Scene.prototype.multiPickWithRay = function(ray: Ray, predicate: (mesh: AbstractMesh) => boolean): Nullable<PickingInfo[]> {
- return this._internalMultiPick((world) => {
- if (!this._pickWithRayInverseMatrix) {
- this._pickWithRayInverseMatrix = Matrix.Identity();
- }
- world.invertToRef(this._pickWithRayInverseMatrix);
- if (!this._cachedRayForTransform) {
- this._cachedRayForTransform = Ray.Zero();
- }
- Ray.TransformToRef(ray, this._pickWithRayInverseMatrix, this._cachedRayForTransform);
- return this._cachedRayForTransform;
- }, predicate);
- };
- Camera.prototype.getForwardRay = function(length = 100, transform?: Matrix, origin?: Vector3): Ray {
- if (!transform) {
- transform = this.getWorldMatrix();
- }
- if (!origin) {
- origin = this.position;
- }
- var forward = this._scene.useRightHandedSystem ? new Vector3(0, 0, -1) : new Vector3(0, 0, 1);
- var forwardWorld = Vector3.TransformNormal(forward, transform);
- var direction = Vector3.Normalize(forwardWorld);
- return new Ray(origin, direction, length);
- };
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