mage-engine
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A WebGL Javascript Game Engine, built on top of THREE.js and many other libraries.
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<h1><a href="../index.html">All files</a> / <a href="index.html">lib</a> colliders.js</h1>
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<span class="cline-any cline-neutral"> </span></td><td class="text"><pre class="prettyprint lang-js">import {
Vector3,
Raycaster
} from 'three';
import Scene from '../core/Scene';
import { Line } from '../entities';
export const DEFAULT_COLLIDER_OFFSET = <span class="cstat-no" title="statement not covered" >{ x: 0, y: 0, z: 0 };</span>
export const DEFAULT_NEAR = <span class="cstat-no" title="statement not covered" >0;</span>
export const DEFAULT_FAR = <span class="cstat-no" title="statement not covered" >10;</span>
export const getPointsFromRayCollider = <span class="cstat-no" title="statement not covered" ><span class="fstat-no" title="function not covered" >(r</span>ay, position) => {</span>
const origin = <span class="cstat-no" title="statement not covered" >position.clone();</span>
const end = <span class="cstat-no" title="statement not covered" >origin.add(ray.ray.direction.clone().multiplyScalar(ray.far));</span>
<span class="cstat-no" title="statement not covered" > return [origin, end];</span>
};
export const createColliderHelper = <span class="cstat-no" title="statement not covered" ><span class="fstat-no" title="function not covered" >(r</span>ay, position) => {</span>
<span class="cstat-no" title="statement not covered" > return new Line(getPointsFromRayCollider(ray, position));</span>
};
export const parseColliderFromDescription = <span class="cstat-no" title="statement not covered" ><span class="fstat-no" title="function not covered" >({</span> type, vector }, options, mesh, isSprite = <span class="branch-0 cbranch-no" title="branch not covered" >false)</span> => {</span>
const { near = <span class="branch-0 cbranch-no" title="branch not covered" >DEFAULT_NEAR,</span> far = <span class="branch-0 cbranch-no" title="branch not covered" >DEFAULT_FAR,</span> offset = <span class="branch-0 cbranch-no" title="branch not covered" >DEFAULT_COLLIDER_OFFSET,</span> debug = <span class="branch-0 cbranch-no" title="branch not covered" >false </span>} = <span class="cstat-no" title="statement not covered" >options;</span>
const parsedOffset = <span class="cstat-no" title="statement not covered" >{</span>
...DEFAULT_COLLIDER_OFFSET,
...offset
};
const position = <span class="cstat-no" title="statement not covered" >mesh.position</span>
.clone()
.add(new Vector3(parsedOffset.x, parsedOffset.y, parsedOffset.z));
const ray = <span class="cstat-no" title="statement not covered" >new Raycaster(position, vector, near, far);</span>
const helper = <span class="cstat-no" title="statement not covered" >debug && createColliderHelper(ray, position);</span>
<span class="cstat-no" title="statement not covered" > if (isSprite) {</span>
<span class="cstat-no" title="statement not covered" > ray.setFromCamera(position, Scene.getCameraBody());</span>
}
<span class="cstat-no" title="statement not covered" > return {</span>
type,
ray,
helper,
offset: parsedOffset
};
};</pre></td></tr></table></pre>
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at 2026-03-02T17:28:15.675Z
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