three-mesh-bvh
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A BVH implementation to speed up raycasting against three.js meshes.
79 lines (48 loc) • 1.68 kB
JavaScript
/**
* This function performs intersection tests similar to Ray.intersectBox in three.js,
* with the difference that the box values are read from an array to improve performance.
*/
export function intersectRay( nodeIndex32, array, ray, near, far ) {
let tmin, tmax, tymin, tymax, tzmin, tzmax;
const invdirx = 1 / ray.direction.x,
invdiry = 1 / ray.direction.y,
invdirz = 1 / ray.direction.z;
const ox = ray.origin.x;
const oy = ray.origin.y;
const oz = ray.origin.z;
let minx = array[ nodeIndex32 ];
let maxx = array[ nodeIndex32 + 3 ];
let miny = array[ nodeIndex32 + 1 ];
let maxy = array[ nodeIndex32 + 3 + 1 ];
let minz = array[ nodeIndex32 + 2 ];
let maxz = array[ nodeIndex32 + 3 + 2 ];
if ( invdirx >= 0 ) {
tmin = ( minx - ox ) * invdirx;
tmax = ( maxx - ox ) * invdirx;
} else {
tmin = ( maxx - ox ) * invdirx;
tmax = ( minx - ox ) * invdirx;
}
if ( invdiry >= 0 ) {
tymin = ( miny - oy ) * invdiry;
tymax = ( maxy - oy ) * invdiry;
} else {
tymin = ( maxy - oy ) * invdiry;
tymax = ( miny - oy ) * invdiry;
}
if ( ( tmin > tymax ) || ( tymin > tmax ) ) return false;
if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
if ( invdirz >= 0 ) {
tzmin = ( minz - oz ) * invdirz;
tzmax = ( maxz - oz ) * invdirz;
} else {
tzmin = ( maxz - oz ) * invdirz;
tzmax = ( minz - oz ) * invdirz;
}
if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return false;
if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
//return point closest to the ray (positive side)
return tmin <= far && tmax >= near;
}