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three

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JavaScript 3D library

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import { Matrix4 } from '../math/Matrix4.js'; import { Ray } from '../math/Ray.js'; import { Layers } from './Layers.js'; const _matrix = /*@__PURE__*/ new Matrix4(); /** * This class is designed to assist with raycasting. Raycasting is used for * mouse picking (working out what objects in the 3d space the mouse is over) * amongst other things. */ class Raycaster { /** * Constructs a new raycaster. * * @param {Vector3} origin - The origin vector where the ray casts from. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray. * @param {number} [near=0] - All results returned are further away than near. Near can't be negative. * @param {number} [far=Infinity] - All results returned are closer than far. Far can't be lower than near. */ constructor( origin, direction, near = 0, far = Infinity ) { /** * The ray used for raycasting. * * @type {Ray} */ this.ray = new Ray( origin, direction ); /** * All results returned are further away than near. Near can't be negative. * * @type {number} * @default 0 */ this.near = near; /** * All results returned are further away than near. Near can't be negative. * * @type {number} * @default Infinity */ this.far = far; /** * The camera to use when raycasting against view-dependent objects such as * billboarded objects like sprites. This field can be set manually or * is set when calling `setFromCamera()`. * * @type {?Camera} * @default null */ this.camera = null; /** * Allows to selectively ignore 3D objects when performing intersection tests. * The following code example ensures that only 3D objects on layer `1` will be * honored by raycaster. * ```js * raycaster.layers.set( 1 ); * object.layers.enable( 1 ); * ``` * * @type {Layers} */ this.layers = new Layers(); /** * A parameter object that configures the raycasting. It has the structure: * * ``` * { * Mesh: {}, * Line: { threshold: 1 }, * LOD: {}, * Points: { threshold: 1 }, * Sprite: {} * } * ``` * Where `threshold` is the precision of the raycaster when intersecting objects, in world units. * * @type {Object} */ this.params = { Mesh: {}, Line: { threshold: 1 }, LOD: {}, Points: { threshold: 1 }, Sprite: {} }; } /** * Updates the ray with a new origin and direction by copying the values from the arguments. * * @param {Vector3} origin - The origin vector where the ray casts from. * @param {Vector3} direction - The (normalized) direction vector that gives direction to the ray. */ set( origin, direction ) { // direction is assumed to be normalized (for accurate distance calculations) this.ray.set( origin, direction ); } /** * Uses the given coordinates and camera to compute a new origin and direction for the internal ray. * * @param {Vector2} coords - 2D coordinates of the mouse, in normalized device coordinates (NDC). * X and Y components should be between `-1` and `1`. * @param {Camera} camera - The camera from which the ray should originate. */ setFromCamera( coords, camera ) { if ( camera.isPerspectiveCamera ) { this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); this.camera = camera; } else if ( camera.isOrthographicCamera ) { this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); this.camera = camera; } else { console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type ); } } /** * Uses the given WebXR controller to compute a new origin and direction for the internal ray. * * @param {WebXRController} controller - The controller to copy the position and direction from. * @return {Raycaster} A reference to this raycaster. */ setFromXRController( controller ) { _matrix.identity().extractRotation( controller.matrixWorld ); this.ray.origin.setFromMatrixPosition( controller.matrixWorld ); this.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix ); return this; } /** * The intersection point of a raycaster intersection test. * @typedef {Object} Raycaster~Intersection * @property {number} distance - The distance from the ray's origin to the intersection point. * @property {number} distanceToRay - Some 3D objects e.g. {@link Points} provide the distance of the * intersection to the nearest point on the ray. For other objects it will be `undefined`. * @property {Vector3} point - The intersection point, in world coordinates. * @property {Object} face - The face that has been intersected. * @property {number} faceIndex - The face index. * @property {Object3D} object - The 3D object that has been intersected. * @property {Vector2} uv - U,V coordinates at point of intersection. * @property {Vector2} uv1 - Second set of U,V coordinates at point of intersection. * @property {Vector3} uv1 - Interpolated normal vector at point of intersection. * @property {number} instanceId - The index number of the instance where the ray * intersects the {@link InstancedMesh}. */ /** * Checks all intersection between the ray and the object with or without the * descendants. Intersections are returned sorted by distance, closest first. * * `Raycaster` delegates to the `raycast()` method of the passed 3D object, when * evaluating whether the ray intersects the object or not. This allows meshes to respond * differently to ray casting than lines or points. * * Note that for meshes, faces must be pointed towards the origin of the ray in order * to be detected; intersections of the ray passing through the back of a face will not * be detected. To raycast against both faces of an object, you'll want to set {@link Material#side} * to `THREE.DoubleSide`. * * @param {Object3D} object - The 3D object to check for intersection with the ray. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants. * Otherwise it only checks intersection with the object. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method. * @return {Array<Raycaster~Intersection>} An array holding the intersection points. */ intersectObject( object, recursive = true, intersects = [] ) { intersect( object, this, intersects, recursive ); intersects.sort( ascSort ); return intersects; } /** * Checks all intersection between the ray and the objects with or without * the descendants. Intersections are returned sorted by distance, closest first. * * @param {Array<Object3D>} objects - The 3D objects to check for intersection with the ray. * @param {boolean} [recursive=true] - If set to `true`, it also checks all descendants. * Otherwise it only checks intersection with the object. * @param {Array<Raycaster~Intersection>} [intersects=[]] The target array that holds the result of the method. * @return {Array<Raycaster~Intersection>} An array holding the intersection points. */ intersectObjects( objects, recursive = true, intersects = [] ) { for ( let i = 0, l = objects.length; i < l; i ++ ) { intersect( objects[ i ], this, intersects, recursive ); } intersects.sort( ascSort ); return intersects; } } function ascSort( a, b ) { return a.distance - b.distance; } function intersect( object, raycaster, intersects, recursive ) { let propagate = true; if ( object.layers.test( raycaster.layers ) ) { const result = object.raycast( raycaster, intersects ); if ( result === false ) propagate = false; } if ( propagate === true && recursive === true ) { const children = object.children; for ( let i = 0, l = children.length; i < l; i ++ ) { intersect( children[ i ], raycaster, intersects, true ); } } } export { Raycaster };