three
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JavaScript 3D library
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JavaScript
import { Vector3 } from '../math/Vector3.js';
import { Vector2 } from '../math/Vector2.js';
import { Sphere } from '../math/Sphere.js';
import { Ray } from '../math/Ray.js';
import { Matrix4 } from '../math/Matrix4.js';
import { Object3D } from '../core/Object3D.js';
import { Triangle } from '../math/Triangle.js';
import { BackSide, FrontSide } from '../constants.js';
import { MeshBasicMaterial } from '../materials/MeshBasicMaterial.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
const _inverseMatrix = /*@__PURE__*/ new Matrix4();
const _ray = /*@__PURE__*/ new Ray();
const _sphere = /*@__PURE__*/ new Sphere();
const _sphereHitAt = /*@__PURE__*/ new Vector3();
const _vA = /*@__PURE__*/ new Vector3();
const _vB = /*@__PURE__*/ new Vector3();
const _vC = /*@__PURE__*/ new Vector3();
const _tempA = /*@__PURE__*/ new Vector3();
const _morphA = /*@__PURE__*/ new Vector3();
const _intersectionPoint = /*@__PURE__*/ new Vector3();
const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
/**
* Class representing triangular polygon mesh based objects.
*
* ```js
* const geometry = new THREE.BoxGeometry( 1, 1, 1 );
* const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
* const mesh = new THREE.Mesh( geometry, material );
* scene.add( mesh );
* ```
*
* @augments Object3D
*/
class Mesh extends Object3D {
/**
* Constructs a new mesh.
*
* @param {BufferGeometry} [geometry] - The mesh geometry.
* @param {Material|Array<Material>} [material] - The mesh material.
*/
constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isMesh = true;
this.type = 'Mesh';
/**
* The mesh geometry.
*
* @type {BufferGeometry}
*/
this.geometry = geometry;
/**
* The mesh material.
*
* @type {Material|Array<Material>}
* @default MeshBasicMaterial
*/
this.material = material;
/**
* A dictionary representing the morph targets in the geometry. The key is the
* morph targets name, the value its attribute index. This member is `undefined`
* by default and only set when morph targets are detected in the geometry.
*
* @type {Object<String,number>|undefined}
* @default undefined
*/
this.morphTargetDictionary = undefined;
/**
* An array of weights typically in the range `[0,1]` that specify how much of the morph
* is applied. This member is `undefined` by default and only set when morph targets are
* detected in the geometry.
*
* @type {Array<number>|undefined}
* @default undefined
*/
this.morphTargetInfluences = undefined;
this.updateMorphTargets();
}
copy( source, recursive ) {
super.copy( source, recursive );
if ( source.morphTargetInfluences !== undefined ) {
this.morphTargetInfluences = source.morphTargetInfluences.slice();
}
if ( source.morphTargetDictionary !== undefined ) {
this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
}
this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
this.geometry = source.geometry;
return this;
}
/**
* Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
* to make sure existing morph targets can influence this 3D object.
*/
updateMorphTargets() {
const geometry = this.geometry;
const morphAttributes = geometry.morphAttributes;
const keys = Object.keys( morphAttributes );
if ( keys.length > 0 ) {
const morphAttribute = morphAttributes[ keys[ 0 ] ];
if ( morphAttribute !== undefined ) {
this.morphTargetInfluences = [];
this.morphTargetDictionary = {};
for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
const name = morphAttribute[ m ].name || String( m );
this.morphTargetInfluences.push( 0 );
this.morphTargetDictionary[ name ] = m;
}
}
}
}
/**
* Returns the local-space position of the vertex at the given index, taking into
* account the current animation state of both morph targets and skinning.
*
* @param {number} index - The vertex index.
* @param {Vector3} target - The target object that is used to store the method's result.
* @return {Vector3} The vertex position in local space.
*/
getVertexPosition( index, target ) {
const geometry = this.geometry;
const position = geometry.attributes.position;
const morphPosition = geometry.morphAttributes.position;
const morphTargetsRelative = geometry.morphTargetsRelative;
target.fromBufferAttribute( position, index );
const morphInfluences = this.morphTargetInfluences;
if ( morphPosition && morphInfluences ) {
_morphA.set( 0, 0, 0 );
for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
const influence = morphInfluences[ i ];
const morphAttribute = morphPosition[ i ];
if ( influence === 0 ) continue;
_tempA.fromBufferAttribute( morphAttribute, index );
if ( morphTargetsRelative ) {
_morphA.addScaledVector( _tempA, influence );
} else {
_morphA.addScaledVector( _tempA.sub( target ), influence );
}
}
target.add( _morphA );
}
return target;
}
/**
* Computes intersection points between a casted ray and this line.
*
* @param {Raycaster} raycaster - The raycaster.
* @param {Array<Object>} intersects - The target array that holds the intersection points.
*/
raycast( raycaster, intersects ) {
const geometry = this.geometry;
const material = this.material;
const matrixWorld = this.matrixWorld;
if ( material === undefined ) return;
// test with bounding sphere in world space
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_sphere.copy( geometry.boundingSphere );
_sphere.applyMatrix4( matrixWorld );
// check distance from ray origin to bounding sphere
_ray.copy( raycaster.ray ).recast( raycaster.near );
if ( _sphere.containsPoint( _ray.origin ) === false ) {
if ( _ray.intersectSphere( _sphere, _sphereHitAt ) === null ) return;
if ( _ray.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
}
// convert ray to local space of mesh
_inverseMatrix.copy( matrixWorld ).invert();
_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
// test with bounding box in local space
if ( geometry.boundingBox !== null ) {
if ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;
}
// test for intersections with geometry
this._computeIntersections( raycaster, intersects, _ray );
}
_computeIntersections( raycaster, intersects, rayLocalSpace ) {
let intersection;
const geometry = this.geometry;
const material = this.material;
const index = geometry.index;
const position = geometry.attributes.position;
const uv = geometry.attributes.uv;
const uv1 = geometry.attributes.uv1;
const normal = geometry.attributes.normal;
const groups = geometry.groups;
const drawRange = geometry.drawRange;
if ( index !== null ) {
// indexed buffer geometry
if ( Array.isArray( material ) ) {
for ( let i = 0, il = groups.length; i < il; i ++ ) {
const group = groups[ i ];
const groupMaterial = material[ group.materialIndex ];
const start = Math.max( group.start, drawRange.start );
const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
for ( let j = start, jl = end; j < jl; j += 3 ) {
const a = index.getX( j );
const b = index.getX( j + 1 );
const c = index.getX( j + 2 );
intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
intersection.face.materialIndex = group.materialIndex;
intersects.push( intersection );
}
}
}
} else {
const start = Math.max( 0, drawRange.start );
const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, il = end; i < il; i += 3 ) {
const a = index.getX( i );
const b = index.getX( i + 1 );
const c = index.getX( i + 2 );
intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
intersects.push( intersection );
}
}
}
} else if ( position !== undefined ) {
// non-indexed buffer geometry
if ( Array.isArray( material ) ) {
for ( let i = 0, il = groups.length; i < il; i ++ ) {
const group = groups[ i ];
const groupMaterial = material[ group.materialIndex ];
const start = Math.max( group.start, drawRange.start );
const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
for ( let j = start, jl = end; j < jl; j += 3 ) {
const a = j;
const b = j + 1;
const c = j + 2;
intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
intersection.face.materialIndex = group.materialIndex;
intersects.push( intersection );
}
}
}
} else {
const start = Math.max( 0, drawRange.start );
const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, il = end; i < il; i += 3 ) {
const a = i;
const b = i + 1;
const c = i + 2;
intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
intersects.push( intersection );
}
}
}
}
}
}
function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
let intersect;
if ( material.side === BackSide ) {
intersect = ray.intersectTriangle( pC, pB, pA, true, point );
} else {
intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
}
if ( intersect === null ) return null;
_intersectionPointWorld.copy( point );
_intersectionPointWorld.applyMatrix4( object.matrixWorld );
const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
if ( distance < raycaster.near || distance > raycaster.far ) return null;
return {
distance: distance,
point: _intersectionPointWorld.clone(),
object: object
};
}
function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
object.getVertexPosition( a, _vA );
object.getVertexPosition( b, _vB );
object.getVertexPosition( c, _vC );
const intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );
if ( intersection ) {
const barycoord = new Vector3();
Triangle.getBarycoord( _intersectionPoint, _vA, _vB, _vC, barycoord );
if ( uv ) {
intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
}
if ( uv1 ) {
intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
}
if ( normal ) {
intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
if ( intersection.normal.dot( ray.direction ) > 0 ) {
intersection.normal.multiplyScalar( - 1 );
}
}
const face = {
a: a,
b: b,
c: c,
normal: new Vector3(),
materialIndex: 0
};
Triangle.getNormal( _vA, _vB, _vC, face.normal );
intersection.face = face;
intersection.barycoord = barycoord;
}
return intersection;
}
export { Mesh };