raycast method
Implementation
@override
void raycast(Raycaster raycaster, List<Intersection> intersects) {
print("==== raycast ${this} 1 ");
var geometry = this.geometry!;
var material = this.material;
var matrixWorld = this.matrixWorld;
if (material == null) return;
// Checking boundingSphere distance to ray
if (geometry.boundingSphere == null) geometry.computeBoundingSphere();
_meshsphere.copy(geometry.boundingSphere!);
_meshsphere.applyMatrix4(matrixWorld);
if (raycaster.ray.intersectsSphere(_meshsphere) == false) return;
_meshinverseMatrix.copy(matrixWorld).invert();
_meshray.copy(raycaster.ray).applyMatrix4(_meshinverseMatrix);
// Check boundingBox before continuing
if (geometry.boundingBox != null) {
if (_meshray.intersectsBox(geometry.boundingBox!) == false) return;
}
Intersection? intersection;
var index = geometry.index;
var position = geometry.attributes["position"];
var morphPosition = geometry.morphAttributes["position"];
var morphTargetsRelative = geometry.morphTargetsRelative;
var uv = geometry.attributes["uv"];
var uv2 = geometry.attributes["uv2"];
var groups = geometry.groups;
var drawRange = geometry.drawRange;
print("==== raycast ${this} index: ${index} ");
if (index != null) {
// indexed buffer geometry
if (material is List) {
for (var i = 0, il = groups.length; i < il; i++) {
var group = groups[i];
var groupMaterial = material[group["materialIndex"]];
var start = Math.max<int>(group["start"], drawRange["start"]!);
var end = Math.min<int>((group["start"] + group["count"]),
(drawRange["start"]! + drawRange["count"]!));
for (var j = start, jl = end; j < jl; j += 3) {
int a = index.getX(j)!.toInt();
int b = index.getX(j + 1)!.toInt();
int c = index.getX(j + 2)!.toInt();
intersection = checkBufferGeometryIntersection(
this,
groupMaterial,
raycaster,
_meshray,
position,
morphPosition,
morphTargetsRelative,
uv,
uv2,
a,
b,
c);
if (intersection != null) {
intersection.faceIndex = Math.floor(j / 3);
// triangle number in indexed buffer semantics
intersection.face?.materialIndex = group["materialIndex"];
intersects.add(intersection);
}
}
}
} else {
var start = Math.max(0, drawRange["start"]!);
var end =
Math.min(index.count, (drawRange["start"]! + drawRange["count"]!));
for (var i = start, il = end; i < il; i += 3) {
int a = index.getX(i)!.toInt();
int b = index.getX(i + 1)!.toInt();
int c = index.getX(i + 2)!.toInt();
intersection = checkBufferGeometryIntersection(
this,
material,
raycaster,
_meshray,
position,
morphPosition,
morphTargetsRelative,
uv,
uv2,
a,
b,
c);
if (intersection != null) {
intersection.faceIndex = Math.floor(i / 3);
// triangle number in indexed buffer semantics
intersects.add(intersection);
}
}
}
} else if (position != null) {
// non-indexed buffer geometry
if (material is List) {
for (var i = 0, il = groups.length; i < il; i++) {
var group = groups[i];
var groupMaterial = material[group["materialIndex"]];
var start = Math.max<int>(group["start"], drawRange["start"]!);
var end = Math.min<int>((group["start"] + group["count"]),
(drawRange["start"]! + drawRange["count"]!));
for (var j = start, jl = end; j < jl; j += 3) {
var a = j;
var b = j + 1;
var c = j + 2;
intersection = checkBufferGeometryIntersection(
this,
groupMaterial,
raycaster,
_meshray,
position,
morphPosition,
morphTargetsRelative,
uv,
uv2,
a,
b,
c);
if (intersection != null) {
intersection.faceIndex = Math.floor(j / 3);
// triangle number in non-indexed buffer semantics
intersection.face?.materialIndex = group["materialIndex"];
intersects.add(intersection);
}
}
}
} else {
var start = Math.max(0, drawRange["start"]!);
var end = Math.min<int>(
position.count, (drawRange["start"]! + drawRange["count"]!));
for (var i = start, il = end; i < il; i += 3) {
var a = i;
var b = i + 1;
var c = i + 2;
intersection = checkBufferGeometryIntersection(
this,
material,
raycaster,
_meshray,
position,
morphPosition,
morphTargetsRelative,
uv,
uv2,
a,
b,
c);
if (intersection != null) {
intersection.faceIndex = Math.floor(
i / 3); // triangle number in non-indexed buffer semantics
intersects.add(intersection);
}
}
}
}
}