raycast method
void
raycast(
- Raycaster raycaster,
- List<Intersection> intersects
)
override
Implementation
raycast(Raycaster raycaster, intersects) {
var start = new Vector4.init();
var end = new Vector4.init();
var ssOrigin = new Vector4.init();
var ssOrigin3 = new Vector3.init();
var mvMatrix = new Matrix4();
var line = new Line3(null, null);
var closestPoint = new Vector3.init();
if (raycaster.camera == null) {
print(
'LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2.');
}
var threshold = (raycaster.params["Line2"] != null)
? raycaster.params["Line2"].threshold ?? 0
: 0;
var ray = raycaster.ray;
var camera = raycaster.camera;
var projectionMatrix = camera.projectionMatrix;
var geometry = this.geometry!;
var material = this.material;
var resolution = material.resolution;
var lineWidth = material.linewidth + threshold;
var instanceStart = geometry.attributes["instanceStart"];
var instanceEnd = geometry.attributes["instanceEnd"];
// pick a point 1 unit out along the ray to avoid the ray origin
// sitting at the camera origin which will cause "w" to be 0 when
// applying the projection matrix.
ray.at(1, ssOrigin);
// TODO ray.at need Vec3 but ssOrigin is vec4
// ndc space [ - 1.0, 1.0 ]
ssOrigin.w = 1;
ssOrigin.applyMatrix4(camera.matrixWorldInverse);
ssOrigin.applyMatrix4(projectionMatrix);
ssOrigin.multiplyScalar(1 / ssOrigin.w);
// screen space
ssOrigin.x *= resolution.x / 2;
ssOrigin.y *= resolution.y / 2;
ssOrigin.z = 0;
ssOrigin3.copy(ssOrigin);
var matrixWorld = this.matrixWorld;
mvMatrix.multiplyMatrices(camera.matrixWorldInverse, matrixWorld);
for (var i = 0, l = instanceStart.count; i < l; i++) {
start.fromBufferAttribute(instanceStart, i);
end.fromBufferAttribute(instanceEnd, i);
start.w = 1;
end.w = 1;
// camera space
start.applyMatrix4(mvMatrix);
end.applyMatrix4(mvMatrix);
// clip space
start.applyMatrix4(projectionMatrix);
end.applyMatrix4(projectionMatrix);
// ndc space [ - 1.0, 1.0 ]
start.multiplyScalar(1 / start.w);
end.multiplyScalar(1 / end.w);
// skip the segment if it's outside the camera near and far planes
var isBehindCameraNear = start.z < -1 && end.z < -1;
var isPastCameraFar = start.z > 1 && end.z > 1;
if (isBehindCameraNear || isPastCameraFar) {
continue;
}
// screen space
start.x *= resolution.x / 2;
start.y *= resolution.y / 2;
end.x *= resolution.x / 2;
end.y *= resolution.y / 2;
// create 2d segment
line.start.copy(start);
line.start.z = 0;
line.end.copy(end);
line.end.z = 0;
// get closest point on ray to segment
var param = line.closestPointToPointParameter(ssOrigin3, true);
line.at(param, closestPoint);
// check if the intersection point is within clip space
var zPos = MathUtils.lerp(start.z, end.z, param);
var isInClipSpace = zPos >= -1 && zPos <= 1;
var isInside = ssOrigin3.distanceTo(closestPoint) < lineWidth * 0.5;
if (isInClipSpace && isInside) {
line.start.fromBufferAttribute(instanceStart, i);
line.end.fromBufferAttribute(instanceEnd, i);
line.start.applyMatrix4(matrixWorld);
line.end.applyMatrix4(matrixWorld);
var pointOnLine = new Vector3.init();
var point = new Vector3.init();
ray.distanceSqToSegment(line.start, line.end, point, pointOnLine);
intersects.add(Intersection({
"point": point,
"pointOnLine": pointOnLine,
"distance": ray.origin.distanceTo(point),
"object": this,
"face": null,
"faceIndex": i,
"uv": null,
"uv2": null,
}));
}
}
}