Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three-mesh-bvh /src /utils /ThreeRayIntersectUtilities.js
| import { Vector3, Vector2, Triangle, DoubleSide, BackSide } from 'three'; | |
| // Ripped and modified From THREE.js Mesh raycast | |
| // https://github.com/mrdoob/three.js/blob/0aa87c999fe61e216c1133fba7a95772b503eddf/src/objects/Mesh.js#L115 | |
| const _vA = /* @__PURE__ */ new Vector3(); | |
| const _vB = /* @__PURE__ */ new Vector3(); | |
| const _vC = /* @__PURE__ */ new Vector3(); | |
| const _uvA = /* @__PURE__ */ new Vector2(); | |
| const _uvB = /* @__PURE__ */ new Vector2(); | |
| const _uvC = /* @__PURE__ */ new Vector2(); | |
| const _normalA = /* @__PURE__ */ new Vector3(); | |
| const _normalB = /* @__PURE__ */ new Vector3(); | |
| const _normalC = /* @__PURE__ */ new Vector3(); | |
| const _intersectionPoint = /* @__PURE__ */ new Vector3(); | |
| function checkIntersection( ray, pA, pB, pC, point, side, near, far ) { | |
| let intersect; | |
| if ( side === BackSide ) { | |
| intersect = ray.intersectTriangle( pC, pB, pA, true, point ); | |
| } else { | |
| intersect = ray.intersectTriangle( pA, pB, pC, side !== DoubleSide, point ); | |
| } | |
| if ( intersect === null ) return null; | |
| const distance = ray.origin.distanceTo( point ); | |
| if ( distance < near || distance > far ) return null; | |
| return { | |
| distance: distance, | |
| point: point.clone(), | |
| }; | |
| } | |
| function checkBufferGeometryIntersection( ray, position, normal, uv, uv1, a, b, c, side, near, far ) { | |
| _vA.fromBufferAttribute( position, a ); | |
| _vB.fromBufferAttribute( position, b ); | |
| _vC.fromBufferAttribute( position, c ); | |
| const intersection = checkIntersection( ray, _vA, _vB, _vC, _intersectionPoint, side, near, far ); | |
| if ( intersection ) { | |
| if ( uv ) { | |
| _uvA.fromBufferAttribute( uv, a ); | |
| _uvB.fromBufferAttribute( uv, b ); | |
| _uvC.fromBufferAttribute( uv, c ); | |
| intersection.uv = Triangle.getInterpolation( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ); | |
| } | |
| if ( uv1 ) { | |
| _uvA.fromBufferAttribute( uv1, a ); | |
| _uvB.fromBufferAttribute( uv1, b ); | |
| _uvC.fromBufferAttribute( uv1, c ); | |
| intersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ); | |
| } | |
| if ( normal ) { | |
| _normalA.fromBufferAttribute( normal, a ); | |
| _normalB.fromBufferAttribute( normal, b ); | |
| _normalC.fromBufferAttribute( normal, c ); | |
| intersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA, _vB, _vC, _normalA, _normalB, _normalC, 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.faceIndex = a; | |
| } | |
| return intersection; | |
| } | |
| // https://github.com/mrdoob/three.js/blob/0aa87c999fe61e216c1133fba7a95772b503eddf/src/objects/Mesh.js#L258 | |
| function intersectTri( geo, side, ray, tri, intersections, near, far ) { | |
| const triOffset = tri * 3; | |
| let a = triOffset + 0; | |
| let b = triOffset + 1; | |
| let c = triOffset + 2; | |
| const index = geo.index; | |
| if ( geo.index ) { | |
| a = index.getX( a ); | |
| b = index.getX( b ); | |
| c = index.getX( c ); | |
| } | |
| const { position, normal, uv, uv1 } = geo.attributes; | |
| const intersection = checkBufferGeometryIntersection( ray, position, normal, uv, uv1, a, b, c, side, near, far ); | |
| if ( intersection ) { | |
| intersection.faceIndex = tri; | |
| if ( intersections ) intersections.push( intersection ); | |
| return intersection; | |
| } | |
| return null; | |
| } | |
| export { intersectTri }; | |
Xet Storage Details
- Size:
- 3.47 kB
- Xet hash:
- d4480e91a9e5c948c960122546d536fd2f5a7d23615ab7cffb6172282040cf05
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.