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- import { Vector3, Vector2, TmpVectors } from "../Maths/math.vector.js";
- import { VertexBuffer } from "../Buffers/buffer.js";
- /**
- * Information about the result of picking within a scene
- * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/picking_collisions
- */
- export class PickingInfo {
- constructor() {
- /**
- * If the pick collided with an object
- */
- this.hit = false;
- /**
- * Distance away where the pick collided
- */
- this.distance = 0;
- /**
- * The location of pick collision
- */
- this.pickedPoint = null;
- /**
- * The mesh corresponding the pick collision
- */
- this.pickedMesh = null;
- /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
- this.bu = 0;
- /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
- this.bv = 0;
- /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
- this.faceId = -1;
- /** The index of the face on the subMesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
- this.subMeshFaceId = -1;
- /** Id of the submesh that was picked */
- this.subMeshId = 0;
- /** If a sprite was picked, this will be the sprite the pick collided with */
- this.pickedSprite = null;
- /** If we are picking a mesh with thin instance, this will give you the picked thin instance */
- this.thinInstanceIndex = -1;
- /**
- * The ray that was used to perform the picking.
- */
- this.ray = null;
- /**
- * If a mesh was used to do the picking (eg. 6dof controller) as a "near interaction", this will be populated.
- */
- this.originMesh = null;
- /**
- * The aim-space transform of the input used for picking, if it is an XR input source.
- */
- this.aimTransform = null;
- /**
- * The grip-space transform of the input used for picking, if it is an XR input source.
- * Some XR sources, such as input coming from head mounted displays, do not have this.
- */
- this.gripTransform = null;
- }
- /**
- * Gets the normal corresponding to the face the pick collided with
- * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
- * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map (default: true)
- * @returns The normal corresponding to the face the pick collided with
- * @remarks Note that the returned normal will always point towards the picking ray.
- */
- getNormal(useWorldCoordinates = false, useVerticesNormals = true) {
- if (!this.pickedMesh || (useVerticesNormals && !this.pickedMesh.isVerticesDataPresent(VertexBuffer.NormalKind))) {
- return null;
- }
- let indices = this.pickedMesh.getIndices();
- if (indices?.length === 0) {
- indices = null;
- }
- let result;
- const tmp0 = TmpVectors.Vector3[0];
- const tmp1 = TmpVectors.Vector3[1];
- const tmp2 = TmpVectors.Vector3[2];
- if (useVerticesNormals) {
- const normals = this.pickedMesh.getVerticesData(VertexBuffer.NormalKind);
- let normal0 = indices
- ? Vector3.FromArrayToRef(normals, indices[this.faceId * 3] * 3, tmp0)
- : tmp0.copyFromFloats(normals[this.faceId * 3 * 3], normals[this.faceId * 3 * 3 + 1], normals[this.faceId * 3 * 3 + 2]);
- let normal1 = indices
- ? Vector3.FromArrayToRef(normals, indices[this.faceId * 3 + 1] * 3, tmp1)
- : tmp1.copyFromFloats(normals[(this.faceId * 3 + 1) * 3], normals[(this.faceId * 3 + 1) * 3 + 1], normals[(this.faceId * 3 + 1) * 3 + 2]);
- let normal2 = indices
- ? Vector3.FromArrayToRef(normals, indices[this.faceId * 3 + 2] * 3, tmp2)
- : tmp2.copyFromFloats(normals[(this.faceId * 3 + 2) * 3], normals[(this.faceId * 3 + 2) * 3 + 1], normals[(this.faceId * 3 + 2) * 3 + 2]);
- normal0 = normal0.scale(this.bu);
- normal1 = normal1.scale(this.bv);
- normal2 = normal2.scale(1.0 - this.bu - this.bv);
- result = new Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
- }
- else {
- const positions = this.pickedMesh.getVerticesData(VertexBuffer.PositionKind);
- const vertex1 = indices
- ? Vector3.FromArrayToRef(positions, indices[this.faceId * 3] * 3, tmp0)
- : tmp0.copyFromFloats(positions[this.faceId * 3 * 3], positions[this.faceId * 3 * 3 + 1], positions[this.faceId * 3 * 3 + 2]);
- const vertex2 = indices
- ? Vector3.FromArrayToRef(positions, indices[this.faceId * 3 + 1] * 3, tmp1)
- : tmp1.copyFromFloats(positions[(this.faceId * 3 + 1) * 3], positions[(this.faceId * 3 + 1) * 3 + 1], positions[(this.faceId * 3 + 1) * 3 + 2]);
- const vertex3 = indices
- ? Vector3.FromArrayToRef(positions, indices[this.faceId * 3 + 2] * 3, tmp2)
- : tmp2.copyFromFloats(positions[(this.faceId * 3 + 2) * 3], positions[(this.faceId * 3 + 2) * 3 + 1], positions[(this.faceId * 3 + 2) * 3 + 2]);
- const p1p2 = vertex1.subtract(vertex2);
- const p3p2 = vertex3.subtract(vertex2);
- result = Vector3.Cross(p1p2, p3p2);
- }
- const transformNormalToWorld = (pickedMesh, n) => {
- let wm = pickedMesh.getWorldMatrix();
- if (pickedMesh.nonUniformScaling) {
- TmpVectors.Matrix[0].copyFrom(wm);
- wm = TmpVectors.Matrix[0];
- wm.setTranslationFromFloats(0, 0, 0);
- wm.invert();
- wm.transposeToRef(TmpVectors.Matrix[1]);
- wm = TmpVectors.Matrix[1];
- }
- Vector3.TransformNormalToRef(n, wm, n);
- };
- if (useWorldCoordinates) {
- transformNormalToWorld(this.pickedMesh, result);
- }
- if (this.ray) {
- const normalForDirectionChecking = TmpVectors.Vector3[0].copyFrom(result);
- if (!useWorldCoordinates) {
- // the normal has not been transformed to world space as part as the normal processing, so we must do it now
- transformNormalToWorld(this.pickedMesh, normalForDirectionChecking);
- }
- // Flip the normal if the picking ray is in the same direction.
- if (Vector3.Dot(normalForDirectionChecking, this.ray.direction) > 0) {
- result.negateInPlace();
- }
- }
- result.normalize();
- return result;
- }
- /**
- * Gets the texture coordinates of where the pick occurred
- * @param uvSet The UV set to use to calculate the texture coordinates (default: VertexBuffer.UVKind)
- * @returns The vector containing the coordinates of the texture
- */
- getTextureCoordinates(uvSet = VertexBuffer.UVKind) {
- if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(uvSet)) {
- return null;
- }
- const indices = this.pickedMesh.getIndices();
- if (!indices) {
- return null;
- }
- const uvs = this.pickedMesh.getVerticesData(uvSet);
- if (!uvs) {
- return null;
- }
- let uv0 = Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
- let uv1 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
- let uv2 = Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
- uv0 = uv0.scale(this.bu);
- uv1 = uv1.scale(this.bv);
- uv2 = uv2.scale(1.0 - this.bu - this.bv);
- return new Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
- }
- }
- //# sourceMappingURL=pickingInfo.js.map
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