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- import { ArrayTools } from "../Misc/arrayTools.js";
- import { Matrix, Vector3, TmpVectors } from "../Maths/math.vector.js";
- import { PickingInfo } from "../Collisions/pickingInfo.js";
- import { IntersectionInfo } from "../Collisions/intersectionInfo.js";
- import { Scene } from "../scene.js";
- import { Camera } from "../Cameras/camera.js";
- import { EngineStore } from "../Engines/engineStore.js";
- import { Epsilon } from "../Maths/math.constants.js";
- /**
- * Class representing a ray with position and direction
- */
- export class Ray {
- /**
- * Creates a new ray
- * @param origin origin point
- * @param direction direction
- * @param length length of the ray
- * @param epsilon The epsilon value to use when calculating the ray/triangle intersection (default: 0)
- */
- constructor(
- /** origin point */
- origin,
- /** direction */
- direction,
- /** length of the ray */
- length = Number.MAX_VALUE,
- /** The epsilon value to use when calculating the ray/triangle intersection (default: Epsilon from math constants) */
- epsilon = Epsilon) {
- this.origin = origin;
- this.direction = direction;
- this.length = length;
- this.epsilon = epsilon;
- }
- // Methods
- /**
- * Clone the current ray
- * @returns a new ray
- */
- clone() {
- return new Ray(this.origin.clone(), this.direction.clone(), this.length);
- }
- /**
- * Checks if the ray intersects a box
- * This does not account for the ray length by design to improve perfs.
- * @param minimum bound of the box
- * @param maximum bound of the box
- * @param intersectionTreshold extra extend to be added to the box in all direction
- * @returns if the box was hit
- */
- intersectsBoxMinMax(minimum, maximum, intersectionTreshold = 0) {
- const newMinimum = Ray._TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
- const newMaximum = Ray._TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
- let d = 0.0;
- let maxValue = Number.MAX_VALUE;
- let inv;
- let min;
- let max;
- let temp;
- if (Math.abs(this.direction.x) < 0.0000001) {
- if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
- return false;
- }
- }
- else {
- inv = 1.0 / this.direction.x;
- min = (newMinimum.x - this.origin.x) * inv;
- max = (newMaximum.x - this.origin.x) * inv;
- if (max === -Infinity) {
- max = Infinity;
- }
- if (min > max) {
- temp = min;
- min = max;
- max = temp;
- }
- d = Math.max(min, d);
- maxValue = Math.min(max, maxValue);
- if (d > maxValue) {
- return false;
- }
- }
- if (Math.abs(this.direction.y) < 0.0000001) {
- if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
- return false;
- }
- }
- else {
- inv = 1.0 / this.direction.y;
- min = (newMinimum.y - this.origin.y) * inv;
- max = (newMaximum.y - this.origin.y) * inv;
- if (max === -Infinity) {
- max = Infinity;
- }
- if (min > max) {
- temp = min;
- min = max;
- max = temp;
- }
- d = Math.max(min, d);
- maxValue = Math.min(max, maxValue);
- if (d > maxValue) {
- return false;
- }
- }
- if (Math.abs(this.direction.z) < 0.0000001) {
- if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
- return false;
- }
- }
- else {
- inv = 1.0 / this.direction.z;
- min = (newMinimum.z - this.origin.z) * inv;
- max = (newMaximum.z - this.origin.z) * inv;
- if (max === -Infinity) {
- max = Infinity;
- }
- if (min > max) {
- temp = min;
- min = max;
- max = temp;
- }
- d = Math.max(min, d);
- maxValue = Math.min(max, maxValue);
- if (d > maxValue) {
- return false;
- }
- }
- return true;
- }
- /**
- * Checks if the ray intersects a box
- * This does not account for the ray lenght by design to improve perfs.
- * @param box the bounding box to check
- * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
- * @returns if the box was hit
- */
- intersectsBox(box, intersectionTreshold = 0) {
- return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
- }
- /**
- * If the ray hits a sphere
- * @param sphere the bounding sphere to check
- * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
- * @returns true if it hits the sphere
- */
- intersectsSphere(sphere, intersectionTreshold = 0) {
- const x = sphere.center.x - this.origin.x;
- const y = sphere.center.y - this.origin.y;
- const z = sphere.center.z - this.origin.z;
- const pyth = x * x + y * y + z * z;
- const radius = sphere.radius + intersectionTreshold;
- const rr = radius * radius;
- if (pyth <= rr) {
- return true;
- }
- const dot = x * this.direction.x + y * this.direction.y + z * this.direction.z;
- if (dot < 0.0) {
- return false;
- }
- const temp = pyth - dot * dot;
- return temp <= rr;
- }
- /**
- * If the ray hits a triange
- * @param vertex0 triangle vertex
- * @param vertex1 triangle vertex
- * @param vertex2 triangle vertex
- * @returns intersection information if hit
- */
- intersectsTriangle(vertex0, vertex1, vertex2) {
- const edge1 = Ray._TmpVector3[0];
- const edge2 = Ray._TmpVector3[1];
- const pvec = Ray._TmpVector3[2];
- const tvec = Ray._TmpVector3[3];
- const qvec = Ray._TmpVector3[4];
- vertex1.subtractToRef(vertex0, edge1);
- vertex2.subtractToRef(vertex0, edge2);
- Vector3.CrossToRef(this.direction, edge2, pvec);
- const det = Vector3.Dot(edge1, pvec);
- if (det === 0) {
- return null;
- }
- const invdet = 1 / det;
- this.origin.subtractToRef(vertex0, tvec);
- const bv = Vector3.Dot(tvec, pvec) * invdet;
- if (bv < -this.epsilon || bv > 1.0 + this.epsilon) {
- return null;
- }
- Vector3.CrossToRef(tvec, edge1, qvec);
- const bw = Vector3.Dot(this.direction, qvec) * invdet;
- if (bw < -this.epsilon || bv + bw > 1.0 + this.epsilon) {
- return null;
- }
- //check if the distance is longer than the predefined length.
- const distance = Vector3.Dot(edge2, qvec) * invdet;
- if (distance > this.length) {
- return null;
- }
- return new IntersectionInfo(1 - bv - bw, bv, distance);
- }
- /**
- * Checks if ray intersects a plane
- * @param plane the plane to check
- * @returns the distance away it was hit
- */
- intersectsPlane(plane) {
- let distance;
- const result1 = Vector3.Dot(plane.normal, this.direction);
- if (Math.abs(result1) < 9.99999997475243e-7) {
- return null;
- }
- else {
- const result2 = Vector3.Dot(plane.normal, this.origin);
- distance = (-plane.d - result2) / result1;
- if (distance < 0.0) {
- if (distance < -9.99999997475243e-7) {
- return null;
- }
- else {
- return 0;
- }
- }
- return distance;
- }
- }
- /**
- * Calculate the intercept of a ray on a given axis
- * @param axis to check 'x' | 'y' | 'z'
- * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
- * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
- */
- intersectsAxis(axis, offset = 0) {
- switch (axis) {
- case "y": {
- const t = (this.origin.y - offset) / this.direction.y;
- if (t > 0) {
- return null;
- }
- return new Vector3(this.origin.x + this.direction.x * -t, offset, this.origin.z + this.direction.z * -t);
- }
- case "x": {
- const t = (this.origin.x - offset) / this.direction.x;
- if (t > 0) {
- return null;
- }
- return new Vector3(offset, this.origin.y + this.direction.y * -t, this.origin.z + this.direction.z * -t);
- }
- case "z": {
- const t = (this.origin.z - offset) / this.direction.z;
- if (t > 0) {
- return null;
- }
- return new Vector3(this.origin.x + this.direction.x * -t, this.origin.y + this.direction.y * -t, offset);
- }
- default:
- return null;
- }
- }
- /**
- * Checks if ray intersects a mesh. The ray is defined in WORLD space. A mesh triangle can be picked both from its front and back sides,
- * irrespective of orientation.
- * @param mesh the mesh to check
- * @param fastCheck defines if the first intersection will be used (and not the closest)
- * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
- * @param onlyBoundingInfo defines a boolean indicating if picking should only happen using bounding info (false by default)
- * @param worldToUse defines the world matrix to use to get the world coordinate of the intersection point
- * @param skipBoundingInfo a boolean indicating if we should skip the bounding info check
- * @returns picking info of the intersection
- */
- intersectsMesh(mesh, fastCheck, trianglePredicate, onlyBoundingInfo = false, worldToUse, skipBoundingInfo = false) {
- const tm = TmpVectors.Matrix[0];
- mesh.getWorldMatrix().invertToRef(tm);
- if (this._tmpRay) {
- Ray.TransformToRef(this, tm, this._tmpRay);
- }
- else {
- this._tmpRay = Ray.Transform(this, tm);
- }
- return mesh.intersects(this._tmpRay, fastCheck, trianglePredicate, onlyBoundingInfo, worldToUse, skipBoundingInfo);
- }
- /**
- * Checks if ray intersects a mesh
- * @param meshes the meshes to check
- * @param fastCheck defines if the first intersection will be used (and not the closest)
- * @param results array to store result in
- * @returns Array of picking infos
- */
- intersectsMeshes(meshes, fastCheck, results) {
- if (results) {
- results.length = 0;
- }
- else {
- results = [];
- }
- for (let i = 0; i < meshes.length; i++) {
- const pickInfo = this.intersectsMesh(meshes[i], fastCheck);
- if (pickInfo.hit) {
- results.push(pickInfo);
- }
- }
- results.sort(this._comparePickingInfo);
- return results;
- }
- _comparePickingInfo(pickingInfoA, pickingInfoB) {
- if (pickingInfoA.distance < pickingInfoB.distance) {
- return -1;
- }
- else if (pickingInfoA.distance > pickingInfoB.distance) {
- return 1;
- }
- else {
- return 0;
- }
- }
- /**
- * Intersection test between the ray and a given segment within a given tolerance (threshold)
- * @param sega the first point of the segment to test the intersection against
- * @param segb the second point of the segment to test the intersection against
- * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
- * @returns the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
- */
- intersectionSegment(sega, segb, threshold) {
- const o = this.origin;
- const u = TmpVectors.Vector3[0];
- const rsegb = TmpVectors.Vector3[1];
- const v = TmpVectors.Vector3[2];
- const w = TmpVectors.Vector3[3];
- segb.subtractToRef(sega, u);
- this.direction.scaleToRef(Ray._Rayl, v);
- o.addToRef(v, rsegb);
- sega.subtractToRef(o, w);
- const a = Vector3.Dot(u, u); // always >= 0
- const b = Vector3.Dot(u, v);
- const c = Vector3.Dot(v, v); // always >= 0
- const d = Vector3.Dot(u, w);
- const e = Vector3.Dot(v, w);
- const D = a * c - b * b; // always >= 0
- let sN, sD = D; // sc = sN / sD, default sD = D >= 0
- let tN, tD = D; // tc = tN / tD, default tD = D >= 0
- // compute the line parameters of the two closest points
- if (D < Ray._Smallnum) {
- // the lines are almost parallel
- sN = 0.0; // force using point P0 on segment S1
- sD = 1.0; // to prevent possible division by 0.0 later
- tN = e;
- tD = c;
- }
- else {
- // get the closest points on the infinite lines
- sN = b * e - c * d;
- tN = a * e - b * d;
- if (sN < 0.0) {
- // sc < 0 => the s=0 edge is visible
- sN = 0.0;
- tN = e;
- tD = c;
- }
- else if (sN > sD) {
- // sc > 1 => the s=1 edge is visible
- sN = sD;
- tN = e + b;
- tD = c;
- }
- }
- if (tN < 0.0) {
- // tc < 0 => the t=0 edge is visible
- tN = 0.0;
- // recompute sc for this edge
- if (-d < 0.0) {
- sN = 0.0;
- }
- else if (-d > a) {
- sN = sD;
- }
- else {
- sN = -d;
- sD = a;
- }
- }
- else if (tN > tD) {
- // tc > 1 => the t=1 edge is visible
- tN = tD;
- // recompute sc for this edge
- if (-d + b < 0.0) {
- sN = 0;
- }
- else if (-d + b > a) {
- sN = sD;
- }
- else {
- sN = -d + b;
- sD = a;
- }
- }
- // finally do the division to get sc and tc
- const sc = Math.abs(sN) < Ray._Smallnum ? 0.0 : sN / sD;
- const tc = Math.abs(tN) < Ray._Smallnum ? 0.0 : tN / tD;
- // get the difference of the two closest points
- const qtc = TmpVectors.Vector3[4];
- v.scaleToRef(tc, qtc);
- const qsc = TmpVectors.Vector3[5];
- u.scaleToRef(sc, qsc);
- qsc.addInPlace(w);
- const dP = TmpVectors.Vector3[6];
- qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
- const isIntersected = tc > 0 && tc <= this.length && dP.lengthSquared() < threshold * threshold; // return intersection result
- if (isIntersected) {
- return qsc.length();
- }
- return -1;
- }
- /**
- * Update the ray from viewport position
- * @param x position
- * @param y y position
- * @param viewportWidth viewport width
- * @param viewportHeight viewport height
- * @param world world matrix
- * @param view view matrix
- * @param projection projection matrix
- * @param enableDistantPicking defines if picking should handle large values for mesh position/scaling (false by default)
- * @returns this ray updated
- */
- update(x, y, viewportWidth, viewportHeight, world, view, projection, enableDistantPicking = false) {
- if (enableDistantPicking) {
- // With world matrices having great values (like 8000000000 on 1 or more scaling or position axis),
- // multiplying view/projection/world and doing invert will result in loss of float precision in the matrix.
- // One way to fix it is to compute the ray with world at identity then transform the ray in object space.
- // This is slower (2 matrix inverts instead of 1) but precision is preserved.
- // This is hidden behind `EnableDistantPicking` flag (default is false)
- if (!Ray._RayDistant) {
- Ray._RayDistant = Ray.Zero();
- }
- Ray._RayDistant.unprojectRayToRef(x, y, viewportWidth, viewportHeight, Matrix.IdentityReadOnly, view, projection);
- const tm = TmpVectors.Matrix[0];
- world.invertToRef(tm);
- Ray.TransformToRef(Ray._RayDistant, tm, this);
- }
- else {
- this.unprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection);
- }
- return this;
- }
- // Statics
- /**
- * Creates a ray with origin and direction of 0,0,0
- * @returns the new ray
- */
- static Zero() {
- return new Ray(Vector3.Zero(), Vector3.Zero());
- }
- /**
- * Creates a new ray from screen space and viewport
- * @param x position
- * @param y y position
- * @param viewportWidth viewport width
- * @param viewportHeight viewport height
- * @param world world matrix
- * @param view view matrix
- * @param projection projection matrix
- * @returns new ray
- */
- static CreateNew(x, y, viewportWidth, viewportHeight, world, view, projection) {
- const result = Ray.Zero();
- return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
- }
- /**
- * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
- * transformed to the given world matrix.
- * @param origin The origin point
- * @param end The end point
- * @param world a matrix to transform the ray to. Default is the identity matrix.
- * @returns the new ray
- */
- static CreateNewFromTo(origin, end, world = Matrix.IdentityReadOnly) {
- const result = new Ray(new Vector3(0, 0, 0), new Vector3(0, 0, 0));
- return Ray.CreateFromToToRef(origin, end, result, world);
- }
- /**
- * Function will update a transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
- * transformed to the given world matrix.
- * @param origin The origin point
- * @param end The end point
- * @param result the object to store the result
- * @param world a matrix to transform the ray to. Default is the identity matrix.
- * @returns the ref ray
- */
- static CreateFromToToRef(origin, end, result, world = Matrix.IdentityReadOnly) {
- result.origin.copyFrom(origin);
- const direction = end.subtractToRef(origin, result.direction);
- const length = Math.sqrt(direction.x * direction.x + direction.y * direction.y + direction.z * direction.z);
- result.length = length;
- result.direction.normalize();
- return Ray.TransformToRef(result, world, result);
- }
- /**
- * Transforms a ray by a matrix
- * @param ray ray to transform
- * @param matrix matrix to apply
- * @returns the resulting new ray
- */
- static Transform(ray, matrix) {
- const result = new Ray(new Vector3(0, 0, 0), new Vector3(0, 0, 0));
- Ray.TransformToRef(ray, matrix, result);
- return result;
- }
- /**
- * Transforms a ray by a matrix
- * @param ray ray to transform
- * @param matrix matrix to apply
- * @param result ray to store result in
- * @returns the updated result ray
- */
- static TransformToRef(ray, matrix, result) {
- Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
- Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
- result.length = ray.length;
- result.epsilon = ray.epsilon;
- const dir = result.direction;
- const len = dir.length();
- if (!(len === 0 || len === 1)) {
- const num = 1.0 / len;
- dir.x *= num;
- dir.y *= num;
- dir.z *= num;
- result.length *= len;
- }
- return result;
- }
- /**
- * Unproject a ray from screen space to object space
- * @param sourceX defines the screen space x coordinate to use
- * @param sourceY defines the screen space y coordinate to use
- * @param viewportWidth defines the current width of the viewport
- * @param viewportHeight defines the current height of the viewport
- * @param world defines the world matrix to use (can be set to Identity to go to world space)
- * @param view defines the view matrix to use
- * @param projection defines the projection matrix to use
- */
- unprojectRayToRef(sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection) {
- const matrix = TmpVectors.Matrix[0];
- world.multiplyToRef(view, matrix);
- matrix.multiplyToRef(projection, matrix);
- matrix.invert();
- const engine = EngineStore.LastCreatedEngine;
- const nearScreenSource = TmpVectors.Vector3[0];
- nearScreenSource.x = (sourceX / viewportWidth) * 2 - 1;
- nearScreenSource.y = -((sourceY / viewportHeight) * 2 - 1);
- nearScreenSource.z = engine?.useReverseDepthBuffer ? 1 : engine?.isNDCHalfZRange ? 0 : -1;
- // far Z need to be close but < to 1 or camera projection matrix with maxZ = 0 will NaN
- const farScreenSource = TmpVectors.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0 - 1e-8);
- const nearVec3 = TmpVectors.Vector3[2];
- const farVec3 = TmpVectors.Vector3[3];
- Vector3._UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
- Vector3._UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
- this.origin.copyFrom(nearVec3);
- farVec3.subtractToRef(nearVec3, this.direction);
- this.direction.normalize();
- }
- }
- Ray._TmpVector3 = ArrayTools.BuildArray(6, Vector3.Zero);
- Ray._RayDistant = Ray.Zero();
- Ray._Smallnum = 0.00000001;
- Ray._Rayl = 10e8;
- Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace = false) {
- const result = Ray.Zero();
- this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
- return result;
- };
- Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace = false, enableDistantPicking = false) {
- const engine = this.getEngine();
- if (!camera && !(camera = this.activeCamera)) {
- return this;
- }
- const cameraViewport = camera.viewport;
- const renderHeight = engine.getRenderHeight();
- const { x: vx, y: vy, width, height } = cameraViewport.toGlobal(engine.getRenderWidth(), renderHeight);
- // Moving coordinates to local viewport world
- const levelInv = 1 / engine.getHardwareScalingLevel();
- x = x * levelInv - vx;
- y = y * levelInv - (renderHeight - vy - height);
- result.update(x, y, width, height, world ? world : Matrix.IdentityReadOnly, cameraViewSpace ? Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix(), enableDistantPicking);
- return this;
- };
- Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
- const result = Ray.Zero();
- this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
- return result;
- };
- Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
- if (!PickingInfo) {
- return this;
- }
- const engine = this.getEngine();
- if (!camera && !(camera = this.activeCamera)) {
- throw new Error("Active camera not set");
- }
- const cameraViewport = camera.viewport;
- const renderHeight = engine.getRenderHeight();
- const { x: vx, y: vy, width, height } = cameraViewport.toGlobal(engine.getRenderWidth(), renderHeight);
- const identity = Matrix.Identity();
- // Moving coordinates to local viewport world
- const levelInv = 1 / engine.getHardwareScalingLevel();
- x = x * levelInv - vx;
- y = y * levelInv - (renderHeight - vy - height);
- result.update(x, y, width, height, identity, identity, camera.getProjectionMatrix());
- return this;
- };
- Scene.prototype._internalPickForMesh = function (pickingInfo, rayFunction, mesh, world, fastCheck, onlyBoundingInfo, trianglePredicate, skipBoundingInfo) {
- const ray = rayFunction(world, mesh.enableDistantPicking);
- const result = mesh.intersects(ray, fastCheck, trianglePredicate, onlyBoundingInfo, world, skipBoundingInfo);
- if (!result || !result.hit) {
- return null;
- }
- if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
- return null;
- }
- return result;
- };
- Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck, onlyBoundingInfo, trianglePredicate) {
- let pickingInfo = null;
- const computeWorldMatrixForCamera = !!(this.activeCameras && this.activeCameras.length > 1 && this.cameraToUseForPointers !== this.activeCamera);
- const currentCamera = this.cameraToUseForPointers || this.activeCamera;
- for (let meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
- const mesh = this.meshes[meshIndex];
- if (predicate) {
- if (!predicate(mesh)) {
- continue;
- }
- }
- else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
- continue;
- }
- const forceCompute = computeWorldMatrixForCamera && mesh.isWorldMatrixCameraDependent();
- const world = mesh.computeWorldMatrix(forceCompute, currentCamera);
- if (mesh.hasThinInstances && mesh.thinInstanceEnablePicking) {
- // first check if the ray intersects the whole bounding box/sphere of the mesh
- const result = this._internalPickForMesh(pickingInfo, rayFunction, mesh, world, true, true, trianglePredicate);
- if (result) {
- if (onlyBoundingInfo) {
- // the user only asked for a bounding info check so we can return
- return result;
- }
- const tmpMatrix = TmpVectors.Matrix[1];
- const thinMatrices = mesh.thinInstanceGetWorldMatrices();
- for (let index = 0; index < thinMatrices.length; index++) {
- const thinMatrix = thinMatrices[index];
- thinMatrix.multiplyToRef(world, tmpMatrix);
- const result = this._internalPickForMesh(pickingInfo, rayFunction, mesh, tmpMatrix, fastCheck, onlyBoundingInfo, trianglePredicate, true);
- if (result) {
- pickingInfo = result;
- pickingInfo.thinInstanceIndex = index;
- if (fastCheck) {
- return pickingInfo;
- }
- }
- }
- }
- }
- else {
- const result = this._internalPickForMesh(pickingInfo, rayFunction, mesh, world, fastCheck, onlyBoundingInfo, trianglePredicate);
- if (result) {
- pickingInfo = result;
- if (fastCheck) {
- return pickingInfo;
- }
- }
- }
- }
- return pickingInfo || new PickingInfo();
- };
- Scene.prototype._internalMultiPick = function (rayFunction, predicate, trianglePredicate) {
- if (!PickingInfo) {
- return null;
- }
- const pickingInfos = [];
- const computeWorldMatrixForCamera = !!(this.activeCameras && this.activeCameras.length > 1 && this.cameraToUseForPointers !== this.activeCamera);
- const currentCamera = this.cameraToUseForPointers || this.activeCamera;
- for (let meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
- const mesh = this.meshes[meshIndex];
- if (predicate) {
- if (!predicate(mesh)) {
- continue;
- }
- }
- else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
- continue;
- }
- const forceCompute = computeWorldMatrixForCamera && mesh.isWorldMatrixCameraDependent();
- const world = mesh.computeWorldMatrix(forceCompute, currentCamera);
- if (mesh.hasThinInstances && mesh.thinInstanceEnablePicking) {
- const result = this._internalPickForMesh(null, rayFunction, mesh, world, true, true, trianglePredicate);
- if (result) {
- const tmpMatrix = TmpVectors.Matrix[1];
- const thinMatrices = mesh.thinInstanceGetWorldMatrices();
- for (let index = 0; index < thinMatrices.length; index++) {
- const thinMatrix = thinMatrices[index];
- thinMatrix.multiplyToRef(world, tmpMatrix);
- const result = this._internalPickForMesh(null, rayFunction, mesh, tmpMatrix, false, false, trianglePredicate, true);
- if (result) {
- result.thinInstanceIndex = index;
- pickingInfos.push(result);
- }
- }
- }
- }
- else {
- const result = this._internalPickForMesh(null, rayFunction, mesh, world, false, false, trianglePredicate);
- if (result) {
- pickingInfos.push(result);
- }
- }
- }
- return pickingInfos;
- };
- Scene.prototype.pickWithBoundingInfo = function (x, y, predicate, fastCheck, camera) {
- if (!PickingInfo) {
- return null;
- }
- const result = this._internalPick((world) => {
- if (!this._tempPickingRay) {
- this._tempPickingRay = Ray.Zero();
- }
- this.createPickingRayToRef(x, y, world, this._tempPickingRay, camera || null);
- return this._tempPickingRay;
- }, predicate, fastCheck, true);
- if (result) {
- result.ray = this.createPickingRay(x, y, Matrix.Identity(), camera || null);
- }
- return result;
- };
- Object.defineProperty(Scene.prototype, "_pickingAvailable", {
- get: () => true,
- enumerable: false,
- configurable: false,
- });
- Scene.prototype.pick = function (x, y, predicate, fastCheck, camera, trianglePredicate, _enableDistantPicking = false) {
- const result = this._internalPick((world, enableDistantPicking) => {
- if (!this._tempPickingRay) {
- this._tempPickingRay = Ray.Zero();
- }
- this.createPickingRayToRef(x, y, world, this._tempPickingRay, camera || null, false, enableDistantPicking);
- return this._tempPickingRay;
- }, predicate, fastCheck, false, trianglePredicate);
- if (result) {
- result.ray = this.createPickingRay(x, y, Matrix.Identity(), camera || null);
- }
- return result;
- };
- Scene.prototype.pickWithRay = function (ray, predicate, fastCheck, trianglePredicate) {
- const result = this._internalPick((world) => {
- if (!this._pickWithRayInverseMatrix) {
- this._pickWithRayInverseMatrix = Matrix.Identity();
- }
- world.invertToRef(this._pickWithRayInverseMatrix);
- if (!this._cachedRayForTransform) {
- this._cachedRayForTransform = Ray.Zero();
- }
- Ray.TransformToRef(ray, this._pickWithRayInverseMatrix, this._cachedRayForTransform);
- return this._cachedRayForTransform;
- }, predicate, fastCheck, false, trianglePredicate);
- if (result) {
- result.ray = ray;
- }
- return result;
- };
- Scene.prototype.multiPick = function (x, y, predicate, camera, trianglePredicate) {
- return this._internalMultiPick((world) => this.createPickingRay(x, y, world, camera || null), predicate, trianglePredicate);
- };
- Scene.prototype.multiPickWithRay = function (ray, predicate, trianglePredicate) {
- return this._internalMultiPick((world) => {
- if (!this._pickWithRayInverseMatrix) {
- this._pickWithRayInverseMatrix = Matrix.Identity();
- }
- world.invertToRef(this._pickWithRayInverseMatrix);
- if (!this._cachedRayForTransform) {
- this._cachedRayForTransform = Ray.Zero();
- }
- Ray.TransformToRef(ray, this._pickWithRayInverseMatrix, this._cachedRayForTransform);
- return this._cachedRayForTransform;
- }, predicate, trianglePredicate);
- };
- Camera.prototype.getForwardRay = function (length = 100, transform, origin) {
- return this.getForwardRayToRef(new Ray(Vector3.Zero(), Vector3.Zero(), length), length, transform, origin);
- };
- Camera.prototype.getForwardRayToRef = function (refRay, length = 100, transform, origin) {
- if (!transform) {
- transform = this.getWorldMatrix();
- }
- refRay.length = length;
- if (origin) {
- refRay.origin.copyFrom(origin);
- }
- else {
- refRay.origin.copyFrom(this.position);
- }
- const forward = TmpVectors.Vector3[2];
- forward.set(0, 0, this._scene.useRightHandedSystem ? -1 : 1);
- const worldForward = TmpVectors.Vector3[3];
- Vector3.TransformNormalToRef(forward, transform, worldForward);
- Vector3.NormalizeToRef(worldForward, refRay.direction);
- return refRay;
- };
- //# sourceMappingURL=ray.js.map
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