import { Vector3 } from './Vector3.js'; const _vector = /*@__PURE__*/ new Vector3(); const _segCenter = /*@__PURE__*/ new Vector3(); const _segDir = /*@__PURE__*/ new Vector3(); const _diff = /*@__PURE__*/ new Vector3(); const _edge1 = /*@__PURE__*/ new Vector3(); const _edge2 = /*@__PURE__*/ new Vector3(); const _normal = /*@__PURE__*/ new Vector3(); class Ray { constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) { this.origin = origin; this.direction = direction; } set( origin, direction ) { this.origin.copy( origin ); this.direction.copy( direction ); return this; } copy( ray ) { this.origin.copy( ray.origin ); this.direction.copy( ray.direction ); return this; } at( t, target ) { return target.copy( this.direction ).multiplyScalar( t ).add( this.origin ); } lookAt( v ) { this.direction.copy( v ).sub( this.origin ).normalize(); return this; } recast( t ) { this.origin.copy( this.at( t, _vector ) ); return this; } closestPointToPoint( point, target ) { target.subVectors( point, this.origin ); const directionDistance = target.dot( this.direction ); if ( directionDistance < 0 ) { return target.copy( this.origin ); } return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); } distanceToPoint( point ) { return Math.sqrt( this.distanceSqToPoint( point ) ); } distanceSqToPoint( point ) { const directionDistance = _vector.subVectors( point, this.origin ).dot( this.direction ); // point behind the ray if ( directionDistance < 0 ) { return this.origin.distanceToSquared( point ); } _vector.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); return _vector.distanceToSquared( point ); } distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h // It returns the min distance between the ray and the segment // defined by v0 and v1 // It can also set two optional targets : // - The closest point on the ray // - The closest point on the segment _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); _segDir.copy( v1 ).sub( v0 ).normalize(); _diff.copy( this.origin ).sub( _segCenter ); const segExtent = v0.distanceTo( v1 ) * 0.5; const a01 = - this.direction.dot( _segDir ); const b0 = _diff.dot( this.direction ); const b1 = - _diff.dot( _segDir ); const c = _diff.lengthSq(); const det = Math.abs( 1 - a01 * a01 ); let s0, s1, sqrDist, extDet; if ( det > 0 ) { // The ray and segment are not parallel. s0 = a01 * b1 - b0; s1 = a01 * b0 - b1; extDet = segExtent * det; if ( s0 >= 0 ) { if ( s1 >= - extDet ) { if ( s1 <= extDet ) { // region 0 // Minimum at interior points of ray and segment. const invDet = 1 / det; s0 *= invDet; s1 *= invDet; sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; } else { // region 1 s1 = segExtent; s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; } } else { // region 5 s1 = - segExtent; s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; } } else { if ( s1 <= - extDet ) { // region 4 s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; } else if ( s1 <= extDet ) { // region 3 s0 = 0; s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); sqrDist = s1 * ( s1 + 2 * b1 ) + c; } else { // region 2 s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; } } } else { // Ray and segment are parallel. s1 = ( a01 > 0 ) ? - segExtent : segExtent; s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; } if ( optionalPointOnRay ) { optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin ); } if ( optionalPointOnSegment ) { optionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter ); } return sqrDist; } intersectSphere( sphere, target ) { _vector.subVectors( sphere.center, this.origin ); const tca = _vector.dot( this.direction ); const d2 = _vector.dot( _vector ) - tca * tca; const radius2 = sphere.radius * sphere.radius; if ( d2 > radius2 ) return null; const thc = Math.sqrt( radius2 - d2 ); // t0 = first intersect point - entrance on front of sphere const t0 = tca - thc; // t1 = second intersect point - exit point on back of sphere const t1 = tca + thc; // test to see if both t0 and t1 are behind the ray - if so, return null if ( t0 < 0 && t1 < 0 ) return null; // test to see if t0 is behind the ray: // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, // in order to always return an intersect point that is in front of the ray. if ( t0 < 0 ) return this.at( t1, target ); // else t0 is in front of the ray, so return the first collision point scaled by t0 return this.at( t0, target ); } intersectsSphere( sphere ) { return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); } distanceToPlane( plane ) { const denominator = plane.normal.dot( this.direction ); if ( denominator === 0 ) { // line is coplanar, return origin if ( plane.distanceToPoint( this.origin ) === 0 ) { return 0; } // Null is preferable to undefined since undefined means.... it is undefined return null; } const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; // Return if the ray never intersects the plane return t >= 0 ? t : null; } intersectPlane( plane, target ) { const t = this.distanceToPlane( plane ); if ( t === null ) { return null; } return this.at( t, target ); } intersectsPlane( plane ) { // check if the ray lies on the plane first const distToPoint = plane.distanceToPoint( this.origin ); if ( distToPoint === 0 ) { return true; } const denominator = plane.normal.dot( this.direction ); if ( denominator * distToPoint < 0 ) { return true; } // ray origin is behind the plane (and is pointing behind it) return false; } intersectBox( box, target ) { let tmin, tmax, tymin, tymax, tzmin, tzmax; const invdirx = 1 / this.direction.x, invdiry = 1 / this.direction.y, invdirz = 1 / this.direction.z; const origin = this.origin; if ( invdirx >= 0 ) { tmin = ( box.min.x - origin.x ) * invdirx; tmax = ( box.max.x - origin.x ) * invdirx; } else { tmin = ( box.max.x - origin.x ) * invdirx; tmax = ( box.min.x - origin.x ) * invdirx; } if ( invdiry >= 0 ) { tymin = ( box.min.y - origin.y ) * invdiry; tymax = ( box.max.y - origin.y ) * invdiry; } else { tymin = ( box.max.y - origin.y ) * invdiry; tymax = ( box.min.y - origin.y ) * invdiry; } if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; // These lines also handle the case where tmin or tmax is NaN // (result of 0 * Infinity). x !== x returns true if x is NaN if ( tymin > tmin || tmin !== tmin ) tmin = tymin; if ( tymax < tmax || tmax !== tmax ) tmax = tymax; if ( invdirz >= 0 ) { tzmin = ( box.min.z - origin.z ) * invdirz; tzmax = ( box.max.z - origin.z ) * invdirz; } else { tzmin = ( box.max.z - origin.z ) * invdirz; tzmax = ( box.min.z - origin.z ) * invdirz; } if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; //return point closest to the ray (positive side) if ( tmax < 0 ) return null; return this.at( tmin >= 0 ? tmin : tmax, target ); } intersectsBox( box ) { return this.intersectBox( box, _vector ) !== null; } intersectTriangle( a, b, c, backfaceCulling, target ) { // Compute the offset origin, edges, and normal. // from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h _edge1.subVectors( b, a ); _edge2.subVectors( c, a ); _normal.crossVectors( _edge1, _edge2 ); // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) let DdN = this.direction.dot( _normal ); let sign; if ( DdN > 0 ) { if ( backfaceCulling ) return null; sign = 1; } else if ( DdN < 0 ) { sign = - 1; DdN = - DdN; } else { return null; } _diff.subVectors( this.origin, a ); const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) ); // b1 < 0, no intersection if ( DdQxE2 < 0 ) { return null; } const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) ); // b2 < 0, no intersection if ( DdE1xQ < 0 ) { return null; } // b1+b2 > 1, no intersection if ( DdQxE2 + DdE1xQ > DdN ) { return null; } // Line intersects triangle, check if ray does. const QdN = - sign * _diff.dot( _normal ); // t < 0, no intersection if ( QdN < 0 ) { return null; } // Ray intersects triangle. return this.at( QdN / DdN, target ); } applyMatrix4( matrix4 ) { this.origin.applyMatrix4( matrix4 ); this.direction.transformDirection( matrix4 ); return this; } equals( ray ) { return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); } clone() { return new this.constructor().copy( this ); } } export { Ray };