1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 | 1× 1× 1× 1× 1× 1× 1× 1× 1× | import Base from '../core/Base'; import Ray from '../math/Ray'; import Vector2 from '../math/Vector2'; import Vector3 from '../math/Vector3'; import Matrix4 from '../math/Matrix4'; import Renderable from '../Renderable'; import glenum from '../core/glenum'; import glmatrix from '../dep/glmatrix'; var vec3 = glmatrix.vec3; /** * @constructor clay.picking.RayPicking * @extends clay.core.Base */ var RayPicking = Base.extend( /** @lends clay.picking.RayPicking# */ { /** * Target scene * @type {clay.Scene} */ scene: null, /** * Target camera * @type {clay.Camera} */ camera: null, /** * Target renderer * @type {clay.Renderer} */ renderer: null }, function () { this._ray = new Ray(); this._ndc = new Vector2(); }, /** @lends clay.picking.RayPicking.prototype */ { /** * Pick the nearest intersection object in the scene * @param {number} x Mouse position x * @param {number} y Mouse position y * @param {boolean} [forcePickAll=false] ignore ignorePicking * @return {clay.picking.RayPicking~Intersection} */ pick: function (x, y, forcePickAll) { var out = this.pickAll(x, y, [], forcePickAll); return out[0] || null; }, /** * Pick all intersection objects, wich will be sorted from near to far * @param {number} x Mouse position x * @param {number} y Mouse position y * @param {Array} [output] * @param {boolean} [forcePickAll=false] ignore ignorePicking * @return {Array.<clay.picking.RayPicking~Intersection>} */ pickAll: function (x, y, output, forcePickAll) { this.renderer.screenToNDC(x, y, this._ndc); this.camera.castRay(this._ndc, this._ray); output = output || []; this._intersectNode(this.scene, output, forcePickAll || false); output.sort(this._intersectionCompareFunc); return output; }, _intersectNode: function (node, out, forcePickAll) { if ((node instanceof Renderable) && node.isRenderable()) { if ((!node.ignorePicking || forcePickAll) && ( // Only triangle mesh support ray picking (node.mode === glenum.TRIANGLES && node.geometry.isUseIndices()) // Or if geometry has it's own pickByRay, pick, implementation || node.geometry.pickByRay || node.geometry.pick ) ) { this._intersectRenderable(node, out); } } for (var i = 0; i < node._children.length; i++) { this._intersectNode(node._children[i], out, forcePickAll); } }, _intersectRenderable: (function () { var v1 = new Vector3(); var v2 = new Vector3(); var v3 = new Vector3(); var ray = new Ray(); var worldInverse = new Matrix4(); return function (renderable, out) { var isSkinnedMesh = renderable.isSkinnedMesh(); ray.copy(this._ray); Matrix4.invert(worldInverse, renderable.worldTransform); // Skinned mesh will ignore the world transform. if (!isSkinnedMesh) { ray.applyTransform(worldInverse); } var geometry = renderable.geometry; // Ignore bounding box of skinned mesh? if (!isSkinnedMesh) { if (geometry.boundingBox) { if (!ray.intersectBoundingBox(geometry.boundingBox)) { return; } } } // Use user defined picking algorithm if (geometry.pick) { geometry.pick( this._ndc.x, this._ndc.y, this.renderer, this.camera, renderable, out ); return; } // Use user defined ray picking algorithm else if (geometry.pickByRay) { geometry.pickByRay(ray, renderable, out); return; } var cullBack = (renderable.cullFace === glenum.BACK && renderable.frontFace === glenum.CCW) || (renderable.cullFace === glenum.FRONT && renderable.frontFace === glenum.CW); var point; var indices = geometry.indices; var positionAttr = geometry.attributes.position; var weightAttr = geometry.attributes.weight; var jointAttr = geometry.attributes.joint; var skinMatricesArray; var skinMatrices = []; // Check if valid. if (!positionAttr || !positionAttr.value || !indices) { return; } if (isSkinnedMesh) { skinMatricesArray = renderable.skeleton.getSubSkinMatrices(renderable.__uid__, renderable.joints); for (var i = 0; i < renderable.joints.length; i++) { skinMatrices[i] = skinMatrices[i] || []; for (var k = 0; k < 16; k++) { skinMatrices[i][k] = skinMatricesArray[i * 16 + k]; } } var pos = []; var weight = []; var joint = []; var skinnedPos = []; var tmp = []; var skinnedPositionAttr = geometry.attributes.skinnedPosition; if (!skinnedPositionAttr || !skinnedPositionAttr.value) { geometry.createAttribute('skinnedPosition', 'f', 3); skinnedPositionAttr = geometry.attributes.skinnedPosition; skinnedPositionAttr.init(geometry.vertexCount); } for (var i = 0; i < geometry.vertexCount; i++) { positionAttr.get(i, pos); weightAttr.get(i, weight); jointAttr.get(i, joint); weight[3] = 1 - weight[0] - weight[1] - weight[2]; vec3.set(skinnedPos, 0, 0, 0); for (var k = 0; k < 4; k++) { if (joint[k] >= 0 && weight[k] > 1e-4) { vec3.transformMat4(tmp, pos, skinMatrices[joint[k]]); vec3.scaleAndAdd(skinnedPos, skinnedPos, tmp, weight[k]); } } skinnedPositionAttr.set(i, skinnedPos); } } for (var i = 0; i < indices.length; i += 3) { var i1 = indices[i]; var i2 = indices[i + 1]; var i3 = indices[i + 2]; var finalPosAttr = isSkinnedMesh ? geometry.attributes.skinnedPosition : positionAttr; finalPosAttr.get(i1, v1.array); finalPosAttr.get(i2, v2.array); finalPosAttr.get(i3, v3.array); if (cullBack) { point = ray.intersectTriangle(v1, v2, v3, renderable.culling); } else { point = ray.intersectTriangle(v1, v3, v2, renderable.culling); } if (point) { var pointW = new Vector3(); if (!isSkinnedMesh) { Vector3.transformMat4(pointW, point, renderable.worldTransform); } else { // TODO point maybe not right. Vector3.copy(pointW, point); } out.push(new RayPicking.Intersection( point, pointW, renderable, [i1, i2, i3], i / 3, Vector3.dist(pointW, this._ray.origin) )); } } }; })(), _intersectionCompareFunc: function (a, b) { return a.distance - b.distance; } }); /** * @constructor clay.picking.RayPicking~Intersection * @param {clay.Vector3} point * @param {clay.Vector3} pointWorld * @param {clay.Node} target * @param {Array.<number>} triangle * @param {number} triangleIndex * @param {number} distance */ RayPicking.Intersection = function (point, pointWorld, target, triangle, triangleIndex, distance) { /** * Intersection point in local transform coordinates * @type {clay.Vector3} */ this.point = point; /** * Intersection point in world transform coordinates * @type {clay.Vector3} */ this.pointWorld = pointWorld; /** * Intersection scene node * @type {clay.Node} */ this.target = target; /** * Intersection triangle, which is an array of vertex index * @type {Array.<number>} */ this.triangle = triangle; /** * Index of intersection triangle. */ this.triangleIndex = triangleIndex; /** * Distance from intersection point to ray origin * @type {number} */ this.distance = distance; }; export default RayPicking; |