r3-legacy/src/game-lib-d3-raycaster.js

275 lines
6.3 KiB
JavaScript

/**
* Raycaster for GameLib.D3
* @param graphics GameLib.GraphicsRuntime
* @param apiRaycaster
* @constructor
*/
GameLib.D3.Raycaster = function(
graphics,
apiRaycaster
) {
this.graphics = graphics;
this.graphics.isNotThreeThrow();
if (GameLib.Utils.UndefinedOrNull(apiRaycaster)) {
apiRaycaster = {};
}
GameLib.D3.API.Raycaster.call(
this,
apiRaycaster.id,
apiRaycaster.name,
apiRaycaster.position,
apiRaycaster.direction
);
this.position = new GameLib.Vector3(
this.graphics,
this.position,
this
);
this.direction = new GameLib.Vector3(
this.graphics,
this.direction,
this
);
GameLib.Component.call(this);
};
GameLib.D3.Raycaster.prototype = Object.create(GameLib.Component.prototype);
GameLib.D3.Raycaster.prototype.constructor = GameLib.D3.Raycaster;
/**
* Creates or updates a raycaster instance
*/
GameLib.D3.Raycaster.prototype.createInstance = function() {
this.instance = new THREE.Raycaster();
this.instance.set(
this.position.instance,
this.direction.instance
);
GameLib.Component.prototype.createInstance.call(this);
};
GameLib.D3.Raycaster.prototype.updateInstance = function() {
this.position.instance.x = this.position.x;
this.position.instance.y = this.position.y;
this.position.instance.z = this.position.z;
this.direction.instance.x = this.direction.x;
this.direction.instance.y = this.direction.y;
this.direction.instance.z = this.direction.z;
this.instance.set(
this.position.instance,
this.direction.instance
);
};
GameLib.D3.Raycaster.prototype.toApiObject = function() {
return new GameLib.D3.API.Raycaster(
this.id,
this.name,
this.position.toApiObject(),
this.direction.toApiObject(),
GameLib.Utils.IdOrNull(this.parentEntity)
)
};
GameLib.D3.Raycaster.FromObject = function(graphics, objectRaycaster) {
var apiRaycaster = GameLib.D3.API.Raycaster.FromObject(objectRaycaster);
var raycaster = new GameLib.D3.Raycaster(
graphics,
apiRaycaster
);
return raycaster;
};
/**
* Sets the direction and position of this raycaster
* @param position GameLib.Vector3
* @param direction GameLib.Vector3
*/
GameLib.D3.Raycaster.prototype.set = function(
position,
direction
) {
this.position.x = position.x;
this.position.y = position.y;
this.position.z = position.z;
this.direction.x = direction.x;
this.direction.y = direction.y;
this.direction.z = direction.z;
this.position.updateInstance();
this.direction.updateInstance();
};
/**
* Sets the direction of this raycaster
* @param direction GameLib.Vector3
*/
GameLib.D3.Raycaster.prototype.setDirection = function(
direction
) {
this.direction.x = direction.x;
this.direction.y = direction.y;
this.direction.z = direction.z;
this.direction.updateInstance();
};
/**
* Sets the position of this raycaster
* @param position GameLib.Vector3
*/
GameLib.D3.Raycaster.prototype.setPosition = function(
position
) {
this.position.x = position.x;
this.position.y = position.y;
this.position.z = position.z;
this.position.updateInstance();
};
/**
* Sets the ray position and direction from the mouse coordinates (in proper x and y (-1 to 1))
* @param mouse
* @param camera
*/
GameLib.D3.Raycaster.prototype.setFromCamera = function(
mouse,
camera
) {
this.instance.setFromCamera(
mouse,
camera.instance
);
this.position.x = this.instance.ray.origin.x;
this.position.y = this.instance.ray.origin.y;
this.position.z = this.instance.ray.origin.z;
this.direction.x = this.instance.ray.direction.x;
this.direction.y = this.instance.ray.direction.y;
this.direction.z = this.instance.ray.direction.z;
};
/**
* Gets all interesected GameLib.D3.Mesh objects
* @param meshes [GameLib.D3.Mesh]
*/
GameLib.D3.Raycaster.prototype.getIntersectedObjects = function(meshes) {
return meshes.reduce(
function (result, mesh) {
var intersects = this.instance.intersectObject(mesh.instance);
if (intersects.length > 0) {
result.push(
{
mesh: mesh,
distance : intersects[0].distance
}
);
}
return result;
}.bind(this),
[]
);
// var intersects = this.instance.intersectObjects(meshInstances);
//
// return intersects.reduce(
//
// function (result, intersect) {
//
// meshes.map(
// function(mesh){
// if (mesh.instance === intersect.object){
// result.push(
// {
// mesh : mesh,
// distance : intersect.distance
// }
// );
// }
// }
// );
//
// return result;
// },
// []
// );
};
/**
* Returns the face normal (if any) of an intersection between current ray position, direction and a provided mesh
* @param mesh GameLib.D3.Mesh
* @returns {null | GameLib.Vector3}
*/
GameLib.D3.Raycaster.prototype.getFaceNormal = function(mesh) {
var normal = null;
var intersect = this.instance.intersectObject(
mesh.instance
);
if (intersect && intersect.length > 0) {
normal = new GameLib.Vector3(
this.graphics,
new GameLib.API.Vector3(
intersect[0].face.normal.x,
intersect[0].face.normal.y,
intersect[0].face.normal.z
),
this
);
}
return normal;
};
/**
* Returns the face normal (if any) of an intersection between current ray position, direction and a provided mesh
* @param mesh GameLib.D3.Mesh
* @returns {null | GameLib.Vector3}
*/
GameLib.D3.Raycaster.prototype.getIntersectPoint = function(mesh) {
var point = null;
var intersect = this.instance.intersectObject(
mesh.instance
);
if (intersect && intersect.length > 0) {
point = new GameLib.Vector3(
this.graphics,
new GameLib.API.Vector3(
intersect[0].point.x,
intersect[0].point.y,
intersect[0].point.z
),
this
);
}
return point;
};