Class: Mittsu::Mesh
Constant Summary
Constants inherited from Object3D
Instance Attribute Summary collapse
-
#material ⇒ Object
Returns the value of attribute material.
-
#morph_target_base ⇒ Object
Returns the value of attribute morph_target_base.
Attributes inherited from Object3D
#cast_shadow, #children, #frustum_culled, #geometry, #id, #matrix, #matrix_auto_update, #matrix_world, #matrix_world_needs_update, #name, #parent, #position, #quaternion, #receive_shadow, #render_order, #rotation, #rotation_auto_update, #scale, #type, #up, #user_data, #uuid, #visible
Instance Method Summary collapse
- #check_intersection(object, raycaster, ray, pA, pB, pC, point) ⇒ Object
- #clone(object = Mesh.new(@geometry, @material), recursive = true) ⇒ Object
-
#initialize(geometry = Geometry.new, material = MeshBasicMaterial.new(color: (rand * 0xffffff).to_i)) ⇒ Mesh
constructor
A new instance of Mesh.
- #raycast(raycaster, intersects) ⇒ Object
- #update_morph_targets ⇒ Object
Methods inherited from Object3D
#add, #apply_matrix, #get_object_by_id, #get_object_by_name, #get_object_by_property, #get_world_direction, #get_world_position, #get_world_quaternion, #get_world_rotation, #get_world_scale, #local_to_world, #look_at, #print_tree, #remove, #rotate_on_axis, #rotate_x, #rotate_y, #rotate_z, #set_rotation_from_axis_angle, #set_rotation_from_euler, #set_rotation_from_matrix, #set_rotation_from_quaternion, #to_json, #to_s, #translate_on_axis, #translate_x, #translate_y, #translate_z, #traverse, #traverse_ancestors, #traverse_visible, #update_matrix, #update_matrix_world, #world_to_local
Methods included from EventDispatcher
#add_event_listener, #dispatch_event, #has_event_listener, #remove_event_listener
Constructor Details
#initialize(geometry = Geometry.new, material = MeshBasicMaterial.new(color: (rand * 0xffffff).to_i)) ⇒ Mesh
Returns a new instance of Mesh.
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# File 'lib/mittsu/objects/mesh.rb', line 8 def initialize(geometry = Geometry.new, material = MeshBasicMaterial.new(color: (rand * 0xffffff).to_i)) super() @type = 'Mesh' @geometry, @material = geometry, material update_morph_targets end |
Instance Attribute Details
#material ⇒ Object
Returns the value of attribute material.
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# File 'lib/mittsu/objects/mesh.rb', line 6 def material @material end |
#morph_target_base ⇒ Object
Returns the value of attribute morph_target_base.
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# File 'lib/mittsu/objects/mesh.rb', line 6 def morph_target_base @morph_target_base end |
Instance Method Details
#check_intersection(object, raycaster, ray, pA, pB, pC, point) ⇒ Object
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# File 'lib/mittsu/objects/mesh.rb', line 40 def check_intersection object, raycaster, ray, pA, pB, pC, point intersect = nil; material = object.material; if material.side == BackSide intersect = ray.intersect_triangle( pC, pB, pA, true, point ); else intersect = ray.intersect_triangle( pA, pB, pC, material.side != DoubleSide, point ); end return nil if intersect.nil? @intersectionPointWorld ||= Vector3.new @intersectionPointWorld.copy( point ); @intersectionPointWorld.apply_matrix4( @matrix_world ); distance = raycaster.ray.origin.distance_to( @intersectionPointWorld ); return nil if ( distance < raycaster.near || distance > raycaster.far ) return { distance: distance, point: @intersectionPointWorld.clone(), object: object }; end |
#clone(object = Mesh.new(@geometry, @material), recursive = true) ⇒ Object
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# File 'lib/mittsu/objects/mesh.rb', line 264 def clone(object = Mesh.new(@geometry, @material), recursive = true) super(object, recursive) return object end |
#raycast(raycaster, intersects) ⇒ Object
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# File 'lib/mittsu/objects/mesh.rb', line 73 def raycast(raycaster, intersects) @_inverse_matrix ||= Matrix4.new @_ray ||= Ray.new @_sphere ||= Sphere.new @_v_a ||= Vector3.new @_v_b ||= Vector3.new @_v_c ||= Vector3.new v_a = @_v_a v_b = @_v_b v_c = @_v_c # Checking bounding_sphere distance to ray @geometry.compute_bounding_sphere if @geometry.bounding_sphere.nil? @_sphere.copy(geometry.bounding_sphere) @_sphere.apply_matrix4(@matrix_world) return unless raycaster.ray.intersection_sphere?(@_sphere) # check bounding box before continuing @_inverse_matrix = Matrix4.new @_inverse_matrix.inverse(@matrix_world) @_ray.copy(raycaster.ray).apply_matrix4(@_inverse_matrix) if !geometry.bounding_box.nil? return unless @_ray.intersection_box?(geometry.bounding_box) end if geometry.is_a?(BufferGeometry) return if @material.nil? attributes = geometry.attributes precision = raycaster.precision if !attributes[:index].nil? indices = attributes[:index].array positions = attributes[:position].array offsets = geometry.offsets offsets = [BufferGeometry::DrawCall.new(0, indices.length, 0)] @offsets.each_with_index do |index, oi| start = offsets[oi].start count = offsets[oi].count index = offsets[oi].index i = start il = start + count while i < il a = index + indices[i] b = index + indices[i + 1] c = index + indices[i + 2] v_a.from_array(positions, a * 3) v_b.from_array(positions, b * 3) v_c.from_array(positions, c * 3) if material.side == BackSide intersection_point = @_ray.intersect_triangle(v_c, v_b, v_a, true) else intersection_point = @_ray.intersect_triangle(v_a, v_b, v_c, material.side != DoubleSide) end next if intersection_point.nil? intersection_point.apply_matrix4(@matrix_world) distance = raycaster.ray.origin.distance_to(intersection_point) next if distance < precision || distance < raycaster.near || distance > raycaster.far intersects << { distance: distance, point: intersection_point, face: Face.new(a, b, c, Triangle.normal(v_a, v_b, v_c)), face_index: nil, object: self } i += 3 end end else positions = attributes[:position].array i = 0 j = 0 il = positions.length while i < il a = i b = i + 1 c = i + 2 v_a.from_array(positions, j) v_b.from_array(positions, j + 3) v_c.from_array(positions, j + 6) if material.side == BackSide intersection_point = @_ray.intersect_triangle(v_c, v_b, v_a, true) else intersection_point = @_ray.intersect_triangle(v_a, v_b, v_c, material.side != DoubleSide) end next if intersection_point.nil? intersection_point.apply_matrix4(@matrix_world) distance = raycaster.ray.origin.distance_to(intersection_point) next if distance < precision || distance < raycaster.near || distance > raycaster.far intersects << { distance: distance, point: intersection_point, face: Face.new(a, b, c, Triangle.normal(v_a, v_b, v_c)), face_index: nil, object: self } i += 3 j += 9 end end elsif geometry.is_a? Geometry is_face_material = @material.is_a? MeshFaceMaterial object_materials = is_face_material ? @material.materials : nil precision = raycaster.precision vertices = geometry.vertices geometry.faces.each do |face| material = is_face_material ? object_materials[face.material_index] : @material next if material.nil? a = vertices[face.a] b = vertices[face.b] c = vertices[face.c] if material.morph_targets morph_targets = geometry.morph_targets morph_influences v_a.set(0.0, 0.0, 0.0) v_b.set(0.0, 0.0, 0.0) v_c.set(0.0, 0.0, 0.0) morph_targets.each_with_index do |morph_target, t| influence = morph_influences[t] next if influence.zero? targets = morph_target.vertices v_a.x += (targets[face.a].x - a.x) * influence v_a.y += (targets[face.a].y - a.y) * influence v_a.z += (targets[face.a].z - a.z) * influence v_b.x += (targets[face.b].x - b.x) * influence v_b.y += (targets[face.b].y - b.y) * influence v_b.z += (targets[face.b].z - b.z) * influence v_c.x += (targets[face.c].x - c.x) * influence v_c.y += (targets[face.c].y - c.y) * influence v_c.z += (targets[face.c].z - c.z) * influence end v_a.add(a) v_b.add(b) v_c.add(c) a = v_a b = v_b c = v_c end intersection_point = Vector3.new intersection = check_intersection self, raycaster, @_ray, a, b, c, intersection_point next if not intersection if intersection intersection[:face] = face end intersects << intersection end end end |
#update_morph_targets ⇒ Object
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# File 'lib/mittsu/objects/mesh.rb', line 18 def update_morph_targets if !@geometry.morph_targets.nil? && !@geometry.morph_targets.empty? @morph_targets_base = -1 @morph_target_forced_order = [] @morph_targets_influences = [] @morph_targets_dictionary = {} @geometry.morph_targets.each_with_index do |target, m| @morph_targets_influences << 0 @morph_targets_dictionary[target.name] = m end def morph_target_index_by_name(name) morph_target_index = @morph_targets_dictionary[name] return morph_target_index unless morph_target_index.nil? puts "WARNING: Mittsu::Mest#morph_target_index_by_name: morph target #{name} does not exist. Returning 0." 0 end end end |