Class: Mittsu::Mesh

Inherits:
Object3D show all
Defined in:
lib/mittsu/objects/mesh.rb

Constant Summary

Constants inherited from Object3D

Object3D::DefaultUp

Instance Attribute Summary collapse

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

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

#materialObject

Returns the value of attribute material.



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# File 'lib/mittsu/objects/mesh.rb', line 6

def material
  @material
end

#morph_target_baseObject

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_targetsObject



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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