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75 changes: 69 additions & 6 deletions src/objects/Sprite.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
import { Matrix4 } from '../math/Matrix4.js';
import { Object3D } from '../core/Object3D.js';
import { SpriteMaterial } from '../materials/SpriteMaterial.js';

Expand Down Expand Up @@ -29,18 +30,80 @@ Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
raycast: ( function () {

var intersectPoint = new Vector3();
var worldPosition = new Vector3();
var worldScale = new Vector3();
var mvPosition = new Vector3();

return function raycast( raycaster, intersects ) {
var alignedPosition = new Vector2();
var rotatedPosition = new Vector2();
var viewWorldMatrix = new Matrix4();

var vA = new Vector3();
var vB = new Vector3();
var vC = new Vector3();

function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {

// compute position in camera space
alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );

// to check if rotation is not zero
if ( sin !== undefined ) {

rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y );
rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y );

} else {

rotatedPosition.copy( alignedPosition );

}


vertexPosition.copy( mvPosition );
vertexPosition.x += rotatedPosition.x;
vertexPosition.y += rotatedPosition.y;

// transform to world space
vertexPosition.applyMatrix4( viewWorldMatrix );

worldPosition.setFromMatrixPosition( this.matrixWorld );
raycaster.ray.closestPointToPoint( worldPosition, intersectPoint );
}

return function raycast( raycaster, intersects ) {

worldScale.setFromMatrixScale( this.matrixWorld );
var guessSizeSq = worldScale.x * worldScale.y / 4;
viewWorldMatrix.getInverse( this.modelViewMatrix ).premultiply( this.matrixWorld );
mvPosition.setFromMatrixPosition( this.modelViewMatrix );

var rotation = this.material.rotation;
var sin, cos;
if ( rotation !== 0 ) {

cos = Math.cos( rotation );
sin = Math.sin( rotation );

}

var center = this.center;

transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );

// check first triangle
var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint );

if ( intersect === null ) {

// check second triangle
transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint );
if ( intersect === null ) {

return;

}

if ( worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return;
}

var distance = raycaster.ray.origin.distanceTo( intersectPoint );

Expand Down