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The MIT License (MIT) | ||
Copyright © 2015 Elijah Insua <tmpvar@gmail.com> | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the “Software”), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in | ||
all copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
THE SOFTWARE. |
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# ray-aabb | ||
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test if a ray intersects an aabb in 3d space | ||
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ported from http://www.cs.utah.edu/~awilliam/box/ | ||
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> Amy Williams, Steve Barrus, R. Keith Morley, and Peter Shirley | ||
> "An Efficient and Robust Ray-Box Intersection Algorithm" | ||
> Journal of graphics tools, 10(1):49-54, 2005 | ||
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## install | ||
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`npm install ray-aabb` | ||
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## use | ||
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```javascript | ||
var intersectRayAABB = require('ray-aabb'); | ||
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// setup an interval in which the ray is valid (i.e. inside the frustnum of a 3d scene) | ||
var near = 0; | ||
var far = 10; | ||
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/* | ||
_______ | ||
/ /| | ||
/______/ | | ||
| |_____|_| | ||
(-1, 1, 0) ----> | / | / | ||
|/______|/ | ||
*/ | ||
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var origin = [-1, 1, 0]; | ||
var box = [ | ||
[0, 0, 0], | ||
[2, 2, 2] | ||
]; | ||
var direction = [1, 0, 0]; | ||
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// this needs to be computed outside `ray-aabb` to avoid recomputing on every ray cast | ||
var inv_direction = [ | ||
1/direction[0], | ||
1/direction[1], | ||
1/direction[2] | ||
]; | ||
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console.log(intersectRayAABB(origin, direction, inv_direction, box, near, far)); | ||
// outputs: true | ||
``` | ||
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## api surface | ||
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## license | ||
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[MIT](LICENSE.txt) |
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