three.js 源码注释(十三)Math/Ray.js
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俺也是刚开始学,好多地儿肯定不对还请见谅.
以下代码是THREE.JS 源码文件中Math/Ray.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode/blob/master/Three.js
今天把Three.js的Ray类注释完了,非常重要的一个类.在场景中拾取对象,经常会用到这个类.
// File:src/math/Ray.js /** * @author bhouston / http://exocortex.com */ /* ///Ray对象的构造函数.用来创建一个三维空间里的射线对象.Ray对象的功能函数采用 ///定义构造的函数原型对象来实现,ray主要是用来进行碰撞检测,在选择场景中的对象时经常会用到,判断当前鼠标是否与对象重合用来选择对象. /// /// 用法: var origin = new Vector3(1,1,1),direction = new Vector3(9,9,9); var ray = new Ray(origin,direction); /// 创建一个原点为origin,方向为direction的射线. */ ///<summary>Ray</summary> ///<param name ="origin" type="Vector3">射线的端点,Vector3对象</param> ///<param name ="direction" type="Vector3">射线的方向,Vector3对象</param> THREE.Ray = function ( origin, direction ) { this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3(); this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3(); }; /**************************************** ****下面是Vector3对象提供的功能函数. ****************************************/ THREE.Ray.prototype = { constructor: THREE.Ray, //构造器,返回对创建此对象的Ray函数的引用 /* ///set方法用来从新设置射线的端点和方向(origin,direction).并返回新的射线. */ ///<summary>set</summary> ///<param name ="origin" type="Vector3">x坐标</param> ///<param name ="direction" type="Vector3">y坐标</param> ///<returns type="Ray">返回新的射线</returns> set: function ( origin, direction ) { this.origin.copy( origin ); this.direction.copy( direction ); return this; //返回新的射线 }, /* ///copy方法用来复制射线的端点,方向,origin,direction坐标值.并返回新的坐标值的射线. */ ///<summary>copy</summary> ///<param name ="ray" type="Ray">射线</param> ///<returns type="Ray">返回新坐标值的射线</returns> copy: function ( ray ) { this.origin.copy( ray.origin ); this.direction.copy( ray.direction ); return this; //返回新坐标值的射线 }, /* ///at方法将返回沿当前射线方向的从端点起长度为t的点.如果传入了optionalTarget参数,将结果保存到optionalTarget中. /// NOTE:optionalTarget是可选参数,如果没有设置,系统自动创建一个临时Vector3对象 */ ///<summary>at</summary> ///<param name ="t" type="Number">数值,到端点的长度</param> ///<param name ="optionalTarget" type="Vector3">optionalTarget是可选参数,如果没有设置,系统自动创建一个临时Vector3对象</param> ///<returns type="Ray">返回沿当前射线方向的从端点起长度为t的点/returns> at: function ( t, optionalTarget ) { var result = optionalTarget || new THREE.Vector3(); return result.copy( this.direction ).multiplyScalar( t ).add( this.origin ); //将返回沿当前射线方向的从端点起长度为t的点 }, /* ///recast方法将调用at(t)方法返回沿当前射线方向的从端点起长度为t的点,并将范围的点设为端点. */ ///<summary>recast</summary> ///<param name ="t" type="Number">数值,到端点的长度</param> ///<returns type="Ray">返回新端点的射线/returns> recast: function () { var v1 = new THREE.Vector3(); return function ( t ) { this.origin.copy( this.at( t, v1 ) ); //调用at(t)方法返回沿当前射线方向的从端点起长度为t的点,并将范围的点设为端点. return this; //返回新端点的射线 }; }(), /* ///closestPointToPoint方法将返回任意点point到射线上的垂足.如果传入了optionalTarget参数,将结果保存到optionalTarget中. /// NOTE:optionalTarget是可选参数,如果没有设置,系统自动创建一个临时Vector3对象 /// NOTE:注意closestPointToPoint()方法定义如果垂足不在射线上,返回原点. */ ///<summary>closestPointToPoint</summary> ///<param name ="point" type="Vector3">任意点Vector3对象</param> ///<param name ="optionalTarget" type="Vector3">optionalTarget是可选参数,如果没有设置,系统自动创建一个临时Vector3对象</param> ///<returns type="Ray">返回任意点point到射线上的垂足/returns> closestPointToPoint: function ( point, optionalTarget ) { var result = optionalTarget || new THREE.Vector3(); result.subVectors( point, this.origin ); var directionDistance = result.dot( this.direction ); //调用dot方法返回两个向量的点积,并赋值给directionDistance. if ( directionDistance < 0 ) { //如果directionDistance小于0,表示垂足不在射线上, return result.copy( this.origin ); //返回原点 } return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); //返回任意点point到射线上的垂足 }, /* ///distanceToPoint方法将返回任意点到该射线的距离. /// NOTE:注意distanceToPoint()方法定义如果传入的参数point在端点后面,返回端点到该点的距离. */ ///<summary>distanceToPoint</summary> ///<param name ="point" type="Vector3">任意点Vector3对象</param> ///<returns type="Number">返回任意点point到射线的距离或到射线端点的距离./returns> distanceToPoint: function () { var v1 = new THREE.Vector3(); return function ( point ) { var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction ); //调用dot方法返回两个向量的点积,并赋值给directionDistance. // point behind the ray // 判断端点是否在端点后面 if ( directionDistance < 0 ) { //如果directionDistance小于0,表示参数point在射线端点后面 return this.origin.distanceTo( point ); //返回端点到该点的距离 } v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); //如果参数point在射线端点前面, return v1.distanceTo( point ); //返回该点到射线的距离,即到垂足的距离. }; }(), /* ///distanceSqToSegment方法将返回有参数v0,v1组成的线段到当前射线的最小距离.可选参数optionalPointOnRay, optionalPointOnSegment,分别用来存储在射线上和在线段上的垂足. */ ///<summary>distanceToPoint</summary> ///<param name ="v0" type="Vector3">任意点Vector3对象</param> ///<param name ="v1" type="Vector3">任意点Vector3对象</param> ///<param name ="optionalPointOnRay" type="Vector3">optionalPointOnRay是可选参数,如果没有设置,系统自动创建一个临时Vector3对象,用来存储在射线上的垂足</param> ///<param name ="optionalPointOnSegment" type="Vector3">optionalPointOnSegment是可选参数,如果没有设置,系统自动创建一个临时Vector3对象,用来存储在线段上的垂足</param> ///<returns type="Number">返回任意点point到射线的距离或到射线端点的距离./returns> distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp // It returns the min distance between the ray and the segment // distanceSqToSegment()方法返回线段到当前射线的最小距离 // defined by v0 and v1 // 线段由v0,v1构成 // It can also set two optional targets : // 可一传递两个可选参数optionalPointOnRay, optionalPointOnSegment // - The closest point on the ray // 参数optionalPointOnRay用来存储在射线上的垂足 // - The closest point on the segment // 参数optionalPointOnSegment用来存储在线段上的垂足 var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 ); //获得线段的中点 var segDir = v1.clone().sub( v0 ).normalize(); //获得线段的单位向量, var segExtent = v0.distanceTo( v1 ) * 0.5; //线段的长度的一半? var diff = this.origin.clone().sub( segCenter ); // var a01 = - this.direction.dot( segDir ); var b0 = diff.dot( this.direction ); var b1 = - diff.dot( segDir ); var c = diff.lengthSq(); var det = Math.abs( 1 - a01 * a01 ); var s0, s1, sqrDist, extDet; if ( det >= 0 ) { // The ray and segment are not parallel. // 线段和射线不平行 s0 = a01 * b1 - b0; s1 = a01 * b0 - b1; extDet = segExtent * det; if ( s0 >= 0 ) { if ( s1 >= - extDet ) { if ( s1 <= extDet ) { // region 0 // Minimum at interior points of ray and segment. var invDet = 1 / det; s0 *= invDet; s1 *= invDet; sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; } else { // region 1 s1 = segExtent; s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; } } else { // region 5 s1 = - segExtent; s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; } } else { if ( s1 <= - extDet ) { // region 4 s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; } else if ( s1 <= extDet ) { // region 3 s0 = 0; s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); sqrDist = s1 * ( s1 + 2 * b1 ) + c; } else { // region 2 s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; } } } else { // Ray and segment are parallel. // 线段和射线平行 s1 = ( a01 > 0 ) ? - segExtent : segExtent; s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; } if ( optionalPointOnRay ) { optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) ); } if ( optionalPointOnSegment ) { optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) ); } return sqrDist; //返回最小长度. }, /* ///isIntersectionSphere方法用来判断当前射线是否与参数sphere球体相交相交. /// NOTE:isIntersectionSphere方法要求Sphere球体对象,必须有radius和center属性,sphereGeometry无效 */ ///<summary>isIntersectionSphere</summary> ///<param name ="sphere" type="Sphere">Sphere球体对象,必须有radius和center属性,sphereGeometry无效</param> ///<returns type="Boolean">返回true 或者 false</returns> isIntersectionSphere: function ( sphere ) { return this.distanceToPoint( sphere.center ) <= sphere.radius; //返回true 或者 false }, /* ///intersectSphere方法用来判断当前射线是否与参数sphere球体相交,如果相交返回交点.如果不想交返回null /// NOTE:intersectSphere方法要求Sphere球体对象,必须有radius和center属性,sphereGeometry无效 /// NOTE:intersectSphere方法经常用在鼠标拾取球体 */ ///<summary>intersectSphere</summary> ///<param name ="sphere" type="Sphere">Sphere球体对象,必须有radius和center属性,sphereGeometry无效</param> ///<param name ="optionalTarget" type="Vector3">optionalTarget是可选参数,如果没有设置,系统自动创建一个临时Vector3对象,用来存储射线与球体的交点</param> ///<returns type="Boolean">如果相交返回交点.如果不想交返回null</returns> intersectSphere: function () { // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/ var v1 = new THREE.Vector3(); return function ( sphere, optionalTarget ) { v1.subVectors( sphere.center, this.origin ); var tca = v1.dot( this.direction ); var d2 = v1.dot( v1 ) - tca * tca; var radius2 = sphere.radius * sphere.radius; if ( d2 > radius2 ) return null; //如果不相交返回null var thc = Math.sqrt( radius2 - d2 ); // t0 = first intersect point - entrance on front of sphere // t0射线与球体的第一个交点,从球体的前面进入 var t0 = tca - thc; // t1 = second intersect point - exit point on back of sphere // t1射线与球体的第二个交点,从球体的背面射出 var t1 = tca + thc; // test to see if both t0 and t1 are behind the ray - if so, return null // 如果t0,t1都小于0,说明球体在射线端点的后面,返回null. if ( t0 < 0 && t1 < 0 ) return null; // test to see if t0 is behind the ray: // 如果t0射线与球体的第一个交点在射线端点的后面, // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, // 说明射线端点在球体的内部,所以返回射线与球体表面的交点是t1,从球体的背面射出的交点. // in order to always return an intersect point that is in front of the ray. // 一般情况下总是返回一个交点,这里返回的是从球体的背面射出的交点. if ( t0 < 0 ) return this.at( t1, optionalTarget ); // else t0 is in front of the ray, so return the first collision point scaled by t0 // 另一种情况,球体在射线的前面,返回t0,射线从球体体正面射入的交点. return this.at( t0, optionalTarget ); } }(), /* ///isIntersectionPlane方法用来判断当前射线是否与参数Plane平面相交,经常用来判断用户是否选中了场景中的平面. /// NOTE:isIntersectionPlane方法要求Plane平面对象,必须有normal属性 */ ///<summary>isIntersectionPlane</summary> ///<param name ="plane" type="Plane">Plane平面对象,必须有normal属性</param> ///<returns type="Boolean">返回true 或者 false</returns> isIntersectionPlane: function ( plane ) { // check if the ray lies on the plane first // 检查射线原点是否在Plane平面上, var distToPoint = plane.distanceToPoint( this.origin ); //获得平面到射线原点(就是鼠标所在位置)的距离 if ( distToPoint === 0 ) { //如果在平面上 return true; //返回true } var denominator = plane.normal.dot( this.direction ); //调用normal.dot方法获得射线到平面法线的单位向量,并赋值给denominator if ( denominator * distToPoint < 0 ) { //原点到平面的距离乘以单位向量小于0,说明平面在射线的前面. return true; //返回true } // ray origin is behind the plane (and is pointing behind it) // 射线原点在Plane平面的后面, return false; //返回false }, /* ///distanceToPlane方法将返回参数plane平面到当前射线的最小距离. /// NOTE:distanceToPlane方法要求Plane平面对象,必须有normal属性 */ ///<summary>distanceToPlane</summary> ///<param name ="plane" type="Plane">Plane平面对象,必须有normal属性</param> ///<returns type="Number">返回任意点point到射线的距离或到射线端点的距离t,如果射线在当前平面上返回0.射线与平面永不相交或其他未知定义返回null</returns> distanceToPlane: function ( plane ) { var denominator = plane.normal.dot( this.direction ); if ( denominator == 0 ) { // line is coplanar, return origin // 射线和平面共面,返回原点0. if ( plane.distanceToPoint( this.origin ) == 0 ) { return 0; //如果射线在当前平面上返回0 } // Null is preferable to undefined since undefined means.... it is undefined // 其他未知定义返回null return null; //其他未知定义返回null } var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; // Return if the ray never intersects the plane // 射线与平面永不相交返回null return t >= 0 ? t : null; //射线与平面永不相交返回null,或者返回距离t }, /* ///intersectPlane方法用来判断当前射线是否与参数plane平面相交,如果相交返回交点.如果不想交返回null /// NOTE:intersectSphere方法要求plane平面对象,必须有normal属性 /// NOTE:intersectSphere方法经常用在鼠标拾取plane平面 */ ///<summary>intersectPlane</summary> ///<param name ="plane" type="Plane">Plane平面对象,必须有normal属性</param> ///<param name ="optionalTarget" type="Vector3">optionalTarget是可选参数,如果没有设置,系统自动创建一个临时Vector3对象,用来存储射线与平面的交点</param> ///<returns type="Boolean">如果相交返回交点.如果射线与平面永不相交或其他未知定义返回null</returns> intersectPlane: function ( plane, optionalTarget ) { var t = this.distanceToPlane( plane ); //调用distanceToPlane方法将返回参数plane平面到当前射线的最小距离 if ( t === null ) { //如果射线与平面永不相交或其他未知定义返回null return null; //返回null } return this.at( t, optionalTarget ); //如果相交返回交点 }, /* ///isIntersectionBox方法用来判断当前射线是否与参数Box立方体相交,经常用来判断用户是否选中了场景中的Box立方体对象. /// NOTE:isIntersectionPlane方法要求Box立方体对象,必须有min,max属性 */ ///<summary>isIntersectionBox</summary> ///<param name ="box" type="Box3">Box立方体对象,必须有min,max属性</param> ///<returns type="Boolean">返回true 或者 false</returns> isIntersectionBox: function () { var v = new THREE.Vector3(); return function ( box ) { return this.intersectBox( box, v ) !== null; //调用intersectBox()方法,判断是否不等于null,返回true 或者 false }; }(), /* ///intersectBox方法用来判断当前射线是否与参数Box立方体相交,如果相交返回交点.如果不想交返回null /// NOTE:intersectBox方法要求Box立方体对象,必须有min,max属性 /// NOTE:intersectBox方法经常用在鼠标拾取Box立方体 */ ///<summary>intersectBox</summary> ///<param name ="box" type="Box3">Box立方体对象,必须有min,max属性</param> ///<param name ="optionalTarget" type="Vector3">optionalTarget是可选参数,如果没有设置,系统自动创建一个临时Vector3对象,用来存储射线与立方体的交点</param> ///<returns type="Boolean">如果相交返回交点.如果射线与Box立方体永不相交或其他未知定义返回null</returns> intersectBox: function ( box , optionalTarget ) { // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/ var tmin,tmax,tymin,tymax,tzmin,tzmax; var invdirx = 1 / this.direction.x, invdiry = 1 / this.direction.y, invdirz = 1 / this.direction.z; var origin = this.origin; //下面的这些是判断射线的原点在立方体的前后左右,还是立方体内,还是永不相交.如果射线原点在立方体后面或者不相交,返回null if ( invdirx >= 0 ) { tmin = ( box.min.x - origin.x ) * invdirx; tmax = ( box.max.x - origin.x ) * invdirx; } else { tmin = ( box.max.x - origin.x ) * invdirx; tmax = ( box.min.x - origin.x ) * invdirx; } if ( invdiry >= 0 ) { tymin = ( box.min.y - origin.y ) * invdiry; tymax = ( box.max.y - origin.y ) * invdiry; } else { tymin = ( box.max.y - origin.y ) * invdiry; tymax = ( box.min.y - origin.y ) * invdiry; } if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; // These lines also handle the case where tmin or tmax is NaN // (result of 0 * Infinity). x !== x returns true if x is NaN if ( tymin > tmin || tmin !== tmin ) tmin = tymin; if ( tymax < tmax || tmax !== tmax ) tmax = tymax; if ( invdirz >= 0 ) { tzmin = ( box.min.z - origin.z ) * invdirz; tzmax = ( box.max.z - origin.z ) * invdirz; } else { tzmin = ( box.max.z - origin.z ) * invdirz; tzmax = ( box.min.z - origin.z ) * invdirz; } if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; //return point closest to the ray (positive side) //返回射线到立方体的垂足(正面的). if ( tmax < 0 ) return null; return this.at( tmin >= 0 ? tmin : tmax, optionalTarget ); //返回交点并设置给可选参数optionalTarget }, /* ///intersectTriangle方法用来判断当前射线是否与参数a,b,c组成的Triangle三角形对象相交,如果相交返回交点.如果不想交返回null /// NOTE:intersectTriangle方法要求Box立方体对象,必须有min,max属性 /// NOTE:intersectTriangle方法经常用在鼠标拾取Triangle三角形 /// NOTE:可以参考博客http://www.cnblogs.com/graphics/archive/2010/08/09/1795348.html */ ///<summary>intersectTriangle</summary> ///<param name ="a" type="Vector3">Triangle三角形的角点a</param> ///<param name ="b" type="Vector3">Triangle三角形的角点b</param> ///<param name ="c" type="Vector3">Triangle三角形的角点c</param> ///<param name ="backfaceCulling" type="Boolean">true 或者 false,用来表示是否选择背面</param> ///<param name ="optionalTarget" type="Vector3">optionalTarget是可选参数,如果没有设置,系统自动创建一个临时Vector3对象,用来存储射线与立方体的交点</param> ///<returns type="Boolean">如果相交返回交点.如果射线与Triangle三角形永不相交或其他未知定义返回null</returns> intersectTriangle: function () { // Compute the offset origin, edges, and normal. var diff = new THREE.Vector3(); var edge1 = new THREE.Vector3(); var edge2 = new THREE.Vector3(); var normal = new THREE.Vector3(); return function ( a, b, c, backfaceCulling, optionalTarget ) { // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp edge1.subVectors( b, a ); edge2.subVectors( c, a ); normal.crossVectors( edge1, edge2 ); // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) var DdN = this.direction.dot( normal ); var sign; //下面的这些是判断射线的原点在Triangle三角形的前后左右,还是立方体内,还是永不相交.如果射线原点在立方体后面或者不相交,返回null if ( DdN > 0 ) { if ( backfaceCulling ) return null; sign = 1; } else if ( DdN < 0 ) { sign = - 1; DdN = - DdN; } else { return null; } diff.subVectors( this.origin, a ); var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) ); // b1 < 0, no intersection // b1 <0 ,不相交 if ( DdQxE2 < 0 ) { return null; } var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) ); // b2 < 0, no intersection // b2 <0 ,不相交 if ( DdE1xQ < 0 ) { return null; } // b1+b2 > 1, no intersection // b1+b2 > 1 ,不相交 if ( DdQxE2 + DdE1xQ > DdN ) { return null; } // Line intersects triangle, check if ray does. // 射线与三角形相交 var QdN = - sign * diff.dot( normal ); // t < 0, no intersection // t < 0, 不相交 if ( QdN < 0 ) { return null; } // Ray intersects triangle. // 射线与三角形相交. return this.at( QdN / DdN, optionalTarget ); //返回交点. }; }(), /* ///applyMatrix4方法通过传递参数matrix4(旋转,缩放,移动等变换矩阵)对当前射线对象的原点及方向矢量,应用变换. */ ///<summary>applyMatrix4</summary> ///<param name ="matrix4" type="Matrix4">(旋转,缩放,移动等变换矩阵</param> ///<returns type="Boolean">返回变换后的射线对象.</returns> applyMatrix4: function ( matrix4 ) { this.direction.add( this.origin ).applyMatrix4( matrix4 ); //对射线的方向矢量应用变换 this.origin.applyMatrix4( matrix4 ); //对射线的原点应用变换 this.direction.sub( this.origin ); this.direction.normalize(); return this; //返回变换后的射线对象 }, /*equals方法 ///equals方法相当于比较运算符===,将当前射线和参数ray中的(origin,direction)值进行对比,返回bool型值. */ ///<summary>equals</summary> ///<param name ="ray" type="Ray">射线(origin,direction)</param> ///<returns type="bool">返回true or false</returns> equals: function ( ray ) { return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); //返回true or false }, /*clone方法 ///clone方法克隆一个射线对象. */ ///<summary>clone</summary> ///<returns type="Ray">返回射线对象</returns> clone: function () { return new THREE.Ray().copy( this ); //返回射线对象 } };
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以下代码是THREE.JS 源码文件中Math/Ray.js文件的注释.
更多更新在 : https://github.com/omni360/three.js.sourcecode/blob/master/Three.js
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