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import { Vector2 } from '../math/Vector2.js';
import { Vector3 } from '../math/Vector3.js';
import { Matrix4 } from '../math/Matrix4.js';
import { Triangle } from '../math/Triangle.js';
import { Object3D } from '../core/Object3D.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
import { InterleavedBuffer } from '../core/InterleavedBuffer.js';
import { InterleavedBufferAttribute } from '../core/InterleavedBufferAttribute.js';
import { SpriteMaterial } from '../materials/SpriteMaterial.js';

let _geometry;

const _intersectPoint = /*@__PURE__*/ new Vector3();
const _worldScale = /*@__PURE__*/ new Vector3();
const _mvPosition = /*@__PURE__*/ new Vector3();

const _alignedPosition = /*@__PURE__*/ new Vector2();
const _rotatedPosition = /*@__PURE__*/ new Vector2();
const _viewWorldMatrix = /*@__PURE__*/ new Matrix4();

const _vA = /*@__PURE__*/ new Vector3();
const _vB = /*@__PURE__*/ new Vector3();
const _vC = /*@__PURE__*/ new Vector3();

const _uvA = /*@__PURE__*/ new Vector2();
const _uvB = /*@__PURE__*/ new Vector2();
const _uvC = /*@__PURE__*/ new Vector2();

class Sprite extends Object3D {
	constructor(material) {
		super();

		this.type = 'Sprite';

		if (_geometry === undefined) {
			_geometry = new BufferGeometry();

			const float32Array = new Float32Array([-0.5, -0.5, 0, 0, 0, 0.5, -0.5, 0, 1, 0, 0.5, 0.5, 0, 1, 1, -0.5, 0.5, 0, 0, 1]);

			const interleavedBuffer = new InterleavedBuffer(float32Array, 5);

			_geometry.setIndex([0, 1, 2, 0, 2, 3]);
			_geometry.setAttribute('position', new InterleavedBufferAttribute(interleavedBuffer, 3, 0, false));
			_geometry.setAttribute('uv', new InterleavedBufferAttribute(interleavedBuffer, 2, 3, false));
		}

		this.geometry = _geometry;
		this.material = material !== undefined ? material : new SpriteMaterial();

		this.center = new Vector2(0.5, 0.5);
	}

	raycast(raycaster, intersects) {
		if (raycaster.camera === null) {
			console.error('THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.');
		}

		_worldScale.setFromMatrixScale(this.matrixWorld);

		_viewWorldMatrix.copy(raycaster.camera.matrixWorld);
		this.modelViewMatrix.multiplyMatrices(raycaster.camera.matrixWorldInverse, this.matrixWorld);

		_mvPosition.setFromMatrixPosition(this.modelViewMatrix);

		if (raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false) {
			_worldScale.multiplyScalar(-_mvPosition.z);
		}

		const rotation = this.material.rotation;
		let sin, cos;

		if (rotation !== 0) {
			cos = Math.cos(rotation);
			sin = Math.sin(rotation);
		}

		const 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);

		_uvA.set(0, 0);
		_uvB.set(1, 0);
		_uvC.set(1, 1);

		// check first triangle
		let 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);
			_uvB.set(0, 1);

			intersect = raycaster.ray.intersectTriangle(_vA, _vC, _vB, false, _intersectPoint);
			if (intersect === null) {
				return;
			}
		}

		const distance = raycaster.ray.origin.distanceTo(_intersectPoint);

		if (distance < raycaster.near || distance > raycaster.far) return;

		intersects.push({
			distance: distance,
			point: _intersectPoint.clone(),
			uv: Triangle.getUV(_intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2()),
			face: null,
			object: this,
		});
	}

	copy(source) {
		super.copy(source);

		if (source.center !== undefined) this.center.copy(source.center);

		this.material = source.material;

		return this;
	}
}

Sprite.prototype.isSprite = true;

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);
}

export { Sprite };