<script src="https://rawgit.com/mrdoob/three.js/dev/build/three.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/controls/OrbitControls.js"></script>
<!--
Note:
- A line with more than 2 points is technically made of up multiple line segment(s)
- A ray cast will look at individual line segements when casting
- Each line segment can only register one intersection
- linePrecision helps determine of a line segment's end points should be consider an intersection if there isn't already an intersection on the line
Forming Triangles:
Need to do a tolerance check on slopes when casting digonally against diagonals due to floating point
-->
CSS
body {
margin:0;
}
JavaScript
var objects = [];
var scene = new THREE.Scene();
var width = window.innerWidth;
var height = window.innerHeight * .75;
var camera = new THREE.PerspectiveCamera( 35, width/height, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( width, height );
renderer.setClearColor( 0xcccccc, 1 );
document.body.appendChild( renderer.domElement );
scene.add(camera);
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.screenSpacePanning = true;
setToFullOrbit(controls)
camera.position.copy(new THREE.Vector3(fti(5), fti(5), fti(5)) );
// fix first frame render issue going invisible
camera.lookAt(new THREE.Vector3(0,0,0));
var axisHelper = new THREE.AxisHelper();
scene.add(axisHelper);
var grid = new THREE.GridHelper(fti(12), 12);
grid.rotateX(Math.PI / 2);
scene.add(grid);
// ----- playground starts here ----------------- //
//test lines
var line1 = createLine([new THREE.Vector3(), new THREE.Vector3(10,10,0)]);
var line2 = createLine([new THREE.Vector3(20,12,0), new THREE.Vector3(-10,20,0)]);
var line3 = createLine([new THREE.Vector3(-28, 15, 0), new THREE.Vector3(15,50,0)]);
//ray cast
var raycaster = new THREE.Raycaster();
raycaster.linePrecision = 1;
var origin = new THREE.Vector3(12,0,0);
var direction = new THREE.Vector3(-.9, 1, 0);
direction.normalize();
raycaster.far = 60;
raycaster.set(origin, direction);
var intersections = raycaster.intersectObjects([line1, line2, line3]);
drawRay(raycaster, intersections, 0x0000ff);
//print
var div = document.createElement('div');
document.body.appendChild(div);
print(intersections, div);
// ---- end of playground ---------------------- //
function getSlope(p1, p2){
return (p2.y - p1.y) / (p2.x - p1.x);
}
function isTriangle(points, div){
if (points.length === 3){
// see if we can correct the colinear intersections
var p1 = points[0];
var p2 = points[1];
var p3 = points[2];
var s1 = getSlope(p1,p2);
var s2 = getSlope(p1,p3);
...
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