I am not very familiar with Three.js
, but after checking out the online documentation, it seems that the Raycasting algorithm in Three.js is based on the spatial distribution of objects rather than their composition. This means that there might not be a direct way to specify that only opaque pixels should be tested during Raycasting.
One possible approach could be to first use Three.js
's
Raycast.intersectObjects(pObjects, pRecursive)
method to get a general idea of which objects are intersecting with the ray's path. Once you have this information, you would then need to perform additional tests to determine if the ray intersects with opaque pixels.
To achieve this, one strategy could involve identifying the specific object that is colliding with the ray and calculating the exact point where the ray intersects with the object. This process can become more complex if your objects are scalable or if they can be rotated. By using trigonometry to determine the 3D coordinates of the intersection point relative to the ray's near
and far
values, you can then convert these coordinates into 2D positions corresponding to the image being used.
For example, in a simplified 2D scenario where you have a 50px² image at the origin and the ray intersects at position (25,25), you could extract and analyze the alpha values of the pixel data array to check for opacity. Since PNG images store RGBA data, each pixel requires four bytes of information stored contiguously, as shown in the following pseudocode:
byte lPixelRed = bitmap.getData()[(X + Y*bitmap.getWidth())*4];
byte lPixelGreen = bitmap.getData()[(X + Y*bitmap.getWidth())*4 + 1];
byte lPixelBlue = bitmap.getData()[(X + Y*bitmap.getWidth())*4 + 2];
byte lPixelAlpha = bitmap.getData()[(X + Y*bitmap.getWidth())*4 + 3];
After accessing the pixel data, you can examine the alpha bytes to differentiate between opaque (0xFF) and transparent (0x00) areas. This information can help determine the success of the ray-object collision detection process.