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- import { Sphere } from '../math/Sphere.js';
- import { Ray } from '../math/Ray.js';
- import { Matrix4 } from '../math/Matrix4.js';
- import { Object3D } from '../core/Object3D.js';
- import { Vector3 } from '../math/Vector3.js';
- import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
- import { BufferGeometry } from '../core/BufferGeometry.js';
- import { Float32BufferAttribute } from '../core/BufferAttribute.js';
- const _start = /*@__PURE__*/ new Vector3();
- const _end = /*@__PURE__*/ new Vector3();
- const _inverseMatrix = /*@__PURE__*/ new Matrix4();
- const _ray = /*@__PURE__*/ new Ray();
- const _sphere = /*@__PURE__*/ new Sphere();
- class Line extends Object3D {
- constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
- super();
- this.type = 'Line';
- this.geometry = geometry;
- this.material = material;
- this.updateMorphTargets();
- }
- copy( source ) {
- super.copy( source );
- this.material = source.material;
- this.geometry = source.geometry;
- return this;
- }
- computeLineDistances() {
- const geometry = this.geometry;
- if ( geometry.isBufferGeometry ) {
- // we assume non-indexed geometry
- if ( geometry.index === null ) {
- const positionAttribute = geometry.attributes.position;
- const lineDistances = [ 0 ];
- for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
- _start.fromBufferAttribute( positionAttribute, i - 1 );
- _end.fromBufferAttribute( positionAttribute, i );
- lineDistances[ i ] = lineDistances[ i - 1 ];
- lineDistances[ i ] += _start.distanceTo( _end );
- }
- geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
- } else {
- console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
- }
- } else if ( geometry.isGeometry ) {
- console.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
- }
- return this;
- }
- raycast( raycaster, intersects ) {
- const geometry = this.geometry;
- const matrixWorld = this.matrixWorld;
- const threshold = raycaster.params.Line.threshold;
- const drawRange = geometry.drawRange;
- // Checking boundingSphere distance to ray
- if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
- _sphere.copy( geometry.boundingSphere );
- _sphere.applyMatrix4( matrixWorld );
- _sphere.radius += threshold;
- if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
- //
- _inverseMatrix.copy( matrixWorld ).invert();
- _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
- const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
- const localThresholdSq = localThreshold * localThreshold;
- const vStart = new Vector3();
- const vEnd = new Vector3();
- const interSegment = new Vector3();
- const interRay = new Vector3();
- const step = this.isLineSegments ? 2 : 1;
- if ( geometry.isBufferGeometry ) {
- const index = geometry.index;
- const attributes = geometry.attributes;
- const positionAttribute = attributes.position;
- if ( index !== null ) {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, l = end - 1; i < l; i += step ) {
- const a = index.getX( i );
- const b = index.getX( i + 1 );
- vStart.fromBufferAttribute( positionAttribute, a );
- vEnd.fromBufferAttribute( positionAttribute, b );
- const distSq = _ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
- if ( distSq > localThresholdSq ) continue;
- interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
- const distance = raycaster.ray.origin.distanceTo( interRay );
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
- intersects.push( {
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4( this.matrixWorld ),
- index: i,
- face: null,
- faceIndex: null,
- object: this
- } );
- }
- } else {
- const start = Math.max( 0, drawRange.start );
- const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
- for ( let i = start, l = end - 1; i < l; i += step ) {
- vStart.fromBufferAttribute( positionAttribute, i );
- vEnd.fromBufferAttribute( positionAttribute, i + 1 );
- const distSq = _ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
- if ( distSq > localThresholdSq ) continue;
- interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
- const distance = raycaster.ray.origin.distanceTo( interRay );
- if ( distance < raycaster.near || distance > raycaster.far ) continue;
- intersects.push( {
- distance: distance,
- // What do we want? intersection point on the ray or on the segment??
- // point: raycaster.ray.at( distance ),
- point: interSegment.clone().applyMatrix4( this.matrixWorld ),
- index: i,
- face: null,
- faceIndex: null,
- object: this
- } );
- }
- }
- } else if ( geometry.isGeometry ) {
- console.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
- }
- }
- updateMorphTargets() {
- const geometry = this.geometry;
- if ( geometry.isBufferGeometry ) {
- const morphAttributes = geometry.morphAttributes;
- const keys = Object.keys( morphAttributes );
- if ( keys.length > 0 ) {
- const morphAttribute = morphAttributes[ keys[ 0 ] ];
- if ( morphAttribute !== undefined ) {
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
- for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
- const name = morphAttribute[ m ].name || String( m );
- this.morphTargetInfluences.push( 0 );
- this.morphTargetDictionary[ name ] = m;
- }
- }
- }
- } else {
- const morphTargets = geometry.morphTargets;
- if ( morphTargets !== undefined && morphTargets.length > 0 ) {
- console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );
- }
- }
- }
- }
- Line.prototype.isLine = true;
- export { Line };
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