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							- import {
 
- 	Box3,
 
- 	InstancedInterleavedBuffer,
 
- 	InterleavedBufferAttribute,
 
- 	Line3,
 
- 	MathUtils,
 
- 	Matrix4,
 
- 	Mesh,
 
- 	Sphere,
 
- 	Vector3,
 
- 	Vector4
 
- } from '../../../build/three.module.js';
 
- import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';
 
- import { LineMaterial } from '../lines/LineMaterial.js';
 
- const _start = new Vector3();
 
- const _end = new Vector3();
 
- const _start4 = new Vector4();
 
- const _end4 = new Vector4();
 
- const _ssOrigin = new Vector4();
 
- const _ssOrigin3 = new Vector3();
 
- const _mvMatrix = new Matrix4();
 
- const _line = new Line3();
 
- const _closestPoint = new Vector3();
 
- const _box = new Box3();
 
- const _sphere = new Sphere();
 
- const _clipToWorldVector = new Vector4();
 
- // Returns the margin required to expand by in world space given the distance from the camera,
 
- // line width, resolution, and camera projection
 
- function getWorldSpaceHalfWidth( camera, distance, lineWidth, resolution ) {
 
- 	// transform into clip space, adjust the x and y values by the pixel width offset, then
 
- 	// transform back into world space to get world offset. Note clip space is [-1, 1] so full
 
- 	// width does not need to be halved.
 
- 	_clipToWorldVector.set( 0, 0, - distance, 1.0 ).applyMatrix4( camera.projectionMatrix );
 
- 	_clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
 
- 	_clipToWorldVector.x = lineWidth / resolution.width;
 
- 	_clipToWorldVector.y = lineWidth / resolution.height;
 
- 	_clipToWorldVector.applyMatrix4( camera.projectionMatrixInverse );
 
- 	_clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
 
- 	return Math.abs( Math.max( _clipToWorldVector.x, _clipToWorldVector.y ) );
 
- }
 
- class LineSegments2 extends Mesh {
 
- 	constructor( geometry = new LineSegmentsGeometry(), material = new LineMaterial( { color: Math.random() * 0xffffff } ) ) {
 
- 		super( geometry, material );
 
- 		this.type = 'LineSegments2';
 
- 	}
 
- 	// for backwards-compatability, but could be a method of LineSegmentsGeometry...
 
- 	computeLineDistances() {
 
- 		const geometry = this.geometry;
 
- 		const instanceStart = geometry.attributes.instanceStart;
 
- 		const instanceEnd = geometry.attributes.instanceEnd;
 
- 		const lineDistances = new Float32Array( 2 * instanceStart.count );
 
- 		for ( let i = 0, j = 0, l = instanceStart.count; i < l; i ++, j += 2 ) {
 
- 			_start.fromBufferAttribute( instanceStart, i );
 
- 			_end.fromBufferAttribute( instanceEnd, i );
 
- 			lineDistances[ j ] = ( j === 0 ) ? 0 : lineDistances[ j - 1 ];
 
- 			lineDistances[ j + 1 ] = lineDistances[ j ] + _start.distanceTo( _end );
 
- 		}
 
- 		const instanceDistanceBuffer = new InstancedInterleavedBuffer( lineDistances, 2, 1 ); // d0, d1
 
- 		geometry.setAttribute( 'instanceDistanceStart', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 0 ) ); // d0
 
- 		geometry.setAttribute( 'instanceDistanceEnd', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 1 ) ); // d1
 
- 		return this;
 
- 	}
 
- 	raycast( raycaster, intersects ) {
 
- 		if ( raycaster.camera === null ) {
 
- 			console.error( 'LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2.' );
 
- 		}
 
- 		const threshold = ( raycaster.params.Line2 !== undefined ) ? raycaster.params.Line2.threshold || 0 : 0;
 
- 		const ray = raycaster.ray;
 
- 		const camera = raycaster.camera;
 
- 		const projectionMatrix = camera.projectionMatrix;
 
- 		const matrixWorld = this.matrixWorld;
 
- 		const geometry = this.geometry;
 
- 		const material = this.material;
 
- 		const resolution = material.resolution;
 
- 		const lineWidth = material.linewidth + threshold;
 
- 		const instanceStart = geometry.attributes.instanceStart;
 
- 		const instanceEnd = geometry.attributes.instanceEnd;
 
- 		// camera forward is negative
 
- 		const near = - camera.near;
 
- 		//
 
- 		// check if we intersect the sphere bounds
 
- 		if ( geometry.boundingSphere === null ) {
 
- 			geometry.computeBoundingSphere();
 
- 		}
 
- 		_sphere.copy( geometry.boundingSphere ).applyMatrix4( matrixWorld );
 
- 		const distanceToSphere = Math.max( camera.near, _sphere.distanceToPoint( ray.origin ) );
 
- 		// increase the sphere bounds by the worst case line screen space width
 
- 		const sphereMargin = getWorldSpaceHalfWidth( camera, distanceToSphere, lineWidth, resolution );
 
- 		_sphere.radius += sphereMargin;
 
- 		if ( raycaster.ray.intersectsSphere( _sphere ) === false ) {
 
- 			return;
 
- 		}
 
- 		//
 
- 		// check if we intersect the box bounds
 
- 		if ( geometry.boundingBox === null ) {
 
- 			geometry.computeBoundingBox();
 
- 		}
 
- 		_box.copy( geometry.boundingBox ).applyMatrix4( matrixWorld );
 
- 		const distanceToBox = Math.max( camera.near, _box.distanceToPoint( ray.origin ) );
 
- 		// increase the box bounds by the worst case line screen space width
 
- 		const boxMargin = getWorldSpaceHalfWidth( camera, distanceToBox, lineWidth, resolution );
 
- 		_box.max.x += boxMargin;
 
- 		_box.max.y += boxMargin;
 
- 		_box.max.z += boxMargin;
 
- 		_box.min.x -= boxMargin;
 
- 		_box.min.y -= boxMargin;
 
- 		_box.min.z -= boxMargin;
 
- 		if ( raycaster.ray.intersectsBox( _box ) === false ) {
 
- 			return;
 
- 		}
 
- 		//
 
- 		// pick a point 1 unit out along the ray to avoid the ray origin
 
- 		// sitting at the camera origin which will cause "w" to be 0 when
 
- 		// applying the projection matrix.
 
- 		ray.at( 1, _ssOrigin );
 
- 		// ndc space [ - 1.0, 1.0 ]
 
- 		_ssOrigin.w = 1;
 
- 		_ssOrigin.applyMatrix4( camera.matrixWorldInverse );
 
- 		_ssOrigin.applyMatrix4( projectionMatrix );
 
- 		_ssOrigin.multiplyScalar( 1 / _ssOrigin.w );
 
- 		// screen space
 
- 		_ssOrigin.x *= resolution.x / 2;
 
- 		_ssOrigin.y *= resolution.y / 2;
 
- 		_ssOrigin.z = 0;
 
- 		_ssOrigin3.copy( _ssOrigin );
 
- 		_mvMatrix.multiplyMatrices( camera.matrixWorldInverse, matrixWorld );
 
- 		for ( let i = 0, l = instanceStart.count; i < l; i ++ ) {
 
- 			_start4.fromBufferAttribute( instanceStart, i );
 
- 			_end4.fromBufferAttribute( instanceEnd, i );
 
- 			_start4.w = 1;
 
- 			_end4.w = 1;
 
- 			// camera space
 
- 			_start4.applyMatrix4( _mvMatrix );
 
- 			_end4.applyMatrix4( _mvMatrix );
 
- 			// skip the segment if it's entirely behind the camera
 
- 			var isBehindCameraNear = _start4.z > near && _end4.z > near;
 
- 			if ( isBehindCameraNear ) {
 
- 				continue;
 
- 			}
 
- 			// trim the segment if it extends behind camera near
 
- 			if ( _start4.z > near ) {
 
- 				const deltaDist = _start4.z - _end4.z;
 
- 				const t = ( _start4.z - near ) / deltaDist;
 
- 				_start4.lerp( _end4, t );
 
- 			} else if ( _end4.z > near ) {
 
- 				const deltaDist = _end4.z - _start4.z;
 
- 				const t = ( _end4.z - near ) / deltaDist;
 
- 				_end4.lerp( _start4, t );
 
- 			}
 
- 			// clip space
 
- 			_start4.applyMatrix4( projectionMatrix );
 
- 			_end4.applyMatrix4( projectionMatrix );
 
- 			// ndc space [ - 1.0, 1.0 ]
 
- 			_start4.multiplyScalar( 1 / _start4.w );
 
- 			_end4.multiplyScalar( 1 / _end4.w );
 
- 			// screen space
 
- 			_start4.x *= resolution.x / 2;
 
- 			_start4.y *= resolution.y / 2;
 
- 			_end4.x *= resolution.x / 2;
 
- 			_end4.y *= resolution.y / 2;
 
- 			// create 2d segment
 
- 			_line.start.copy( _start4 );
 
- 			_line.start.z = 0;
 
- 			_line.end.copy( _end4 );
 
- 			_line.end.z = 0;
 
- 			// get closest point on ray to segment
 
- 			const param = _line.closestPointToPointParameter( _ssOrigin3, true );
 
- 			_line.at( param, _closestPoint );
 
- 			// check if the intersection point is within clip space
 
- 			const zPos = MathUtils.lerp( _start4.z, _end4.z, param );
 
- 			const isInClipSpace = zPos >= - 1 && zPos <= 1;
 
- 			const isInside = _ssOrigin3.distanceTo( _closestPoint ) < lineWidth * 0.5;
 
- 			if ( isInClipSpace && isInside ) {
 
- 				_line.start.fromBufferAttribute( instanceStart, i );
 
- 				_line.end.fromBufferAttribute( instanceEnd, i );
 
- 				_line.start.applyMatrix4( matrixWorld );
 
- 				_line.end.applyMatrix4( matrixWorld );
 
- 				const pointOnLine = new Vector3();
 
- 				const point = new Vector3();
 
- 				ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
 
- 				intersects.push( {
 
- 					point: point,
 
- 					pointOnLine: pointOnLine,
 
- 					distance: ray.origin.distanceTo( point ),
 
- 					object: this,
 
- 					face: null,
 
- 					faceIndex: i,
 
- 					uv: null,
 
- 					uv2: null,
 
- 				} );
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- LineSegments2.prototype.isLineSegments2 = true;
 
- export { LineSegments2 };
 
 
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