| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290 | 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 projectionfunction 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 };
 |