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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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