Buckets:
| import { Mesh, InstancedInterleavedBuffer, InterleavedBufferAttribute, Vector3, Vector4 } from "three"; | |
| import { LineSegmentsGeometry } from "./LineSegmentsGeometry.js"; | |
| import { LineMaterial } from "./LineMaterial.js"; | |
| const _start = /* @__PURE__ */ new Vector3(); | |
| const _end = /* @__PURE__ */ new Vector3(); | |
| const _viewport = /* @__PURE__ */ new Vector4(); | |
| class Wireframe extends Mesh { | |
| constructor(geometry = new LineSegmentsGeometry(), material = new LineMaterial({ color: Math.random() * 16777215 })) { | |
| super(geometry, material); | |
| this.isWireframe = true; | |
| this.type = "Wireframe"; | |
| } | |
| // for backwards-compatibility, 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); | |
| geometry.setAttribute("instanceDistanceStart", new InterleavedBufferAttribute(instanceDistanceBuffer, 1, 0)); | |
| geometry.setAttribute("instanceDistanceEnd", new InterleavedBufferAttribute(instanceDistanceBuffer, 1, 1)); | |
| return this; | |
| } | |
| onBeforeRender(renderer) { | |
| const uniforms = this.material.uniforms; | |
| if (uniforms && uniforms.resolution) { | |
| renderer.getViewport(_viewport); | |
| this.material.uniforms.resolution.value.set(_viewport.z, _viewport.w); | |
| } | |
| } | |
| } | |
| export { | |
| Wireframe | |
| }; | |
| //# sourceMappingURL=Wireframe.js.map | |
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