Buckets:
| 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.isLine = true; | |
| this.type = 'Line'; | |
| this.geometry = geometry; | |
| this.material = material; | |
| this.updateMorphTargets(); | |
| } | |
| copy( source, recursive ) { | |
| super.copy( source, recursive ); | |
| this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; | |
| this.geometry = source.geometry; | |
| return this; | |
| } | |
| computeLineDistances() { | |
| const geometry = this.geometry; | |
| // 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.' ); | |
| } | |
| 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; | |
| 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 | |
| } ); | |
| } | |
| } | |
| } | |
| updateMorphTargets() { | |
| const geometry = this.geometry; | |
| 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; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| export { Line }; | |
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