Spaces:
Running
Running
| 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'; | |
| /** | |
| * @author mrdoob / http://mrdoob.com/ | |
| */ | |
| function Line( geometry, material, mode ) { | |
| if ( mode === 1 ) { | |
| console.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' ); | |
| } | |
| Object3D.call( this ); | |
| this.type = 'Line'; | |
| this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); | |
| this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } ); | |
| } | |
| Line.prototype = Object.assign( Object.create( Object3D.prototype ), { | |
| constructor: Line, | |
| isLine: true, | |
| computeLineDistances: ( function () { | |
| var start = new Vector3(); | |
| var end = new Vector3(); | |
| return function computeLineDistances() { | |
| var geometry = this.geometry; | |
| if ( geometry.isBufferGeometry ) { | |
| // we assume non-indexed geometry | |
| if ( geometry.index === null ) { | |
| var positionAttribute = geometry.attributes.position; | |
| var lineDistances = [ 0 ]; | |
| for ( var 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.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); | |
| } else { | |
| console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); | |
| } | |
| } else if ( geometry.isGeometry ) { | |
| var vertices = geometry.vertices; | |
| var lineDistances = geometry.lineDistances; | |
| lineDistances[ 0 ] = 0; | |
| for ( var i = 1, l = vertices.length; i < l; i ++ ) { | |
| lineDistances[ i ] = lineDistances[ i - 1 ]; | |
| lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] ); | |
| } | |
| } | |
| return this; | |
| }; | |
| }() ), | |
| raycast: ( function () { | |
| var inverseMatrix = new Matrix4(); | |
| var ray = new Ray(); | |
| var sphere = new Sphere(); | |
| return function raycast( raycaster, intersects ) { | |
| var precision = raycaster.linePrecision; | |
| var geometry = this.geometry; | |
| var matrixWorld = this.matrixWorld; | |
| // Checking boundingSphere distance to ray | |
| if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); | |
| sphere.copy( geometry.boundingSphere ); | |
| sphere.applyMatrix4( matrixWorld ); | |
| sphere.radius += precision; | |
| if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; | |
| // | |
| inverseMatrix.getInverse( matrixWorld ); | |
| ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); | |
| var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); | |
| var localPrecisionSq = localPrecision * localPrecision; | |
| var vStart = new Vector3(); | |
| var vEnd = new Vector3(); | |
| var interSegment = new Vector3(); | |
| var interRay = new Vector3(); | |
| var step = ( this && this.isLineSegments ) ? 2 : 1; | |
| if ( geometry.isBufferGeometry ) { | |
| var index = geometry.index; | |
| var attributes = geometry.attributes; | |
| var positions = attributes.position.array; | |
| if ( index !== null ) { | |
| var indices = index.array; | |
| for ( var i = 0, l = indices.length - 1; i < l; i += step ) { | |
| var a = indices[ i ]; | |
| var b = indices[ i + 1 ]; | |
| vStart.fromArray( positions, a * 3 ); | |
| vEnd.fromArray( positions, b * 3 ); | |
| var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); | |
| if ( distSq > localPrecisionSq ) continue; | |
| interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation | |
| var 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 { | |
| for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) { | |
| vStart.fromArray( positions, 3 * i ); | |
| vEnd.fromArray( positions, 3 * i + 3 ); | |
| var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); | |
| if ( distSq > localPrecisionSq ) continue; | |
| interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation | |
| var 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 if ( geometry.isGeometry ) { | |
| var vertices = geometry.vertices; | |
| var nbVertices = vertices.length; | |
| for ( var i = 0; i < nbVertices - 1; i += step ) { | |
| var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); | |
| if ( distSq > localPrecisionSq ) continue; | |
| interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation | |
| var 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 | |
| } ); | |
| } | |
| } | |
| }; | |
| }() ), | |
| clone: function () { | |
| return new this.constructor( this.geometry, this.material ).copy( this ); | |
| } | |
| } ); | |
| export { Line }; | |