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+import {
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+ Box3,
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+ InstancedInterleavedBuffer,
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+ InterleavedBufferAttribute,
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+ Line3,
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+ MathUtils,
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+ Matrix4,
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+ Mesh,
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+ Sphere,
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+ Vector3,
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+ Vector4,
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+ Line2NodeMaterial
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+} from 'three';
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+import { LineSegmentsGeometry } from '../../lines/LineSegmentsGeometry.js';
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+
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+const _viewport = new Vector4();
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+
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+const _start = new Vector3();
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+const _end = new Vector3();
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+
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+const _start4 = new Vector4();
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+const _end4 = new Vector4();
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+
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+const _ssOrigin = new Vector4();
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+const _ssOrigin3 = new Vector3();
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+const _mvMatrix = new Matrix4();
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+const _line = new Line3();
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+const _closestPoint = new Vector3();
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+
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+const _box = new Box3();
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+const _sphere = new Sphere();
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+const _clipToWorldVector = new Vector4();
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+
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+let _ray, _lineWidth;
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+
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+// Returns the margin required to expand by in world space given the distance from the camera,
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+// line width, resolution, and camera projection
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+function getWorldSpaceHalfWidth( camera, distance, resolution ) {
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+
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+ // transform into clip space, adjust the x and y values by the pixel width offset, then
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+ // transform back into world space to get world offset. Note clip space is [-1, 1] so full
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+ // width does not need to be halved.
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+ _clipToWorldVector.set( 0, 0, - distance, 1.0 ).applyMatrix4( camera.projectionMatrix );
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+ _clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
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+ _clipToWorldVector.x = _lineWidth / resolution.width;
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+ _clipToWorldVector.y = _lineWidth / resolution.height;
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+ _clipToWorldVector.applyMatrix4( camera.projectionMatrixInverse );
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+ _clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
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+
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+ return Math.abs( Math.max( _clipToWorldVector.x, _clipToWorldVector.y ) );
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+
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+}
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+
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+function raycastWorldUnits( lineSegments, intersects ) {
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+
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+ const matrixWorld = lineSegments.matrixWorld;
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+ const geometry = lineSegments.geometry;
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+ const instanceStart = geometry.attributes.instanceStart;
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+ const instanceEnd = geometry.attributes.instanceEnd;
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+ const segmentCount = Math.min( geometry.instanceCount, instanceStart.count );
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+
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+ for ( let i = 0, l = segmentCount; i < l; i ++ ) {
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+
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+ _line.start.fromBufferAttribute( instanceStart, i );
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+ _line.end.fromBufferAttribute( instanceEnd, i );
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+
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+ _line.applyMatrix4( matrixWorld );
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+
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+ const pointOnLine = new Vector3();
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+ const point = new Vector3();
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+
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+ _ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
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+ const isInside = point.distanceTo( pointOnLine ) < _lineWidth * 0.5;
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+
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+ if ( isInside ) {
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+
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+ intersects.push( {
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+ point,
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+ pointOnLine,
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+ distance: _ray.origin.distanceTo( point ),
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+ object: lineSegments,
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+ face: null,
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+ faceIndex: i,
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+ uv: null,
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+ uv1: null,
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+ } );
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+
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+ }
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+
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+ }
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+
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+}
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+
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+function raycastScreenSpace( lineSegments, camera, intersects ) {
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+
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+ const projectionMatrix = camera.projectionMatrix;
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+ const material = lineSegments.material;
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+ const resolution = material.resolution;
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+ const matrixWorld = lineSegments.matrixWorld;
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+
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+ const geometry = lineSegments.geometry;
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+ const instanceStart = geometry.attributes.instanceStart;
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+ const instanceEnd = geometry.attributes.instanceEnd;
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+ const segmentCount = Math.min( geometry.instanceCount, instanceStart.count );
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+
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+ const near = - camera.near;
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+
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+ //
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+
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+ // pick a point 1 unit out along the ray to avoid the ray origin
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+ // sitting at the camera origin which will cause "w" to be 0 when
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+ // applying the projection matrix.
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+ _ray.at( 1, _ssOrigin );
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+
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+ // ndc space [ - 1.0, 1.0 ]
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+ _ssOrigin.w = 1;
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+ _ssOrigin.applyMatrix4( camera.matrixWorldInverse );
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+ _ssOrigin.applyMatrix4( projectionMatrix );
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+ _ssOrigin.multiplyScalar( 1 / _ssOrigin.w );
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+
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+ // screen space
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+ _ssOrigin.x *= resolution.x / 2;
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+ _ssOrigin.y *= resolution.y / 2;
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+ _ssOrigin.z = 0;
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+
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+ _ssOrigin3.copy( _ssOrigin );
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+
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+ _mvMatrix.multiplyMatrices( camera.matrixWorldInverse, matrixWorld );
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+
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+ for ( let i = 0, l = segmentCount; i < l; i ++ ) {
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+
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+ _start4.fromBufferAttribute( instanceStart, i );
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+ _end4.fromBufferAttribute( instanceEnd, i );
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+
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+ _start4.w = 1;
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+ _end4.w = 1;
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+
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+ // camera space
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+ _start4.applyMatrix4( _mvMatrix );
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+ _end4.applyMatrix4( _mvMatrix );
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+
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+ // skip the segment if it's entirely behind the camera
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+ const isBehindCameraNear = _start4.z > near && _end4.z > near;
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+ if ( isBehindCameraNear ) {
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+
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+ continue;
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+
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+ }
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+
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+ // trim the segment if it extends behind camera near
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+ if ( _start4.z > near ) {
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+
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+ const deltaDist = _start4.z - _end4.z;
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+ const t = ( _start4.z - near ) / deltaDist;
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+ _start4.lerp( _end4, t );
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+
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+ } else if ( _end4.z > near ) {
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+
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+ const deltaDist = _end4.z - _start4.z;
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+ const t = ( _end4.z - near ) / deltaDist;
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+ _end4.lerp( _start4, t );
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+
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+ }
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+
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+ // clip space
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+ _start4.applyMatrix4( projectionMatrix );
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+ _end4.applyMatrix4( projectionMatrix );
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+
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+ // ndc space [ - 1.0, 1.0 ]
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+ _start4.multiplyScalar( 1 / _start4.w );
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+ _end4.multiplyScalar( 1 / _end4.w );
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+
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+ // screen space
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+ _start4.x *= resolution.x / 2;
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+ _start4.y *= resolution.y / 2;
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+
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+ _end4.x *= resolution.x / 2;
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+ _end4.y *= resolution.y / 2;
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+
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+ // create 2d segment
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+ _line.start.copy( _start4 );
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+ _line.start.z = 0;
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+
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+ _line.end.copy( _end4 );
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+ _line.end.z = 0;
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+
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+ // get closest point on ray to segment
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+ const param = _line.closestPointToPointParameter( _ssOrigin3, true );
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+ _line.at( param, _closestPoint );
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+
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+ // check if the intersection point is within clip space
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+ const zPos = MathUtils.lerp( _start4.z, _end4.z, param );
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+ const isInClipSpace = zPos >= - 1 && zPos <= 1;
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+
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+ const isInside = _ssOrigin3.distanceTo( _closestPoint ) < _lineWidth * 0.5;
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+
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+ if ( isInClipSpace && isInside ) {
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+
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+ _line.start.fromBufferAttribute( instanceStart, i );
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+ _line.end.fromBufferAttribute( instanceEnd, i );
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+
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+ _line.start.applyMatrix4( matrixWorld );
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+ _line.end.applyMatrix4( matrixWorld );
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+
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+ const pointOnLine = new Vector3();
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+ const point = new Vector3();
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+
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+ _ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
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+
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+ intersects.push( {
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+ point: point,
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+ pointOnLine: pointOnLine,
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+ distance: _ray.origin.distanceTo( point ),
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+ object: lineSegments,
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+ face: null,
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+ faceIndex: i,
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+ uv: null,
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+ uv1: null,
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+ } );
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+
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+ }
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+
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+ }
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+
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+}
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+
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+class LineSegments2 extends Mesh {
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+
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+ constructor( geometry = new LineSegmentsGeometry(), material = new Line2NodeMaterial( { color: Math.random() * 0xffffff } ) ) {
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+
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+ super( geometry, material );
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+
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+ this.isLineSegments2 = true;
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+
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+ this.type = 'LineSegments2';
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+
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+ }
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+
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+ // for backwards-compatibility, but could be a method of LineSegmentsGeometry...
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+
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+ computeLineDistances() {
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+
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+ const geometry = this.geometry;
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+
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+ const instanceStart = geometry.attributes.instanceStart;
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+ const instanceEnd = geometry.attributes.instanceEnd;
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+ const lineDistances = new Float32Array( 2 * instanceStart.count );
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+
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+ for ( let i = 0, j = 0, l = instanceStart.count; i < l; i ++, j += 2 ) {
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+
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+ _start.fromBufferAttribute( instanceStart, i );
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+ _end.fromBufferAttribute( instanceEnd, i );
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+
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+ lineDistances[ j ] = ( j === 0 ) ? 0 : lineDistances[ j - 1 ];
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+ lineDistances[ j + 1 ] = lineDistances[ j ] + _start.distanceTo( _end );
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+
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+ }
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+
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+ const instanceDistanceBuffer = new InstancedInterleavedBuffer( lineDistances, 2, 1 ); // d0, d1
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+
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+ geometry.setAttribute( 'instanceDistanceStart', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 0 ) ); // d0
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+ geometry.setAttribute( 'instanceDistanceEnd', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 1 ) ); // d1
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+
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+ return this;
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+
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+ }
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+
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+ raycast( raycaster, intersects ) {
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+
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+ const worldUnits = this.material.worldUnits;
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+ const camera = raycaster.camera;
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+
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+ if ( camera === null && ! worldUnits ) {
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+
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+ console.error( 'LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2 while worldUnits is set to false.' );
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+
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+ }
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+
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+ const threshold = ( raycaster.params.Line2 !== undefined ) ? raycaster.params.Line2.threshold || 0 : 0;
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+
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+ _ray = raycaster.ray;
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+
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+ const matrixWorld = this.matrixWorld;
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+ const geometry = this.geometry;
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+ const material = this.material;
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+
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+ _lineWidth = material.linewidth + threshold;
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+
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+ // check if we intersect the sphere bounds
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+ if ( geometry.boundingSphere === null ) {
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+
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+ geometry.computeBoundingSphere();
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+
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+ }
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+
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+ _sphere.copy( geometry.boundingSphere ).applyMatrix4( matrixWorld );
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+
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+ // increase the sphere bounds by the worst case line screen space width
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+ let sphereMargin;
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+ if ( worldUnits ) {
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+
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+ sphereMargin = _lineWidth * 0.5;
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+
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+ } else {
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+
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+ const distanceToSphere = Math.max( camera.near, _sphere.distanceToPoint( _ray.origin ) );
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+ sphereMargin = getWorldSpaceHalfWidth( camera, distanceToSphere, material.resolution );
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+
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+ }
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+
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+ _sphere.radius += sphereMargin;
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+
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+ if ( _ray.intersectsSphere( _sphere ) === false ) {
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+
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+ return;
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+
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+ }
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+
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+ // check if we intersect the box bounds
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+ if ( geometry.boundingBox === null ) {
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+
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+ geometry.computeBoundingBox();
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+
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+ }
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+
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+ _box.copy( geometry.boundingBox ).applyMatrix4( matrixWorld );
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+
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+ // increase the box bounds by the worst case line width
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+ let boxMargin;
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+ if ( worldUnits ) {
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+
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+ boxMargin = _lineWidth * 0.5;
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+
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+ } else {
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+
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+ const distanceToBox = Math.max( camera.near, _box.distanceToPoint( _ray.origin ) );
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+ boxMargin = getWorldSpaceHalfWidth( camera, distanceToBox, material.resolution );
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+
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+ }
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+
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+ _box.expandByScalar( boxMargin );
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+
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+ if ( _ray.intersectsBox( _box ) === false ) {
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+
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+ return;
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+
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+ }
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+
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+ if ( worldUnits ) {
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+
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+ raycastWorldUnits( this, intersects );
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+
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+ } else {
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+
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+ raycastScreenSpace( this, camera, intersects );
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+
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+ }
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+
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+ }
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+
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+ onBeforeRender( renderer ) {
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+
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+ const uniforms = this.material.uniforms;
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+
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+ if ( uniforms && uniforms.resolution ) {
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+
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+ renderer.getViewport( _viewport );
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+ this.material.uniforms.resolution.value.set( _viewport.z, _viewport.w );
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+
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+ }
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+
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+ }
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+
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+}
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+
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+export { LineSegments2 };
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