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@@ -29,17 +29,19 @@ const _box = new Box3();
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const _sphere = new Sphere();
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const _clipToWorldVector = new Vector4();
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+let _ray, _instanceStart, _instanceEnd, _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, lineWidth, resolution ) {
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+function getWorldSpaceHalfWidth( camera, distance, resolution ) {
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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.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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@@ -47,6 +49,170 @@ function getWorldSpaceHalfWidth( camera, distance, lineWidth, resolution ) {
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}
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+function raycastWorldUnits( lineSegments, intersects ) {
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+
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+ for ( let i = 0, l = _instanceStart.count; 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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+ 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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+ uv2: 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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+
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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 = instanceStart.count; 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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+ uv2: 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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constructor( geometry = new LineSegmentsGeometry(), material = new LineMaterial( { color: Math.random() * 0xffffff } ) ) {
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@@ -57,7 +223,7 @@ class LineSegments2 extends Mesh {
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}
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- // for backwards-compatability, but could be a method of LineSegmentsGeometry...
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+ // for backwards-compatibility, but could be a method of LineSegmentsGeometry...
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computeLineDistances() {
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@@ -88,31 +254,27 @@ class LineSegments2 extends Mesh {
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raycast( raycaster, intersects ) {
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- if ( raycaster.camera === null ) {
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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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- console.error( 'LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2.' );
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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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const threshold = ( raycaster.params.Line2 !== undefined ) ? raycaster.params.Line2.threshold || 0 : 0;
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- const ray = raycaster.ray;
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- const camera = raycaster.camera;
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- const projectionMatrix = camera.projectionMatrix;
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+ _ray = raycaster.ray;
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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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- const resolution = material.resolution;
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- const lineWidth = material.linewidth + threshold;
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- const instanceStart = geometry.attributes.instanceStart;
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- const instanceEnd = geometry.attributes.instanceEnd;
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+ _lineWidth = material.linewidth + threshold;
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- // camera forward is negative
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- const near = - camera.near;
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-
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- //
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+ _instanceStart = geometry.attributes.instanceStart;
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+ _instanceEnd = geometry.attributes.instanceEnd;
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// check if we intersect the sphere bounds
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if ( geometry.boundingSphere === null ) {
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@@ -122,162 +284,65 @@ class LineSegments2 extends Mesh {
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}
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_sphere.copy( geometry.boundingSphere ).applyMatrix4( matrixWorld );
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- const distanceToSphere = Math.max( camera.near, _sphere.distanceToPoint( ray.origin ) );
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// increase the sphere bounds by the worst case line screen space width
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- const sphereMargin = getWorldSpaceHalfWidth( camera, distanceToSphere, lineWidth, resolution );
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- _sphere.radius += sphereMargin;
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+ let sphereMargin;
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+ if ( worldUnits ) {
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- if ( raycaster.ray.intersectsSphere( _sphere ) === false ) {
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+ sphereMargin = _lineWidth * 0.5;
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- return;
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+ } else {
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- }
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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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+ 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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- _box.copy( geometry.boundingBox ).applyMatrix4( matrixWorld );
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- const distanceToBox = Math.max( camera.near, _box.distanceToPoint( ray.origin ) );
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-
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- // increase the box bounds by the worst case line screen space width
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- const boxMargin = getWorldSpaceHalfWidth( camera, distanceToBox, lineWidth, resolution );
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- _box.max.x += boxMargin;
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- _box.max.y += boxMargin;
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- _box.max.z += boxMargin;
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- _box.min.x -= boxMargin;
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- _box.min.y -= boxMargin;
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- _box.min.z -= boxMargin;
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+ _sphere.radius += sphereMargin;
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- if ( raycaster.ray.intersectsBox( _box ) === false ) {
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+ if ( _ray.intersectsSphere( _sphere ) === false ) {
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return;
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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 = instanceStart.count; 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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+ // check if we intersect the box bounds
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+ if ( geometry.boundingBox === null ) {
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- _end4.x *= resolution.x / 2;
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- _end4.y *= resolution.y / 2;
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+ geometry.computeBoundingBox();
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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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+ _box.copy( geometry.boundingBox ).applyMatrix4( matrixWorld );
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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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+ // 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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- // 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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+ boxMargin = _lineWidth * 0.5;
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- const isInside = _ssOrigin3.distanceTo( _closestPoint ) < lineWidth * 0.5;
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+ } else {
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- if ( isInClipSpace && isInside ) {
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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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- _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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+ _box.expandByScalar( boxMargin );
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- const pointOnLine = new Vector3();
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- const point = new Vector3();
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+ if ( _ray.intersectsBox( _box ) === false ) {
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- ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
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+ return;
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- intersects.push( {
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+ }
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- point: point,
|
|
|
- pointOnLine: pointOnLine,
|
|
|
- distance: ray.origin.distanceTo( point ),
|
|
|
+ if ( worldUnits ) {
|
|
|
|
|
|
- object: this,
|
|
|
- face: null,
|
|
|
- faceIndex: i,
|
|
|
- uv: null,
|
|
|
- uv2: null,
|
|
|
+ raycastWorldUnits( this, intersects );
|
|
|
|
|
|
- } );
|
|
|
+ } else {
|
|
|
|
|
|
- }
|
|
|
+ raycastScreenSpace( this, camera, intersects );
|
|
|
|
|
|
}
|
|
|
|