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- import {
- InstancedInterleavedBuffer,
- InterleavedBufferAttribute,
- Line3,
- MathUtils,
- Matrix4,
- Mesh,
- Vector3,
- Vector4
- } from '../../../build/three.module.js';
- import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';
- import { LineMaterial } from '../lines/LineMaterial.js';
- var LineSegments2 = function ( geometry, material ) {
- if ( geometry === undefined ) geometry = new LineSegmentsGeometry();
- if ( material === undefined ) material = new LineMaterial( { color: Math.random() * 0xffffff } );
- Mesh.call( this, geometry, material );
- this.type = 'LineSegments2';
- };
- LineSegments2.prototype = Object.assign( Object.create( Mesh.prototype ), {
- constructor: LineSegments2,
- isLineSegments2: true,
- computeLineDistances: ( function () { // for backwards-compatability, but could be a method of LineSegmentsGeometry...
- var start = new Vector3();
- var end = new Vector3();
- return function computeLineDistances() {
- var geometry = this.geometry;
- var instanceStart = geometry.attributes.instanceStart;
- var instanceEnd = geometry.attributes.instanceEnd;
- var lineDistances = new Float32Array( 2 * instanceStart.data.count );
- for ( var i = 0, j = 0, l = instanceStart.data.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 );
- }
- var instanceDistanceBuffer = new InstancedInterleavedBuffer( lineDistances, 2, 1 ); // d0, d1
- geometry.setAttribute( 'instanceDistanceStart', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 0 ) ); // d0
- geometry.setAttribute( 'instanceDistanceEnd', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 1 ) ); // d1
- return this;
- };
- }() ),
- raycast: ( function () {
- var start = new Vector4();
- var end = new Vector4();
- var ssOrigin = new Vector4();
- var ssOrigin3 = new Vector3();
- var mvMatrix = new Matrix4();
- var line = new Line3();
- var closestPoint = new Vector3();
- return function raycast( raycaster, intersects ) {
- if ( raycaster.camera === null ) {
- console.error( 'LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2.' );
- }
- var threshold = ( raycaster.params.Line2 !== undefined ) ? raycaster.params.Line2.threshold || 0 : 0;
- var ray = raycaster.ray;
- var camera = raycaster.camera;
- var projectionMatrix = camera.projectionMatrix;
- var geometry = this.geometry;
- var material = this.material;
- var resolution = material.resolution;
- var lineWidth = material.linewidth + threshold;
- var instanceStart = geometry.attributes.instanceStart;
- var instanceEnd = geometry.attributes.instanceEnd;
- // camera forward is negative
- var near = - camera.near;
- // pick a point 1 unit out along the ray to avoid the ray origin
- // sitting at the camera origin which will cause "w" to be 0 when
- // applying the projection matrix.
- ray.at( 1, ssOrigin );
- // ndc space [ - 1.0, 1.0 ]
- ssOrigin.w = 1;
- ssOrigin.applyMatrix4( camera.matrixWorldInverse );
- ssOrigin.applyMatrix4( projectionMatrix );
- ssOrigin.multiplyScalar( 1 / ssOrigin.w );
- // screen space
- ssOrigin.x *= resolution.x / 2;
- ssOrigin.y *= resolution.y / 2;
- ssOrigin.z = 0;
- ssOrigin3.copy( ssOrigin );
- var matrixWorld = this.matrixWorld;
- mvMatrix.multiplyMatrices( camera.matrixWorldInverse, matrixWorld );
- for ( var i = 0, l = instanceStart.count; i < l; i ++ ) {
- start.fromBufferAttribute( instanceStart, i );
- end.fromBufferAttribute( instanceEnd, i );
- start.w = 1;
- end.w = 1;
- // camera space
- start.applyMatrix4( mvMatrix );
- end.applyMatrix4( mvMatrix );
- // skip the segment if it's entirely behind the camera
- var isBehindCameraNear = start.z > near && end.z > near;
- if ( isBehindCameraNear ) {
- continue;
- }
- // trim the segment if it extends behind camera near
- if ( start.z > near ) {
- const deltaDist = start.z - end.z;
- const t = ( start.z - near ) / deltaDist;
- start.lerp( end, t );
- } else if ( end.z > near ) {
- const deltaDist = end.z - start.z;
- const t = ( end.z - near ) / deltaDist;
- end.lerp( start, t );
- }
- // clip space
- start.applyMatrix4( projectionMatrix );
- end.applyMatrix4( projectionMatrix );
- // ndc space [ - 1.0, 1.0 ]
- start.multiplyScalar( 1 / start.w );
- end.multiplyScalar( 1 / end.w );
- // screen space
- start.x *= resolution.x / 2;
- start.y *= resolution.y / 2;
- end.x *= resolution.x / 2;
- end.y *= resolution.y / 2;
- // create 2d segment
- line.start.copy( start );
- line.start.z = 0;
- line.end.copy( end );
- line.end.z = 0;
- // get closest point on ray to segment
- var param = line.closestPointToPointParameter( ssOrigin3, true );
- line.at( param, closestPoint );
- // check if the intersection point is within clip space
- var zPos = MathUtils.lerp( start.z, end.z, param );
- var isInClipSpace = zPos >= - 1 && zPos <= 1;
- var isInside = ssOrigin3.distanceTo( closestPoint ) < lineWidth * 0.5;
- if ( isInClipSpace && isInside ) {
- line.start.fromBufferAttribute( instanceStart, i );
- line.end.fromBufferAttribute( instanceEnd, i );
- line.start.applyMatrix4( matrixWorld );
- line.end.applyMatrix4( matrixWorld );
- var pointOnLine = new Vector3();
- var point = new Vector3();
- ray.distanceSqToSegment( line.start, line.end, point, pointOnLine );
- intersects.push( {
- point: point,
- pointOnLine: pointOnLine,
- distance: ray.origin.distanceTo( point ),
- object: this,
- face: null,
- faceIndex: i,
- uv: null,
- uv2: null,
- } );
- }
- }
- };
- }() )
- } );
- export { LineSegments2 };
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