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@openhps/core

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Open Hybrid Positioning System - Core component

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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 _vStart = /*@__PURE__*/new Vector3(); const _vEnd = /*@__PURE__*/new Vector3(); const _inverseMatrix = /*@__PURE__*/new Matrix4(); const _ray = /*@__PURE__*/new Ray(); const _sphere = /*@__PURE__*/new Sphere(); const _intersectPointOnRay = /*@__PURE__*/new Vector3(); const _intersectPointOnSegment = /*@__PURE__*/new Vector3(); /** * A continuous line. The line are rendered by connecting consecutive * vertices with straight lines. * * ```js * const material = new THREE.LineBasicMaterial( { color: 0x0000ff } ); * * const points = []; * points.push( new THREE.Vector3( - 10, 0, 0 ) ); * points.push( new THREE.Vector3( 0, 10, 0 ) ); * points.push( new THREE.Vector3( 10, 0, 0 ) ); * * const geometry = new THREE.BufferGeometry().setFromPoints( points ); * * const line = new THREE.Line( geometry, material ); * scene.add( line ); * ``` * * @augments Object3D */ class Line extends Object3D { /** * Constructs a new line. * * @param {BufferGeometry} [geometry] - The line geometry. * @param {Material|Array<Material>} [material] - The line material. */ constructor(geometry = new BufferGeometry(), material = new LineBasicMaterial()) { super(); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isLine = true; this.type = 'Line'; /** * The line geometry. * * @type {BufferGeometry} */ this.geometry = geometry; /** * The line material. * * @type {Material|Array<Material>} * @default LineBasicMaterial */ this.material = material; /** * A dictionary representing the morph targets in the geometry. The key is the * morph targets name, the value its attribute index. This member is `undefined` * by default and only set when morph targets are detected in the geometry. * * @type {Object<String,number>|undefined} * @default undefined */ this.morphTargetDictionary = undefined; /** * An array of weights typically in the range `[0,1]` that specify how much of the morph * is applied. This member is `undefined` by default and only set when morph targets are * detected in the geometry. * * @type {Array<number>|undefined} * @default undefined */ this.morphTargetInfluences = undefined; 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; } /** * Computes an array of distance values which are necessary for rendering dashed lines. * For each vertex in the geometry, the method calculates the cumulative length from the * current point to the very beginning of the line. * * @return {Line} A reference to this line. */ 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++) { _vStart.fromBufferAttribute(positionAttribute, i - 1); _vEnd.fromBufferAttribute(positionAttribute, i); lineDistances[i] = lineDistances[i - 1]; lineDistances[i] += _vStart.distanceTo(_vEnd); } geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1)); } else { console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.'); } return this; } /** * Computes intersection points between a casted ray and this line. * * @param {Raycaster} raycaster - The raycaster. * @param {Array<Object>} intersects - The target array that holds the intersection points. */ 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 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); const intersect = checkIntersection(this, raycaster, _ray, localThresholdSq, a, b, i); if (intersect) { intersects.push(intersect); } } if (this.isLineLoop) { const a = index.getX(end - 1); const b = index.getX(start); const intersect = checkIntersection(this, raycaster, _ray, localThresholdSq, a, b, end - 1); if (intersect) { intersects.push(intersect); } } } 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) { const intersect = checkIntersection(this, raycaster, _ray, localThresholdSq, i, i + 1, i); if (intersect) { intersects.push(intersect); } } if (this.isLineLoop) { const intersect = checkIntersection(this, raycaster, _ray, localThresholdSq, end - 1, start, end - 1); if (intersect) { intersects.push(intersect); } } } } /** * Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences} * to make sure existing morph targets can influence this 3D object. */ 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; } } } } } function checkIntersection(object, raycaster, ray, thresholdSq, a, b, i) { const positionAttribute = object.geometry.attributes.position; _vStart.fromBufferAttribute(positionAttribute, a); _vEnd.fromBufferAttribute(positionAttribute, b); const distSq = ray.distanceSqToSegment(_vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment); if (distSq > thresholdSq) return; _intersectPointOnRay.applyMatrix4(object.matrixWorld); // Move back to world space for distance calculation const distance = raycaster.ray.origin.distanceTo(_intersectPointOnRay); if (distance < raycaster.near || distance > raycaster.far) return; return { distance: distance, // What do we want? intersection point on the ray or on the segment?? // point: raycaster.ray.at( distance ), point: _intersectPointOnSegment.clone().applyMatrix4(object.matrixWorld), index: i, face: null, faceIndex: null, barycoord: null, object: object }; } export { Line };