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three

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JavaScript 3D library

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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 _start = new Vector3(); const _end = new Vector3(); const _inverseMatrix = new Matrix4(); const _ray = new Ray(); const _sphere = new Sphere(); 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(); this.updateMorphTargets(); } Line.prototype = Object.assign( Object.create( Object3D.prototype ), { constructor: Line, isLine: true, copy: function ( source ) { Object3D.prototype.copy.call( this, source ); this.material = source.material; this.geometry = source.geometry; return this; }, computeLineDistances: function () { const geometry = this.geometry; if ( geometry.isBufferGeometry ) { // 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 ++ ) { _start.fromBufferAttribute( positionAttribute, i - 1 ); _end.fromBufferAttribute( positionAttribute, i ); lineDistances[ i ] = lineDistances[ i - 1 ]; lineDistances[ i ] += _start.distanceTo( _end ); } geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); } else { console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); } } else if ( geometry.isGeometry ) { const vertices = geometry.vertices; const lineDistances = geometry.lineDistances; lineDistances[ 0 ] = 0; for ( let 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 ( raycaster, intersects ) { const geometry = this.geometry; const matrixWorld = this.matrixWorld; const threshold = raycaster.params.Line.threshold; // 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.getInverse( matrixWorld ); _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix ); const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); const localThresholdSq = localThreshold * localThreshold; const vStart = new Vector3(); const vEnd = new Vector3(); const interSegment = new Vector3(); const interRay = new Vector3(); const step = ( this && this.isLineSegments ) ? 2 : 1; if ( geometry.isBufferGeometry ) { const index = geometry.index; const attributes = geometry.attributes; const positions = attributes.position.array; if ( index !== null ) { const indices = index.array; for ( let i = 0, l = indices.length - 1; i < l; i += step ) { const a = indices[ i ]; const b = indices[ i + 1 ]; vStart.fromArray( positions, a * 3 ); vEnd.fromArray( positions, b * 3 ); const distSq = _ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); if ( distSq > localThresholdSq ) continue; interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation const 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 ( let i = 0, l = positions.length / 3 - 1; i < l; i += step ) { vStart.fromArray( positions, 3 * i ); vEnd.fromArray( positions, 3 * i + 3 ); const distSq = _ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); if ( distSq > localThresholdSq ) continue; interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation const 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 ) { const vertices = geometry.vertices; const nbVertices = vertices.length; for ( let i = 0; i < nbVertices - 1; i += step ) { const distSq = _ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment ); if ( distSq > localThresholdSq ) continue; interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation const 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 } ); } } }, updateMorphTargets: function () { const geometry = this.geometry; if ( geometry.isBufferGeometry ) { 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; } } } } else { const morphTargets = geometry.morphTargets; if ( morphTargets !== undefined && morphTargets.length > 0 ) { console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' ); } } } } ); export { Line };