three
Version:
JavaScript 3D library
329 lines (223 loc) • 8.31 kB
JavaScript
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 };