text: 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 = new BufferGeometry(), material = new LineBasicMaterial() ) {
  
  	Object3D.call( this );
  
  	this.type = 'Line';
  
  	this.geometry = geometry;
  	this.material = material;
  
  	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 ) {
  
  			console.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  
  		}
  
  		return this;
  
  	},
  
  	raycast: function ( 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 vStart = new Vector3();
  		const vEnd = new Vector3();
  		const interSegment = new Vector3();
  		const interRay = new Vector3();
  		const step = this.isLineSegments ? 2 : 1;
  
  		if ( geometry.isBufferGeometry ) {
  
  			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 );
  
  					vStart.fromBufferAttribute( positionAttribute, a );
  					vEnd.fromBufferAttribute( positionAttribute, b );
  
  					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 {
  
  				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 ) {
  
  					vStart.fromBufferAttribute( positionAttribute, i );
  					vEnd.fromBufferAttribute( positionAttribute, i + 1 );
  
  					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 ) {
  
  			console.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
  
  		}
  
  	},
  
  	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 };
  