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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';
/**
* @author mrdoob / http://mrdoob.com/
*/
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( { color: Math.random() * 0xffffff } );
}
Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: Line,
isLine: true,
computeLineDistances: ( function () {
var start = new Vector3();
var end = new Vector3();
return function computeLineDistances() {
var geometry = this.geometry;
if ( geometry.isBufferGeometry ) {
// we assume non-indexed geometry
if ( geometry.index === null ) {
var positionAttribute = geometry.attributes.position;
var lineDistances = [ 0 ];
for ( var 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.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
} else {
console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
}
} else if ( geometry.isGeometry ) {
var vertices = geometry.vertices;
var lineDistances = geometry.lineDistances;
lineDistances[ 0 ] = 0;
for ( var 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 () {
var inverseMatrix = new Matrix4();
var ray = new Ray();
var sphere = new Sphere();
return function raycast( raycaster, intersects ) {
var precision = raycaster.linePrecision;
var geometry = this.geometry;
var matrixWorld = this.matrixWorld;
// Checking boundingSphere distance to ray
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
sphere.copy( geometry.boundingSphere );
sphere.applyMatrix4( matrixWorld );
sphere.radius += precision;
if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
//
inverseMatrix.getInverse( matrixWorld );
ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
var localPrecisionSq = localPrecision * localPrecision;
var vStart = new Vector3();
var vEnd = new Vector3();
var interSegment = new Vector3();
var interRay = new Vector3();
var step = ( this && this.isLineSegments ) ? 2 : 1;
if ( geometry.isBufferGeometry ) {
var index = geometry.index;
var attributes = geometry.attributes;
var positions = attributes.position.array;
if ( index !== null ) {
var indices = index.array;
for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
var a = indices[ i ];
var b = indices[ i + 1 ];
vStart.fromArray( positions, a * 3 );
vEnd.fromArray( positions, b * 3 );
var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
if ( distSq > localPrecisionSq ) continue;
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
var 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 ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
vStart.fromArray( positions, 3 * i );
vEnd.fromArray( positions, 3 * i + 3 );
var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
if ( distSq > localPrecisionSq ) continue;
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
var 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 ) {
var vertices = geometry.vertices;
var nbVertices = vertices.length;
for ( var i = 0; i < nbVertices - 1; i += step ) {
var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
if ( distSq > localPrecisionSq ) continue;
interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
var 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
} );
}
}
};
}() ),
clone: function () {
return new this.constructor( this.geometry, this.material ).copy( this );
}
} );
export { Line };
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