Line.js 4.7 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. THREE.Line = function ( geometry, material, mode ) {
  5. if ( mode === 1 ) {
  6. console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );
  7. return new THREE.LineSegments( geometry, material );
  8. }
  9. THREE.Object3D.call( this );
  10. this.type = 'Line';
  11. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  12. this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
  13. };
  14. THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
  15. THREE.Line.prototype.constructor = THREE.Line;
  16. THREE.Line.prototype.raycast = ( function () {
  17. var inverseMatrix = new THREE.Matrix4();
  18. var ray = new THREE.Ray();
  19. var sphere = new THREE.Sphere();
  20. return function raycast( raycaster, intersects ) {
  21. var precision = raycaster.linePrecision;
  22. var precisionSq = precision * precision;
  23. var geometry = this.geometry;
  24. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  25. // Checking boundingSphere distance to ray
  26. sphere.copy( geometry.boundingSphere );
  27. sphere.applyMatrix4( this.matrixWorld );
  28. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  29. return;
  30. }
  31. inverseMatrix.getInverse( this.matrixWorld );
  32. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  33. var vStart = new THREE.Vector3();
  34. var vEnd = new THREE.Vector3();
  35. var interSegment = new THREE.Vector3();
  36. var interRay = new THREE.Vector3();
  37. var step = this instanceof THREE.LineSegments ? 2 : 1;
  38. if ( geometry instanceof THREE.BufferGeometry ) {
  39. var index = geometry.index;
  40. var attributes = geometry.attributes;
  41. if ( index !== null ) {
  42. var indices = index.array;
  43. var positions = attributes.position.array;
  44. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  45. var a = indices[ i ];
  46. var b = indices[ i + 1 ];
  47. vStart.fromArray( positions, a * 3 );
  48. vEnd.fromArray( positions, b * 3 );
  49. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  50. if ( distSq > precisionSq ) continue;
  51. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  52. var distance = raycaster.ray.origin.distanceTo( interRay );
  53. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  54. intersects.push( {
  55. distance: distance,
  56. // What do we want? intersection point on the ray or on the segment??
  57. // point: raycaster.ray.at( distance ),
  58. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  59. index: i,
  60. face: null,
  61. faceIndex: null,
  62. object: this
  63. } );
  64. }
  65. } else {
  66. var positions = attributes.position.array;
  67. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  68. vStart.fromArray( positions, 3 * i );
  69. vEnd.fromArray( positions, 3 * i + 3 );
  70. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  71. if ( distSq > precisionSq ) continue;
  72. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  73. var distance = raycaster.ray.origin.distanceTo( interRay );
  74. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  75. intersects.push( {
  76. distance: distance,
  77. // What do we want? intersection point on the ray or on the segment??
  78. // point: raycaster.ray.at( distance ),
  79. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  80. index: i,
  81. face: null,
  82. faceIndex: null,
  83. object: this
  84. } );
  85. }
  86. }
  87. } else if ( geometry instanceof THREE.Geometry ) {
  88. var vertices = geometry.vertices;
  89. var nbVertices = vertices.length;
  90. for ( var i = 0; i < nbVertices - 1; i += step ) {
  91. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  92. if ( distSq > precisionSq ) continue;
  93. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  94. var distance = raycaster.ray.origin.distanceTo( interRay );
  95. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  96. intersects.push( {
  97. distance: distance,
  98. // What do we want? intersection point on the ray or on the segment??
  99. // point: raycaster.ray.at( distance ),
  100. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  101. index: i,
  102. face: null,
  103. faceIndex: null,
  104. object: this
  105. } );
  106. }
  107. }
  108. };
  109. }() );
  110. THREE.Line.prototype.clone = function () {
  111. return new this.constructor( this.geometry, this.material ).copy( this );
  112. };
  113. // DEPRECATED
  114. THREE.LineStrip = 0;
  115. THREE.LinePieces = 1;
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