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.intersectsSphere( sphere ) === false ) return;
  29. inverseMatrix.getInverse( this.matrixWorld );
  30. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  31. var vStart = new THREE.Vector3();
  32. var vEnd = new THREE.Vector3();
  33. var interSegment = new THREE.Vector3();
  34. var interRay = new THREE.Vector3();
  35. var step = this instanceof THREE.LineSegments ? 2 : 1;
  36. if ( geometry instanceof THREE.BufferGeometry ) {
  37. var index = geometry.index;
  38. var attributes = geometry.attributes;
  39. if ( index !== null ) {
  40. var indices = index.array;
  41. var positions = attributes.position.array;
  42. for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
  43. var a = indices[ i ];
  44. var b = indices[ i + 1 ];
  45. vStart.fromArray( positions, a * 3 );
  46. vEnd.fromArray( positions, b * 3 );
  47. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  48. if ( distSq > precisionSq ) continue;
  49. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  50. var distance = raycaster.ray.origin.distanceTo( interRay );
  51. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  52. intersects.push( {
  53. distance: distance,
  54. // What do we want? intersection point on the ray or on the segment??
  55. // point: raycaster.ray.at( distance ),
  56. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  57. index: i,
  58. face: null,
  59. faceIndex: null,
  60. object: this
  61. } );
  62. }
  63. } else {
  64. var positions = attributes.position.array;
  65. for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
  66. vStart.fromArray( positions, 3 * i );
  67. vEnd.fromArray( positions, 3 * i + 3 );
  68. var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
  69. if ( distSq > precisionSq ) continue;
  70. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  71. var distance = raycaster.ray.origin.distanceTo( interRay );
  72. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  73. intersects.push( {
  74. distance: distance,
  75. // What do we want? intersection point on the ray or on the segment??
  76. // point: raycaster.ray.at( distance ),
  77. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  78. index: i,
  79. face: null,
  80. faceIndex: null,
  81. object: this
  82. } );
  83. }
  84. }
  85. } else if ( geometry instanceof THREE.Geometry ) {
  86. var vertices = geometry.vertices;
  87. var nbVertices = vertices.length;
  88. for ( var i = 0; i < nbVertices - 1; i += step ) {
  89. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  90. if ( distSq > precisionSq ) continue;
  91. interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
  92. var distance = raycaster.ray.origin.distanceTo( interRay );
  93. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  94. intersects.push( {
  95. distance: distance,
  96. // What do we want? intersection point on the ray or on the segment??
  97. // point: raycaster.ray.at( distance ),
  98. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  99. index: i,
  100. face: null,
  101. faceIndex: null,
  102. object: this
  103. } );
  104. }
  105. }
  106. };
  107. }() );
  108. THREE.Line.prototype.clone = function () {
  109. return new this.constructor( this.geometry, this.material ).copy( this );
  110. };
  111. // DEPRECATED
  112. THREE.LineStrip = 0;
  113. THREE.LinePieces = 1;
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