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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';
- import { warn } from '../utils.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 {
- warn( '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 };
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