添加关照、全局等高线、修改图层问题
This commit is contained in:
		
							
								
								
									
										19
									
								
								dist/electron/static/sdk/three/jsm/lines/Line2.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										19
									
								
								dist/electron/static/sdk/three/jsm/lines/Line2.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,19 @@
 | 
			
		||||
import { LineSegments2 } from '../lines/LineSegments2.js';
 | 
			
		||||
import { LineGeometry } from '../lines/LineGeometry.js';
 | 
			
		||||
import { LineMaterial } from '../lines/LineMaterial.js';
 | 
			
		||||
 | 
			
		||||
class Line2 extends LineSegments2 {
 | 
			
		||||
 | 
			
		||||
	constructor( geometry = new LineGeometry(), material = new LineMaterial( { color: Math.random() * 0xffffff } ) ) {
 | 
			
		||||
 | 
			
		||||
		super( geometry, material );
 | 
			
		||||
 | 
			
		||||
		this.isLine2 = true;
 | 
			
		||||
 | 
			
		||||
		this.type = 'Line2';
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
export { Line2 };
 | 
			
		||||
							
								
								
									
										79
									
								
								dist/electron/static/sdk/three/jsm/lines/LineGeometry.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										79
									
								
								dist/electron/static/sdk/three/jsm/lines/LineGeometry.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,79 @@
 | 
			
		||||
import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';
 | 
			
		||||
 | 
			
		||||
class LineGeometry extends LineSegmentsGeometry {
 | 
			
		||||
 | 
			
		||||
	constructor() {
 | 
			
		||||
 | 
			
		||||
		super();
 | 
			
		||||
 | 
			
		||||
		this.isLineGeometry = true;
 | 
			
		||||
 | 
			
		||||
		this.type = 'LineGeometry';
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	setPositions( array ) {
 | 
			
		||||
 | 
			
		||||
		// converts [ x1, y1, z1,  x2, y2, z2, ... ] to pairs format
 | 
			
		||||
 | 
			
		||||
		const length = array.length - 3;
 | 
			
		||||
		const points = new Float32Array( 2 * length );
 | 
			
		||||
 | 
			
		||||
		for ( let i = 0; i < length; i += 3 ) {
 | 
			
		||||
 | 
			
		||||
			points[ 2 * i ] = array[ i ];
 | 
			
		||||
			points[ 2 * i + 1 ] = array[ i + 1 ];
 | 
			
		||||
			points[ 2 * i + 2 ] = array[ i + 2 ];
 | 
			
		||||
 | 
			
		||||
			points[ 2 * i + 3 ] = array[ i + 3 ];
 | 
			
		||||
			points[ 2 * i + 4 ] = array[ i + 4 ];
 | 
			
		||||
			points[ 2 * i + 5 ] = array[ i + 5 ];
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		super.setPositions( points );
 | 
			
		||||
 | 
			
		||||
		return this;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	setColors( array ) {
 | 
			
		||||
 | 
			
		||||
		// converts [ r1, g1, b1,  r2, g2, b2, ... ] to pairs format
 | 
			
		||||
 | 
			
		||||
		const length = array.length - 3;
 | 
			
		||||
		const colors = new Float32Array( 2 * length );
 | 
			
		||||
 | 
			
		||||
		for ( let i = 0; i < length; i += 3 ) {
 | 
			
		||||
 | 
			
		||||
			colors[ 2 * i ] = array[ i ];
 | 
			
		||||
			colors[ 2 * i + 1 ] = array[ i + 1 ];
 | 
			
		||||
			colors[ 2 * i + 2 ] = array[ i + 2 ];
 | 
			
		||||
 | 
			
		||||
			colors[ 2 * i + 3 ] = array[ i + 3 ];
 | 
			
		||||
			colors[ 2 * i + 4 ] = array[ i + 4 ];
 | 
			
		||||
			colors[ 2 * i + 5 ] = array[ i + 5 ];
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		super.setColors( colors );
 | 
			
		||||
 | 
			
		||||
		return this;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	fromLine( line ) {
 | 
			
		||||
 | 
			
		||||
		const geometry = line.geometry;
 | 
			
		||||
 | 
			
		||||
		this.setPositions( geometry.attributes.position.array ); // assumes non-indexed
 | 
			
		||||
 | 
			
		||||
		// set colors, maybe
 | 
			
		||||
 | 
			
		||||
		return this;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
export { LineGeometry };
 | 
			
		||||
							
								
								
									
										617
									
								
								dist/electron/static/sdk/three/jsm/lines/LineMaterial.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										617
									
								
								dist/electron/static/sdk/three/jsm/lines/LineMaterial.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,617 @@
 | 
			
		||||
/**
 | 
			
		||||
 * parameters = {
 | 
			
		||||
 *  color: <hex>,
 | 
			
		||||
 *  linewidth: <float>,
 | 
			
		||||
 *  dashed: <boolean>,
 | 
			
		||||
 *  dashScale: <float>,
 | 
			
		||||
 *  dashSize: <float>,
 | 
			
		||||
 *  dashOffset: <float>,
 | 
			
		||||
 *  gapSize: <float>,
 | 
			
		||||
 *  resolution: <Vector2>, // to be set by renderer
 | 
			
		||||
 * }
 | 
			
		||||
 */
 | 
			
		||||
 | 
			
		||||
import {
 | 
			
		||||
	ShaderLib,
 | 
			
		||||
	ShaderMaterial,
 | 
			
		||||
	UniformsLib,
 | 
			
		||||
	UniformsUtils,
 | 
			
		||||
	Vector2
 | 
			
		||||
} from 'three';
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
UniformsLib.line = {
 | 
			
		||||
 | 
			
		||||
	worldUnits: { value: 1 },
 | 
			
		||||
	linewidth: { value: 1 },
 | 
			
		||||
	resolution: { value: new Vector2( 1, 1 ) },
 | 
			
		||||
	dashOffset: { value: 0 },
 | 
			
		||||
	dashScale: { value: 1 },
 | 
			
		||||
	dashSize: { value: 1 },
 | 
			
		||||
	gapSize: { value: 1 } // todo FIX - maybe change to totalSize
 | 
			
		||||
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
ShaderLib[ 'line' ] = {
 | 
			
		||||
 | 
			
		||||
	uniforms: UniformsUtils.merge( [
 | 
			
		||||
		UniformsLib.common,
 | 
			
		||||
		UniformsLib.fog,
 | 
			
		||||
		UniformsLib.line
 | 
			
		||||
	] ),
 | 
			
		||||
 | 
			
		||||
	vertexShader:
 | 
			
		||||
	/* glsl */`
 | 
			
		||||
		#include <common>
 | 
			
		||||
		#include <color_pars_vertex>
 | 
			
		||||
		#include <fog_pars_vertex>
 | 
			
		||||
		#include <logdepthbuf_pars_vertex>
 | 
			
		||||
		#include <clipping_planes_pars_vertex>
 | 
			
		||||
 | 
			
		||||
		uniform float linewidth;
 | 
			
		||||
		uniform vec2 resolution;
 | 
			
		||||
 | 
			
		||||
		attribute vec3 instanceStart;
 | 
			
		||||
		attribute vec3 instanceEnd;
 | 
			
		||||
 | 
			
		||||
		attribute vec3 instanceColorStart;
 | 
			
		||||
		attribute vec3 instanceColorEnd;
 | 
			
		||||
 | 
			
		||||
		#ifdef WORLD_UNITS
 | 
			
		||||
 | 
			
		||||
			varying vec4 worldPos;
 | 
			
		||||
			varying vec3 worldStart;
 | 
			
		||||
			varying vec3 worldEnd;
 | 
			
		||||
 | 
			
		||||
			#ifdef USE_DASH
 | 
			
		||||
 | 
			
		||||
				varying vec2 vUv;
 | 
			
		||||
 | 
			
		||||
			#endif
 | 
			
		||||
 | 
			
		||||
		#else
 | 
			
		||||
 | 
			
		||||
			varying vec2 vUv;
 | 
			
		||||
 | 
			
		||||
		#endif
 | 
			
		||||
 | 
			
		||||
		#ifdef USE_DASH
 | 
			
		||||
 | 
			
		||||
			uniform float dashScale;
 | 
			
		||||
			attribute float instanceDistanceStart;
 | 
			
		||||
			attribute float instanceDistanceEnd;
 | 
			
		||||
			varying float vLineDistance;
 | 
			
		||||
 | 
			
		||||
		#endif
 | 
			
		||||
 | 
			
		||||
		void trimSegment( const in vec4 start, inout vec4 end ) {
 | 
			
		||||
 | 
			
		||||
			// trim end segment so it terminates between the camera plane and the near plane
 | 
			
		||||
 | 
			
		||||
			// conservative estimate of the near plane
 | 
			
		||||
			float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
 | 
			
		||||
			float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
 | 
			
		||||
			float nearEstimate = - 0.5 * b / a;
 | 
			
		||||
 | 
			
		||||
			float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
 | 
			
		||||
 | 
			
		||||
			end.xyz = mix( start.xyz, end.xyz, alpha );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		void main() {
 | 
			
		||||
 | 
			
		||||
			#ifdef USE_COLOR
 | 
			
		||||
 | 
			
		||||
				vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
 | 
			
		||||
 | 
			
		||||
			#endif
 | 
			
		||||
 | 
			
		||||
			#ifdef USE_DASH
 | 
			
		||||
 | 
			
		||||
				vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
 | 
			
		||||
				vUv = uv;
 | 
			
		||||
 | 
			
		||||
			#endif
 | 
			
		||||
 | 
			
		||||
			float aspect = resolution.x / resolution.y;
 | 
			
		||||
 | 
			
		||||
			// camera space
 | 
			
		||||
			vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
 | 
			
		||||
			vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
 | 
			
		||||
 | 
			
		||||
			#ifdef WORLD_UNITS
 | 
			
		||||
 | 
			
		||||
				worldStart = start.xyz;
 | 
			
		||||
				worldEnd = end.xyz;
 | 
			
		||||
 | 
			
		||||
			#else
 | 
			
		||||
 | 
			
		||||
				vUv = uv;
 | 
			
		||||
 | 
			
		||||
			#endif
 | 
			
		||||
 | 
			
		||||
			// special case for perspective projection, and segments that terminate either in, or behind, the camera plane
 | 
			
		||||
			// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
 | 
			
		||||
			// but we need to perform ndc-space calculations in the shader, so we must address this issue directly
 | 
			
		||||
			// perhaps there is a more elegant solution -- WestLangley
 | 
			
		||||
 | 
			
		||||
			bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
 | 
			
		||||
 | 
			
		||||
			if ( perspective ) {
 | 
			
		||||
 | 
			
		||||
				if ( start.z < 0.0 && end.z >= 0.0 ) {
 | 
			
		||||
 | 
			
		||||
					trimSegment( start, end );
 | 
			
		||||
 | 
			
		||||
				} else if ( end.z < 0.0 && start.z >= 0.0 ) {
 | 
			
		||||
 | 
			
		||||
					trimSegment( end, start );
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			// clip space
 | 
			
		||||
			vec4 clipStart = projectionMatrix * start;
 | 
			
		||||
			vec4 clipEnd = projectionMatrix * end;
 | 
			
		||||
 | 
			
		||||
			// ndc space
 | 
			
		||||
			vec3 ndcStart = clipStart.xyz / clipStart.w;
 | 
			
		||||
			vec3 ndcEnd = clipEnd.xyz / clipEnd.w;
 | 
			
		||||
 | 
			
		||||
			// direction
 | 
			
		||||
			vec2 dir = ndcEnd.xy - ndcStart.xy;
 | 
			
		||||
 | 
			
		||||
			// account for clip-space aspect ratio
 | 
			
		||||
			dir.x *= aspect;
 | 
			
		||||
			dir = normalize( dir );
 | 
			
		||||
 | 
			
		||||
			#ifdef WORLD_UNITS
 | 
			
		||||
 | 
			
		||||
				vec3 worldDir = normalize( end.xyz - start.xyz );
 | 
			
		||||
				vec3 tmpFwd = normalize( mix( start.xyz, end.xyz, 0.5 ) );
 | 
			
		||||
				vec3 worldUp = normalize( cross( worldDir, tmpFwd ) );
 | 
			
		||||
				vec3 worldFwd = cross( worldDir, worldUp );
 | 
			
		||||
				worldPos = position.y < 0.5 ? start: end;
 | 
			
		||||
 | 
			
		||||
				// height offset
 | 
			
		||||
				float hw = linewidth * 0.5;
 | 
			
		||||
				worldPos.xyz += position.x < 0.0 ? hw * worldUp : - hw * worldUp;
 | 
			
		||||
 | 
			
		||||
				// don't extend the line if we're rendering dashes because we
 | 
			
		||||
				// won't be rendering the endcaps
 | 
			
		||||
				#ifndef USE_DASH
 | 
			
		||||
 | 
			
		||||
					// cap extension
 | 
			
		||||
					worldPos.xyz += position.y < 0.5 ? - hw * worldDir : hw * worldDir;
 | 
			
		||||
 | 
			
		||||
					// add width to the box
 | 
			
		||||
					worldPos.xyz += worldFwd * hw;
 | 
			
		||||
 | 
			
		||||
					// endcaps
 | 
			
		||||
					if ( position.y > 1.0 || position.y < 0.0 ) {
 | 
			
		||||
 | 
			
		||||
						worldPos.xyz -= worldFwd * 2.0 * hw;
 | 
			
		||||
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
				#endif
 | 
			
		||||
 | 
			
		||||
				// project the worldpos
 | 
			
		||||
				vec4 clip = projectionMatrix * worldPos;
 | 
			
		||||
 | 
			
		||||
				// shift the depth of the projected points so the line
 | 
			
		||||
				// segments overlap neatly
 | 
			
		||||
				vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
 | 
			
		||||
				clip.z = clipPose.z * clip.w;
 | 
			
		||||
 | 
			
		||||
			#else
 | 
			
		||||
 | 
			
		||||
				vec2 offset = vec2( dir.y, - dir.x );
 | 
			
		||||
				// undo aspect ratio adjustment
 | 
			
		||||
				dir.x /= aspect;
 | 
			
		||||
				offset.x /= aspect;
 | 
			
		||||
 | 
			
		||||
				// sign flip
 | 
			
		||||
				if ( position.x < 0.0 ) offset *= - 1.0;
 | 
			
		||||
 | 
			
		||||
				// endcaps
 | 
			
		||||
				if ( position.y < 0.0 ) {
 | 
			
		||||
 | 
			
		||||
					offset += - dir;
 | 
			
		||||
 | 
			
		||||
				} else if ( position.y > 1.0 ) {
 | 
			
		||||
 | 
			
		||||
					offset += dir;
 | 
			
		||||
 | 
			
		||||
				}
 | 
			
		||||
 | 
			
		||||
				// adjust for linewidth
 | 
			
		||||
				offset *= linewidth;
 | 
			
		||||
 | 
			
		||||
				// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
 | 
			
		||||
				offset /= resolution.y;
 | 
			
		||||
 | 
			
		||||
				// select end
 | 
			
		||||
				vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
 | 
			
		||||
 | 
			
		||||
				// back to clip space
 | 
			
		||||
				offset *= clip.w;
 | 
			
		||||
 | 
			
		||||
				clip.xy += offset;
 | 
			
		||||
 | 
			
		||||
			#endif
 | 
			
		||||
 | 
			
		||||
			gl_Position = clip;
 | 
			
		||||
 | 
			
		||||
			vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
 | 
			
		||||
 | 
			
		||||
			#include <logdepthbuf_vertex>
 | 
			
		||||
			#include <clipping_planes_vertex>
 | 
			
		||||
			#include <fog_vertex>
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
		`,
 | 
			
		||||
 | 
			
		||||
	fragmentShader:
 | 
			
		||||
	/* glsl */`
 | 
			
		||||
		uniform vec3 diffuse;
 | 
			
		||||
		uniform float opacity;
 | 
			
		||||
		uniform float linewidth;
 | 
			
		||||
 | 
			
		||||
		#ifdef USE_DASH
 | 
			
		||||
 | 
			
		||||
			uniform float dashOffset;
 | 
			
		||||
			uniform float dashSize;
 | 
			
		||||
			uniform float gapSize;
 | 
			
		||||
 | 
			
		||||
		#endif
 | 
			
		||||
 | 
			
		||||
		varying float vLineDistance;
 | 
			
		||||
 | 
			
		||||
		#ifdef WORLD_UNITS
 | 
			
		||||
 | 
			
		||||
			varying vec4 worldPos;
 | 
			
		||||
			varying vec3 worldStart;
 | 
			
		||||
			varying vec3 worldEnd;
 | 
			
		||||
 | 
			
		||||
			#ifdef USE_DASH
 | 
			
		||||
 | 
			
		||||
				varying vec2 vUv;
 | 
			
		||||
 | 
			
		||||
			#endif
 | 
			
		||||
 | 
			
		||||
		#else
 | 
			
		||||
 | 
			
		||||
			varying vec2 vUv;
 | 
			
		||||
 | 
			
		||||
		#endif
 | 
			
		||||
 | 
			
		||||
		#include <common>
 | 
			
		||||
		#include <color_pars_fragment>
 | 
			
		||||
		#include <fog_pars_fragment>
 | 
			
		||||
		#include <logdepthbuf_pars_fragment>
 | 
			
		||||
		#include <clipping_planes_pars_fragment>
 | 
			
		||||
 | 
			
		||||
		vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
 | 
			
		||||
 | 
			
		||||
			float mua;
 | 
			
		||||
			float mub;
 | 
			
		||||
 | 
			
		||||
			vec3 p13 = p1 - p3;
 | 
			
		||||
			vec3 p43 = p4 - p3;
 | 
			
		||||
 | 
			
		||||
			vec3 p21 = p2 - p1;
 | 
			
		||||
 | 
			
		||||
			float d1343 = dot( p13, p43 );
 | 
			
		||||
			float d4321 = dot( p43, p21 );
 | 
			
		||||
			float d1321 = dot( p13, p21 );
 | 
			
		||||
			float d4343 = dot( p43, p43 );
 | 
			
		||||
			float d2121 = dot( p21, p21 );
 | 
			
		||||
 | 
			
		||||
			float denom = d2121 * d4343 - d4321 * d4321;
 | 
			
		||||
 | 
			
		||||
			float numer = d1343 * d4321 - d1321 * d4343;
 | 
			
		||||
 | 
			
		||||
			mua = numer / denom;
 | 
			
		||||
			mua = clamp( mua, 0.0, 1.0 );
 | 
			
		||||
			mub = ( d1343 + d4321 * ( mua ) ) / d4343;
 | 
			
		||||
			mub = clamp( mub, 0.0, 1.0 );
 | 
			
		||||
 | 
			
		||||
			return vec2( mua, mub );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		void main() {
 | 
			
		||||
 | 
			
		||||
			#include <clipping_planes_fragment>
 | 
			
		||||
 | 
			
		||||
			#ifdef USE_DASH
 | 
			
		||||
 | 
			
		||||
				if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
 | 
			
		||||
 | 
			
		||||
				if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
 | 
			
		||||
 | 
			
		||||
			#endif
 | 
			
		||||
 | 
			
		||||
			float alpha = opacity;
 | 
			
		||||
 | 
			
		||||
			#ifdef WORLD_UNITS
 | 
			
		||||
 | 
			
		||||
				// Find the closest points on the view ray and the line segment
 | 
			
		||||
				vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
 | 
			
		||||
				vec3 lineDir = worldEnd - worldStart;
 | 
			
		||||
				vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );
 | 
			
		||||
 | 
			
		||||
				vec3 p1 = worldStart + lineDir * params.x;
 | 
			
		||||
				vec3 p2 = rayEnd * params.y;
 | 
			
		||||
				vec3 delta = p1 - p2;
 | 
			
		||||
				float len = length( delta );
 | 
			
		||||
				float norm = len / linewidth;
 | 
			
		||||
 | 
			
		||||
				#ifndef USE_DASH
 | 
			
		||||
 | 
			
		||||
					#ifdef USE_ALPHA_TO_COVERAGE
 | 
			
		||||
 | 
			
		||||
						float dnorm = fwidth( norm );
 | 
			
		||||
						alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );
 | 
			
		||||
 | 
			
		||||
					#else
 | 
			
		||||
 | 
			
		||||
						if ( norm > 0.5 ) {
 | 
			
		||||
 | 
			
		||||
							discard;
 | 
			
		||||
 | 
			
		||||
						}
 | 
			
		||||
 | 
			
		||||
					#endif
 | 
			
		||||
 | 
			
		||||
				#endif
 | 
			
		||||
 | 
			
		||||
			#else
 | 
			
		||||
 | 
			
		||||
				#ifdef USE_ALPHA_TO_COVERAGE
 | 
			
		||||
 | 
			
		||||
					// artifacts appear on some hardware if a derivative is taken within a conditional
 | 
			
		||||
					float a = vUv.x;
 | 
			
		||||
					float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
 | 
			
		||||
					float len2 = a * a + b * b;
 | 
			
		||||
					float dlen = fwidth( len2 );
 | 
			
		||||
 | 
			
		||||
					if ( abs( vUv.y ) > 1.0 ) {
 | 
			
		||||
 | 
			
		||||
						alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );
 | 
			
		||||
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
				#else
 | 
			
		||||
 | 
			
		||||
					if ( abs( vUv.y ) > 1.0 ) {
 | 
			
		||||
 | 
			
		||||
						float a = vUv.x;
 | 
			
		||||
						float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
 | 
			
		||||
						float len2 = a * a + b * b;
 | 
			
		||||
 | 
			
		||||
						if ( len2 > 1.0 ) discard;
 | 
			
		||||
 | 
			
		||||
					}
 | 
			
		||||
 | 
			
		||||
				#endif
 | 
			
		||||
 | 
			
		||||
			#endif
 | 
			
		||||
 | 
			
		||||
			vec4 diffuseColor = vec4( diffuse, alpha );
 | 
			
		||||
 | 
			
		||||
			#include <logdepthbuf_fragment>
 | 
			
		||||
			#include <color_fragment>
 | 
			
		||||
 | 
			
		||||
			gl_FragColor = vec4( diffuseColor.rgb, alpha );
 | 
			
		||||
 | 
			
		||||
			#include <tonemapping_fragment>
 | 
			
		||||
			#include <colorspace_fragment>
 | 
			
		||||
			#include <fog_fragment>
 | 
			
		||||
			#include <premultiplied_alpha_fragment>
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
		`
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
class LineMaterial extends ShaderMaterial {
 | 
			
		||||
 | 
			
		||||
	constructor( parameters ) {
 | 
			
		||||
 | 
			
		||||
		super( {
 | 
			
		||||
 | 
			
		||||
			type: 'LineMaterial',
 | 
			
		||||
 | 
			
		||||
			uniforms: UniformsUtils.clone( ShaderLib[ 'line' ].uniforms ),
 | 
			
		||||
 | 
			
		||||
			vertexShader: ShaderLib[ 'line' ].vertexShader,
 | 
			
		||||
			fragmentShader: ShaderLib[ 'line' ].fragmentShader,
 | 
			
		||||
 | 
			
		||||
			clipping: true // required for clipping support
 | 
			
		||||
 | 
			
		||||
		} );
 | 
			
		||||
 | 
			
		||||
		this.isLineMaterial = true;
 | 
			
		||||
 | 
			
		||||
		this.setValues( parameters );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	get color() {
 | 
			
		||||
 | 
			
		||||
		return this.uniforms.diffuse.value;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	set color( value ) {
 | 
			
		||||
 | 
			
		||||
		this.uniforms.diffuse.value = value;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	get worldUnits() {
 | 
			
		||||
 | 
			
		||||
		return 'WORLD_UNITS' in this.defines;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	set worldUnits( value ) {
 | 
			
		||||
 | 
			
		||||
		if ( value === true ) {
 | 
			
		||||
 | 
			
		||||
			this.defines.WORLD_UNITS = '';
 | 
			
		||||
 | 
			
		||||
		} else {
 | 
			
		||||
 | 
			
		||||
			delete this.defines.WORLD_UNITS;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	get linewidth() {
 | 
			
		||||
 | 
			
		||||
		return this.uniforms.linewidth.value;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	set linewidth( value ) {
 | 
			
		||||
 | 
			
		||||
		if ( ! this.uniforms.linewidth ) return;
 | 
			
		||||
		this.uniforms.linewidth.value = value;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	get dashed() {
 | 
			
		||||
 | 
			
		||||
		return 'USE_DASH' in this.defines;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	set dashed( value ) {
 | 
			
		||||
 | 
			
		||||
		if ( ( value === true ) !== this.dashed ) {
 | 
			
		||||
 | 
			
		||||
			this.needsUpdate = true;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if ( value === true ) {
 | 
			
		||||
 | 
			
		||||
			this.defines.USE_DASH = '';
 | 
			
		||||
 | 
			
		||||
		} else {
 | 
			
		||||
 | 
			
		||||
			delete this.defines.USE_DASH;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	get dashScale() {
 | 
			
		||||
 | 
			
		||||
		return this.uniforms.dashScale.value;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	set dashScale( value ) {
 | 
			
		||||
 | 
			
		||||
		this.uniforms.dashScale.value = value;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	get dashSize() {
 | 
			
		||||
 | 
			
		||||
		return this.uniforms.dashSize.value;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	set dashSize( value ) {
 | 
			
		||||
 | 
			
		||||
		this.uniforms.dashSize.value = value;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	get dashOffset() {
 | 
			
		||||
 | 
			
		||||
		return this.uniforms.dashOffset.value;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	set dashOffset( value ) {
 | 
			
		||||
 | 
			
		||||
		this.uniforms.dashOffset.value = value;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	get gapSize() {
 | 
			
		||||
 | 
			
		||||
		return this.uniforms.gapSize.value;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	set gapSize( value ) {
 | 
			
		||||
 | 
			
		||||
		this.uniforms.gapSize.value = value;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	get opacity() {
 | 
			
		||||
 | 
			
		||||
		return this.uniforms.opacity.value;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	set opacity( value ) {
 | 
			
		||||
 | 
			
		||||
		if ( ! this.uniforms ) return;
 | 
			
		||||
		this.uniforms.opacity.value = value;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	get resolution() {
 | 
			
		||||
 | 
			
		||||
		return this.uniforms.resolution.value;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	set resolution( value ) {
 | 
			
		||||
 | 
			
		||||
		this.uniforms.resolution.value.copy( value );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	get alphaToCoverage() {
 | 
			
		||||
 | 
			
		||||
		return 'USE_ALPHA_TO_COVERAGE' in this.defines;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	set alphaToCoverage( value ) {
 | 
			
		||||
 | 
			
		||||
		if ( ! this.defines ) return;
 | 
			
		||||
 | 
			
		||||
		if ( ( value === true ) !== this.alphaToCoverage ) {
 | 
			
		||||
 | 
			
		||||
			this.needsUpdate = true;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if ( value === true ) {
 | 
			
		||||
 | 
			
		||||
			this.defines.USE_ALPHA_TO_COVERAGE = '';
 | 
			
		||||
 | 
			
		||||
		} else {
 | 
			
		||||
 | 
			
		||||
			delete this.defines.USE_ALPHA_TO_COVERAGE;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
export { LineMaterial };
 | 
			
		||||
							
								
								
									
										361
									
								
								dist/electron/static/sdk/three/jsm/lines/LineSegments2.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										361
									
								
								dist/electron/static/sdk/three/jsm/lines/LineSegments2.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,361 @@
 | 
			
		||||
import {
 | 
			
		||||
	Box3,
 | 
			
		||||
	InstancedInterleavedBuffer,
 | 
			
		||||
	InterleavedBufferAttribute,
 | 
			
		||||
	Line3,
 | 
			
		||||
	MathUtils,
 | 
			
		||||
	Matrix4,
 | 
			
		||||
	Mesh,
 | 
			
		||||
	Sphere,
 | 
			
		||||
	Vector3,
 | 
			
		||||
	Vector4
 | 
			
		||||
} from 'three';
 | 
			
		||||
import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';
 | 
			
		||||
import { LineMaterial } from '../lines/LineMaterial.js';
 | 
			
		||||
 | 
			
		||||
const _start = new Vector3();
 | 
			
		||||
const _end = new Vector3();
 | 
			
		||||
 | 
			
		||||
const _start4 = new Vector4();
 | 
			
		||||
const _end4 = new Vector4();
 | 
			
		||||
 | 
			
		||||
const _ssOrigin = new Vector4();
 | 
			
		||||
const _ssOrigin3 = new Vector3();
 | 
			
		||||
const _mvMatrix = new Matrix4();
 | 
			
		||||
const _line = new Line3();
 | 
			
		||||
const _closestPoint = new Vector3();
 | 
			
		||||
 | 
			
		||||
const _box = new Box3();
 | 
			
		||||
const _sphere = new Sphere();
 | 
			
		||||
const _clipToWorldVector = new Vector4();
 | 
			
		||||
 | 
			
		||||
let _ray, _lineWidth;
 | 
			
		||||
 | 
			
		||||
// Returns the margin required to expand by in world space given the distance from the camera,
 | 
			
		||||
// line width, resolution, and camera projection
 | 
			
		||||
function getWorldSpaceHalfWidth( camera, distance, resolution ) {
 | 
			
		||||
 | 
			
		||||
	// transform into clip space, adjust the x and y values by the pixel width offset, then
 | 
			
		||||
	// transform back into world space to get world offset. Note clip space is [-1, 1] so full
 | 
			
		||||
	// width does not need to be halved.
 | 
			
		||||
	_clipToWorldVector.set( 0, 0, - distance, 1.0 ).applyMatrix4( camera.projectionMatrix );
 | 
			
		||||
	_clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
 | 
			
		||||
	_clipToWorldVector.x = _lineWidth / resolution.width;
 | 
			
		||||
	_clipToWorldVector.y = _lineWidth / resolution.height;
 | 
			
		||||
	_clipToWorldVector.applyMatrix4( camera.projectionMatrixInverse );
 | 
			
		||||
	_clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
 | 
			
		||||
 | 
			
		||||
	return Math.abs( Math.max( _clipToWorldVector.x, _clipToWorldVector.y ) );
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function raycastWorldUnits( lineSegments, intersects ) {
 | 
			
		||||
 | 
			
		||||
	const matrixWorld = lineSegments.matrixWorld;
 | 
			
		||||
	const geometry = lineSegments.geometry;
 | 
			
		||||
	const instanceStart = geometry.attributes.instanceStart;
 | 
			
		||||
	const instanceEnd = geometry.attributes.instanceEnd;
 | 
			
		||||
	const segmentCount = Math.min( geometry.instanceCount, instanceStart.count );
 | 
			
		||||
 | 
			
		||||
	for ( let i = 0, l = segmentCount; i < l; i ++ ) {
 | 
			
		||||
 | 
			
		||||
		_line.start.fromBufferAttribute( instanceStart, i );
 | 
			
		||||
		_line.end.fromBufferAttribute( instanceEnd, i );
 | 
			
		||||
 | 
			
		||||
		_line.applyMatrix4( matrixWorld );
 | 
			
		||||
 | 
			
		||||
		const pointOnLine = new Vector3();
 | 
			
		||||
		const point = new Vector3();
 | 
			
		||||
 | 
			
		||||
		_ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
 | 
			
		||||
		const isInside = point.distanceTo( pointOnLine ) < _lineWidth * 0.5;
 | 
			
		||||
 | 
			
		||||
		if ( isInside ) {
 | 
			
		||||
 | 
			
		||||
			intersects.push( {
 | 
			
		||||
				point,
 | 
			
		||||
				pointOnLine,
 | 
			
		||||
				distance: _ray.origin.distanceTo( point ),
 | 
			
		||||
				object: lineSegments,
 | 
			
		||||
				face: null,
 | 
			
		||||
				faceIndex: i,
 | 
			
		||||
				uv: null,
 | 
			
		||||
				uv1: null,
 | 
			
		||||
			} );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
function raycastScreenSpace( lineSegments, camera, intersects ) {
 | 
			
		||||
 | 
			
		||||
	const projectionMatrix = camera.projectionMatrix;
 | 
			
		||||
	const material = lineSegments.material;
 | 
			
		||||
	const resolution = material.resolution;
 | 
			
		||||
	const matrixWorld = lineSegments.matrixWorld;
 | 
			
		||||
 | 
			
		||||
	const geometry = lineSegments.geometry;
 | 
			
		||||
	const instanceStart = geometry.attributes.instanceStart;
 | 
			
		||||
	const instanceEnd = geometry.attributes.instanceEnd;
 | 
			
		||||
	const segmentCount = Math.min( geometry.instanceCount, instanceStart.count );
 | 
			
		||||
 | 
			
		||||
	const near = - camera.near;
 | 
			
		||||
 | 
			
		||||
	//
 | 
			
		||||
 | 
			
		||||
	// pick a point 1 unit out along the ray to avoid the ray origin
 | 
			
		||||
	// sitting at the camera origin which will cause "w" to be 0 when
 | 
			
		||||
	// applying the projection matrix.
 | 
			
		||||
	_ray.at( 1, _ssOrigin );
 | 
			
		||||
 | 
			
		||||
	// ndc space [ - 1.0, 1.0 ]
 | 
			
		||||
	_ssOrigin.w = 1;
 | 
			
		||||
	_ssOrigin.applyMatrix4( camera.matrixWorldInverse );
 | 
			
		||||
	_ssOrigin.applyMatrix4( projectionMatrix );
 | 
			
		||||
	_ssOrigin.multiplyScalar( 1 / _ssOrigin.w );
 | 
			
		||||
 | 
			
		||||
	// screen space
 | 
			
		||||
	_ssOrigin.x *= resolution.x / 2;
 | 
			
		||||
	_ssOrigin.y *= resolution.y / 2;
 | 
			
		||||
	_ssOrigin.z = 0;
 | 
			
		||||
 | 
			
		||||
	_ssOrigin3.copy( _ssOrigin );
 | 
			
		||||
 | 
			
		||||
	_mvMatrix.multiplyMatrices( camera.matrixWorldInverse, matrixWorld );
 | 
			
		||||
 | 
			
		||||
	for ( let i = 0, l = segmentCount; i < l; i ++ ) {
 | 
			
		||||
 | 
			
		||||
		_start4.fromBufferAttribute( instanceStart, i );
 | 
			
		||||
		_end4.fromBufferAttribute( instanceEnd, i );
 | 
			
		||||
 | 
			
		||||
		_start4.w = 1;
 | 
			
		||||
		_end4.w = 1;
 | 
			
		||||
 | 
			
		||||
		// camera space
 | 
			
		||||
		_start4.applyMatrix4( _mvMatrix );
 | 
			
		||||
		_end4.applyMatrix4( _mvMatrix );
 | 
			
		||||
 | 
			
		||||
		// skip the segment if it's entirely behind the camera
 | 
			
		||||
		const isBehindCameraNear = _start4.z > near && _end4.z > near;
 | 
			
		||||
		if ( isBehindCameraNear ) {
 | 
			
		||||
 | 
			
		||||
			continue;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// trim the segment if it extends behind camera near
 | 
			
		||||
		if ( _start4.z > near ) {
 | 
			
		||||
 | 
			
		||||
			const deltaDist = _start4.z - _end4.z;
 | 
			
		||||
			const t = ( _start4.z - near ) / deltaDist;
 | 
			
		||||
			_start4.lerp( _end4, t );
 | 
			
		||||
 | 
			
		||||
		} else if ( _end4.z > near ) {
 | 
			
		||||
 | 
			
		||||
			const deltaDist = _end4.z - _start4.z;
 | 
			
		||||
			const t = ( _end4.z - near ) / deltaDist;
 | 
			
		||||
			_end4.lerp( _start4, t );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// clip space
 | 
			
		||||
		_start4.applyMatrix4( projectionMatrix );
 | 
			
		||||
		_end4.applyMatrix4( projectionMatrix );
 | 
			
		||||
 | 
			
		||||
		// ndc space [ - 1.0, 1.0 ]
 | 
			
		||||
		_start4.multiplyScalar( 1 / _start4.w );
 | 
			
		||||
		_end4.multiplyScalar( 1 / _end4.w );
 | 
			
		||||
 | 
			
		||||
		// screen space
 | 
			
		||||
		_start4.x *= resolution.x / 2;
 | 
			
		||||
		_start4.y *= resolution.y / 2;
 | 
			
		||||
 | 
			
		||||
		_end4.x *= resolution.x / 2;
 | 
			
		||||
		_end4.y *= resolution.y / 2;
 | 
			
		||||
 | 
			
		||||
		// create 2d segment
 | 
			
		||||
		_line.start.copy( _start4 );
 | 
			
		||||
		_line.start.z = 0;
 | 
			
		||||
 | 
			
		||||
		_line.end.copy( _end4 );
 | 
			
		||||
		_line.end.z = 0;
 | 
			
		||||
 | 
			
		||||
		// get closest point on ray to segment
 | 
			
		||||
		const param = _line.closestPointToPointParameter( _ssOrigin3, true );
 | 
			
		||||
		_line.at( param, _closestPoint );
 | 
			
		||||
 | 
			
		||||
		// check if the intersection point is within clip space
 | 
			
		||||
		const zPos = MathUtils.lerp( _start4.z, _end4.z, param );
 | 
			
		||||
		const isInClipSpace = zPos >= - 1 && zPos <= 1;
 | 
			
		||||
 | 
			
		||||
		const isInside = _ssOrigin3.distanceTo( _closestPoint ) < _lineWidth * 0.5;
 | 
			
		||||
 | 
			
		||||
		if ( isInClipSpace && isInside ) {
 | 
			
		||||
 | 
			
		||||
			_line.start.fromBufferAttribute( instanceStart, i );
 | 
			
		||||
			_line.end.fromBufferAttribute( instanceEnd, i );
 | 
			
		||||
 | 
			
		||||
			_line.start.applyMatrix4( matrixWorld );
 | 
			
		||||
			_line.end.applyMatrix4( matrixWorld );
 | 
			
		||||
 | 
			
		||||
			const pointOnLine = new Vector3();
 | 
			
		||||
			const point = new Vector3();
 | 
			
		||||
 | 
			
		||||
			_ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
 | 
			
		||||
 | 
			
		||||
			intersects.push( {
 | 
			
		||||
				point: point,
 | 
			
		||||
				pointOnLine: pointOnLine,
 | 
			
		||||
				distance: _ray.origin.distanceTo( point ),
 | 
			
		||||
				object: lineSegments,
 | 
			
		||||
				face: null,
 | 
			
		||||
				faceIndex: i,
 | 
			
		||||
				uv: null,
 | 
			
		||||
				uv1: null,
 | 
			
		||||
			} );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
class LineSegments2 extends Mesh {
 | 
			
		||||
 | 
			
		||||
	constructor( geometry = new LineSegmentsGeometry(), material = new LineMaterial( { color: Math.random() * 0xffffff } ) ) {
 | 
			
		||||
 | 
			
		||||
		super( geometry, material );
 | 
			
		||||
 | 
			
		||||
		this.isLineSegments2 = true;
 | 
			
		||||
 | 
			
		||||
		this.type = 'LineSegments2';
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// for backwards-compatibility, but could be a method of LineSegmentsGeometry...
 | 
			
		||||
 | 
			
		||||
	computeLineDistances() {
 | 
			
		||||
 | 
			
		||||
		const geometry = this.geometry;
 | 
			
		||||
 | 
			
		||||
		const instanceStart = geometry.attributes.instanceStart;
 | 
			
		||||
		const instanceEnd = geometry.attributes.instanceEnd;
 | 
			
		||||
		const lineDistances = new Float32Array( 2 * instanceStart.count );
 | 
			
		||||
 | 
			
		||||
		for ( let i = 0, j = 0, l = instanceStart.count; i < l; i ++, j += 2 ) {
 | 
			
		||||
 | 
			
		||||
			_start.fromBufferAttribute( instanceStart, i );
 | 
			
		||||
			_end.fromBufferAttribute( instanceEnd, i );
 | 
			
		||||
 | 
			
		||||
			lineDistances[ j ] = ( j === 0 ) ? 0 : lineDistances[ j - 1 ];
 | 
			
		||||
			lineDistances[ j + 1 ] = lineDistances[ j ] + _start.distanceTo( _end );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		const instanceDistanceBuffer = new InstancedInterleavedBuffer( lineDistances, 2, 1 ); // d0, d1
 | 
			
		||||
 | 
			
		||||
		geometry.setAttribute( 'instanceDistanceStart', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 0 ) ); // d0
 | 
			
		||||
		geometry.setAttribute( 'instanceDistanceEnd', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 1 ) ); // d1
 | 
			
		||||
 | 
			
		||||
		return this;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	raycast( raycaster, intersects ) {
 | 
			
		||||
 | 
			
		||||
		const worldUnits = this.material.worldUnits;
 | 
			
		||||
		const camera = raycaster.camera;
 | 
			
		||||
 | 
			
		||||
		if ( camera === null && ! worldUnits ) {
 | 
			
		||||
 | 
			
		||||
			console.error( 'LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2 while worldUnits is set to false.' );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		const threshold = ( raycaster.params.Line2 !== undefined ) ? raycaster.params.Line2.threshold || 0 : 0;
 | 
			
		||||
 | 
			
		||||
		_ray = raycaster.ray;
 | 
			
		||||
 | 
			
		||||
		const matrixWorld = this.matrixWorld;
 | 
			
		||||
		const geometry = this.geometry;
 | 
			
		||||
		const material = this.material;
 | 
			
		||||
 | 
			
		||||
		_lineWidth = material.linewidth + threshold;
 | 
			
		||||
 | 
			
		||||
		// check if we intersect the sphere bounds
 | 
			
		||||
		if ( geometry.boundingSphere === null ) {
 | 
			
		||||
 | 
			
		||||
			geometry.computeBoundingSphere();
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		_sphere.copy( geometry.boundingSphere ).applyMatrix4( matrixWorld );
 | 
			
		||||
 | 
			
		||||
		// increase the sphere bounds by the worst case line screen space width
 | 
			
		||||
		let sphereMargin;
 | 
			
		||||
		if ( worldUnits ) {
 | 
			
		||||
 | 
			
		||||
			sphereMargin = _lineWidth * 0.5;
 | 
			
		||||
 | 
			
		||||
		} else {
 | 
			
		||||
 | 
			
		||||
			const distanceToSphere = Math.max( camera.near, _sphere.distanceToPoint( _ray.origin ) );
 | 
			
		||||
			sphereMargin = getWorldSpaceHalfWidth( camera, distanceToSphere, material.resolution );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		_sphere.radius += sphereMargin;
 | 
			
		||||
 | 
			
		||||
		if ( _ray.intersectsSphere( _sphere ) === false ) {
 | 
			
		||||
 | 
			
		||||
			return;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		// check if we intersect the box bounds
 | 
			
		||||
		if ( geometry.boundingBox === null ) {
 | 
			
		||||
 | 
			
		||||
			geometry.computeBoundingBox();
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		_box.copy( geometry.boundingBox ).applyMatrix4( matrixWorld );
 | 
			
		||||
 | 
			
		||||
		// increase the box bounds by the worst case line width
 | 
			
		||||
		let boxMargin;
 | 
			
		||||
		if ( worldUnits ) {
 | 
			
		||||
 | 
			
		||||
			boxMargin = _lineWidth * 0.5;
 | 
			
		||||
 | 
			
		||||
		} else {
 | 
			
		||||
 | 
			
		||||
			const distanceToBox = Math.max( camera.near, _box.distanceToPoint( _ray.origin ) );
 | 
			
		||||
			boxMargin = getWorldSpaceHalfWidth( camera, distanceToBox, material.resolution );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		_box.expandByScalar( boxMargin );
 | 
			
		||||
 | 
			
		||||
		if ( _ray.intersectsBox( _box ) === false ) {
 | 
			
		||||
 | 
			
		||||
			return;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if ( worldUnits ) {
 | 
			
		||||
 | 
			
		||||
			raycastWorldUnits( this, intersects );
 | 
			
		||||
 | 
			
		||||
		} else {
 | 
			
		||||
 | 
			
		||||
			raycastScreenSpace( this, camera, intersects );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
export { LineSegments2 };
 | 
			
		||||
							
								
								
									
										241
									
								
								dist/electron/static/sdk/three/jsm/lines/LineSegmentsGeometry.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										241
									
								
								dist/electron/static/sdk/three/jsm/lines/LineSegmentsGeometry.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,241 @@
 | 
			
		||||
import {
 | 
			
		||||
	Box3,
 | 
			
		||||
	Float32BufferAttribute,
 | 
			
		||||
	InstancedBufferGeometry,
 | 
			
		||||
	InstancedInterleavedBuffer,
 | 
			
		||||
	InterleavedBufferAttribute,
 | 
			
		||||
	Sphere,
 | 
			
		||||
	Vector3,
 | 
			
		||||
	WireframeGeometry
 | 
			
		||||
} from 'three';
 | 
			
		||||
 | 
			
		||||
const _box = new Box3();
 | 
			
		||||
const _vector = new Vector3();
 | 
			
		||||
 | 
			
		||||
class LineSegmentsGeometry extends InstancedBufferGeometry {
 | 
			
		||||
 | 
			
		||||
	constructor() {
 | 
			
		||||
 | 
			
		||||
		super();
 | 
			
		||||
 | 
			
		||||
		this.isLineSegmentsGeometry = true;
 | 
			
		||||
 | 
			
		||||
		this.type = 'LineSegmentsGeometry';
 | 
			
		||||
 | 
			
		||||
		const positions = [ - 1, 2, 0, 1, 2, 0, - 1, 1, 0, 1, 1, 0, - 1, 0, 0, 1, 0, 0, - 1, - 1, 0, 1, - 1, 0 ];
 | 
			
		||||
		const uvs = [ - 1, 2, 1, 2, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 2, 1, - 2 ];
 | 
			
		||||
		const index = [ 0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5 ];
 | 
			
		||||
 | 
			
		||||
		this.setIndex( index );
 | 
			
		||||
		this.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
 | 
			
		||||
		this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	applyMatrix4( matrix ) {
 | 
			
		||||
 | 
			
		||||
		const start = this.attributes.instanceStart;
 | 
			
		||||
		const end = this.attributes.instanceEnd;
 | 
			
		||||
 | 
			
		||||
		if ( start !== undefined ) {
 | 
			
		||||
 | 
			
		||||
			start.applyMatrix4( matrix );
 | 
			
		||||
 | 
			
		||||
			end.applyMatrix4( matrix );
 | 
			
		||||
 | 
			
		||||
			start.needsUpdate = true;
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if ( this.boundingBox !== null ) {
 | 
			
		||||
 | 
			
		||||
			this.computeBoundingBox();
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if ( this.boundingSphere !== null ) {
 | 
			
		||||
 | 
			
		||||
			this.computeBoundingSphere();
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		return this;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	setPositions( array ) {
 | 
			
		||||
 | 
			
		||||
		let lineSegments;
 | 
			
		||||
 | 
			
		||||
		if ( array instanceof Float32Array ) {
 | 
			
		||||
 | 
			
		||||
			lineSegments = array;
 | 
			
		||||
 | 
			
		||||
		} else if ( Array.isArray( array ) ) {
 | 
			
		||||
 | 
			
		||||
			lineSegments = new Float32Array( array );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		const instanceBuffer = new InstancedInterleavedBuffer( lineSegments, 6, 1 ); // xyz, xyz
 | 
			
		||||
 | 
			
		||||
		this.setAttribute( 'instanceStart', new InterleavedBufferAttribute( instanceBuffer, 3, 0 ) ); // xyz
 | 
			
		||||
		this.setAttribute( 'instanceEnd', new InterleavedBufferAttribute( instanceBuffer, 3, 3 ) ); // xyz
 | 
			
		||||
 | 
			
		||||
		//
 | 
			
		||||
 | 
			
		||||
		this.computeBoundingBox();
 | 
			
		||||
		this.computeBoundingSphere();
 | 
			
		||||
 | 
			
		||||
		return this;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	setColors( array ) {
 | 
			
		||||
 | 
			
		||||
		let colors;
 | 
			
		||||
 | 
			
		||||
		if ( array instanceof Float32Array ) {
 | 
			
		||||
 | 
			
		||||
			colors = array;
 | 
			
		||||
 | 
			
		||||
		} else if ( Array.isArray( array ) ) {
 | 
			
		||||
 | 
			
		||||
			colors = new Float32Array( array );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		const instanceColorBuffer = new InstancedInterleavedBuffer( colors, 6, 1 ); // rgb, rgb
 | 
			
		||||
 | 
			
		||||
		this.setAttribute( 'instanceColorStart', new InterleavedBufferAttribute( instanceColorBuffer, 3, 0 ) ); // rgb
 | 
			
		||||
		this.setAttribute( 'instanceColorEnd', new InterleavedBufferAttribute( instanceColorBuffer, 3, 3 ) ); // rgb
 | 
			
		||||
 | 
			
		||||
		return this;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	fromWireframeGeometry( geometry ) {
 | 
			
		||||
 | 
			
		||||
		this.setPositions( geometry.attributes.position.array );
 | 
			
		||||
 | 
			
		||||
		return this;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	fromEdgesGeometry( geometry ) {
 | 
			
		||||
 | 
			
		||||
		this.setPositions( geometry.attributes.position.array );
 | 
			
		||||
 | 
			
		||||
		return this;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	fromMesh( mesh ) {
 | 
			
		||||
 | 
			
		||||
		this.fromWireframeGeometry( new WireframeGeometry( mesh.geometry ) );
 | 
			
		||||
 | 
			
		||||
		// set colors, maybe
 | 
			
		||||
 | 
			
		||||
		return this;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	fromLineSegments( lineSegments ) {
 | 
			
		||||
 | 
			
		||||
		const geometry = lineSegments.geometry;
 | 
			
		||||
 | 
			
		||||
		this.setPositions( geometry.attributes.position.array ); // assumes non-indexed
 | 
			
		||||
 | 
			
		||||
		// set colors, maybe
 | 
			
		||||
 | 
			
		||||
		return this;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	computeBoundingBox() {
 | 
			
		||||
 | 
			
		||||
		if ( this.boundingBox === null ) {
 | 
			
		||||
 | 
			
		||||
			this.boundingBox = new Box3();
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		const start = this.attributes.instanceStart;
 | 
			
		||||
		const end = this.attributes.instanceEnd;
 | 
			
		||||
 | 
			
		||||
		if ( start !== undefined && end !== undefined ) {
 | 
			
		||||
 | 
			
		||||
			this.boundingBox.setFromBufferAttribute( start );
 | 
			
		||||
 | 
			
		||||
			_box.setFromBufferAttribute( end );
 | 
			
		||||
 | 
			
		||||
			this.boundingBox.union( _box );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	computeBoundingSphere() {
 | 
			
		||||
 | 
			
		||||
		if ( this.boundingSphere === null ) {
 | 
			
		||||
 | 
			
		||||
			this.boundingSphere = new Sphere();
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		if ( this.boundingBox === null ) {
 | 
			
		||||
 | 
			
		||||
			this.computeBoundingBox();
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		const start = this.attributes.instanceStart;
 | 
			
		||||
		const end = this.attributes.instanceEnd;
 | 
			
		||||
 | 
			
		||||
		if ( start !== undefined && end !== undefined ) {
 | 
			
		||||
 | 
			
		||||
			const center = this.boundingSphere.center;
 | 
			
		||||
 | 
			
		||||
			this.boundingBox.getCenter( center );
 | 
			
		||||
 | 
			
		||||
			let maxRadiusSq = 0;
 | 
			
		||||
 | 
			
		||||
			for ( let i = 0, il = start.count; i < il; i ++ ) {
 | 
			
		||||
 | 
			
		||||
				_vector.fromBufferAttribute( start, i );
 | 
			
		||||
				maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector ) );
 | 
			
		||||
 | 
			
		||||
				_vector.fromBufferAttribute( end, i );
 | 
			
		||||
				maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector ) );
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
 | 
			
		||||
 | 
			
		||||
			if ( isNaN( this.boundingSphere.radius ) ) {
 | 
			
		||||
 | 
			
		||||
				console.error( 'THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.', this );
 | 
			
		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	toJSON() {
 | 
			
		||||
 | 
			
		||||
		// todo
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	applyMatrix( matrix ) {
 | 
			
		||||
 | 
			
		||||
		console.warn( 'THREE.LineSegmentsGeometry: applyMatrix() has been renamed to applyMatrix4().' );
 | 
			
		||||
 | 
			
		||||
		return this.applyMatrix4( matrix );
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
export { LineSegmentsGeometry };
 | 
			
		||||
							
								
								
									
										56
									
								
								dist/electron/static/sdk/three/jsm/lines/Wireframe.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										56
									
								
								dist/electron/static/sdk/three/jsm/lines/Wireframe.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,56 @@
 | 
			
		||||
import {
 | 
			
		||||
	InstancedInterleavedBuffer,
 | 
			
		||||
	InterleavedBufferAttribute,
 | 
			
		||||
	Mesh,
 | 
			
		||||
	Vector3
 | 
			
		||||
} from 'three';
 | 
			
		||||
import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';
 | 
			
		||||
import { LineMaterial } from '../lines/LineMaterial.js';
 | 
			
		||||
 | 
			
		||||
const _start = new Vector3();
 | 
			
		||||
const _end = new Vector3();
 | 
			
		||||
 | 
			
		||||
class Wireframe extends Mesh {
 | 
			
		||||
 | 
			
		||||
	constructor( geometry = new LineSegmentsGeometry(), material = new LineMaterial( { color: Math.random() * 0xffffff } ) ) {
 | 
			
		||||
 | 
			
		||||
		super( geometry, material );
 | 
			
		||||
 | 
			
		||||
		this.isWireframe = true;
 | 
			
		||||
 | 
			
		||||
		this.type = 'Wireframe';
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	// for backwards-compatibility, but could be a method of LineSegmentsGeometry...
 | 
			
		||||
 | 
			
		||||
	computeLineDistances() {
 | 
			
		||||
 | 
			
		||||
		const geometry = this.geometry;
 | 
			
		||||
 | 
			
		||||
		const instanceStart = geometry.attributes.instanceStart;
 | 
			
		||||
		const instanceEnd = geometry.attributes.instanceEnd;
 | 
			
		||||
		const lineDistances = new Float32Array( 2 * instanceStart.count );
 | 
			
		||||
 | 
			
		||||
		for ( let i = 0, j = 0, l = instanceStart.count; i < l; i ++, j += 2 ) {
 | 
			
		||||
 | 
			
		||||
			_start.fromBufferAttribute( instanceStart, i );
 | 
			
		||||
			_end.fromBufferAttribute( instanceEnd, i );
 | 
			
		||||
 | 
			
		||||
			lineDistances[ j ] = ( j === 0 ) ? 0 : lineDistances[ j - 1 ];
 | 
			
		||||
			lineDistances[ j + 1 ] = lineDistances[ j ] + _start.distanceTo( _end );
 | 
			
		||||
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		const instanceDistanceBuffer = new InstancedInterleavedBuffer( lineDistances, 2, 1 ); // d0, d1
 | 
			
		||||
 | 
			
		||||
		geometry.setAttribute( 'instanceDistanceStart', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 0 ) ); // d0
 | 
			
		||||
		geometry.setAttribute( 'instanceDistanceEnd', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 1 ) ); // d1
 | 
			
		||||
 | 
			
		||||
		return this;
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
export { Wireframe };
 | 
			
		||||
							
								
								
									
										24
									
								
								dist/electron/static/sdk/three/jsm/lines/WireframeGeometry2.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										24
									
								
								dist/electron/static/sdk/three/jsm/lines/WireframeGeometry2.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,24 @@
 | 
			
		||||
import {
 | 
			
		||||
	WireframeGeometry
 | 
			
		||||
} from 'three';
 | 
			
		||||
import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';
 | 
			
		||||
 | 
			
		||||
class WireframeGeometry2 extends LineSegmentsGeometry {
 | 
			
		||||
 | 
			
		||||
	constructor( geometry ) {
 | 
			
		||||
 | 
			
		||||
		super();
 | 
			
		||||
 | 
			
		||||
		this.isWireframeGeometry2 = true;
 | 
			
		||||
 | 
			
		||||
		this.type = 'WireframeGeometry2';
 | 
			
		||||
 | 
			
		||||
		this.fromWireframeGeometry( new WireframeGeometry( geometry ) );
 | 
			
		||||
 | 
			
		||||
		// set colors, maybe
 | 
			
		||||
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
export { WireframeGeometry2 };
 | 
			
		||||
		Reference in New Issue
	
	Block a user