362 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			362 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | 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 }; |