362 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			362 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									Box3,
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									InstancedInterleavedBuffer,
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									InterleavedBufferAttribute,
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									Line3,
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									MathUtils,
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									Matrix4,
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									Mesh,
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									Sphere,
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									Vector3,
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									Vector4
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								} from 'three';
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								import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';
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								import { LineMaterial } from '../lines/LineMaterial.js';
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								const _start = new Vector3();
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								const _end = new Vector3();
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								const _start4 = new Vector4();
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								const _end4 = new Vector4();
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								const _ssOrigin = new Vector4();
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								const _ssOrigin3 = new Vector3();
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								const _mvMatrix = new Matrix4();
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								const _line = new Line3();
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								const _closestPoint = new Vector3();
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								const _box = new Box3();
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								const _sphere = new Sphere();
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								const _clipToWorldVector = new Vector4();
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								let _ray, _lineWidth;
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								// Returns the margin required to expand by in world space given the distance from the camera,
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								// line width, resolution, and camera projection
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								function getWorldSpaceHalfWidth( camera, distance, resolution ) {
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									// transform into clip space, adjust the x and y values by the pixel width offset, then
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									// transform back into world space to get world offset. Note clip space is [-1, 1] so full
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									// width does not need to be halved.
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									_clipToWorldVector.set( 0, 0, - distance, 1.0 ).applyMatrix4( camera.projectionMatrix );
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									_clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
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									_clipToWorldVector.x = _lineWidth / resolution.width;
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									_clipToWorldVector.y = _lineWidth / resolution.height;
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									_clipToWorldVector.applyMatrix4( camera.projectionMatrixInverse );
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									_clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
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									return Math.abs( Math.max( _clipToWorldVector.x, _clipToWorldVector.y ) );
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								}
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								function raycastWorldUnits( lineSegments, intersects ) {
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									const matrixWorld = lineSegments.matrixWorld;
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									const geometry = lineSegments.geometry;
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									const instanceStart = geometry.attributes.instanceStart;
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									const instanceEnd = geometry.attributes.instanceEnd;
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									const segmentCount = Math.min( geometry.instanceCount, instanceStart.count );
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									for ( let i = 0, l = segmentCount; i < l; i ++ ) {
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										_line.start.fromBufferAttribute( instanceStart, i );
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										_line.end.fromBufferAttribute( instanceEnd, i );
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										_line.applyMatrix4( matrixWorld );
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										const pointOnLine = new Vector3();
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										const point = new Vector3();
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										_ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
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										const isInside = point.distanceTo( pointOnLine ) < _lineWidth * 0.5;
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										if ( isInside ) {
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											intersects.push( {
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												point,
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												pointOnLine,
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												distance: _ray.origin.distanceTo( point ),
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												object: lineSegments,
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												face: null,
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												faceIndex: i,
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												uv: null,
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												uv1: null,
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											} );
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										}
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									}
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								}
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								function raycastScreenSpace( lineSegments, camera, intersects ) {
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									const projectionMatrix = camera.projectionMatrix;
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									const material = lineSegments.material;
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									const resolution = material.resolution;
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									const matrixWorld = lineSegments.matrixWorld;
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									const geometry = lineSegments.geometry;
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									const instanceStart = geometry.attributes.instanceStart;
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									const instanceEnd = geometry.attributes.instanceEnd;
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									const segmentCount = Math.min( geometry.instanceCount, instanceStart.count );
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									const near = - camera.near;
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									//
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									// pick a point 1 unit out along the ray to avoid the ray origin
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									// sitting at the camera origin which will cause "w" to be 0 when
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									// applying the projection matrix.
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									_ray.at( 1, _ssOrigin );
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									// ndc space [ - 1.0, 1.0 ]
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									_ssOrigin.w = 1;
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									_ssOrigin.applyMatrix4( camera.matrixWorldInverse );
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									_ssOrigin.applyMatrix4( projectionMatrix );
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									_ssOrigin.multiplyScalar( 1 / _ssOrigin.w );
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									// screen space
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									_ssOrigin.x *= resolution.x / 2;
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									_ssOrigin.y *= resolution.y / 2;
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									_ssOrigin.z = 0;
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									_ssOrigin3.copy( _ssOrigin );
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									_mvMatrix.multiplyMatrices( camera.matrixWorldInverse, matrixWorld );
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									for ( let i = 0, l = segmentCount; i < l; i ++ ) {
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										_start4.fromBufferAttribute( instanceStart, i );
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										_end4.fromBufferAttribute( instanceEnd, i );
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										_start4.w = 1;
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										_end4.w = 1;
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										// camera space
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										_start4.applyMatrix4( _mvMatrix );
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										_end4.applyMatrix4( _mvMatrix );
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										// skip the segment if it's entirely behind the camera
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										const isBehindCameraNear = _start4.z > near && _end4.z > near;
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										if ( isBehindCameraNear ) {
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											continue;
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										}
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										// trim the segment if it extends behind camera near
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										if ( _start4.z > near ) {
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											const deltaDist = _start4.z - _end4.z;
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											const t = ( _start4.z - near ) / deltaDist;
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											_start4.lerp( _end4, t );
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										} else if ( _end4.z > near ) {
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											const deltaDist = _end4.z - _start4.z;
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											const t = ( _end4.z - near ) / deltaDist;
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											_end4.lerp( _start4, t );
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										}
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										// clip space
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										_start4.applyMatrix4( projectionMatrix );
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										_end4.applyMatrix4( projectionMatrix );
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										// ndc space [ - 1.0, 1.0 ]
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										_start4.multiplyScalar( 1 / _start4.w );
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										_end4.multiplyScalar( 1 / _end4.w );
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										// screen space
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										_start4.x *= resolution.x / 2;
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										_start4.y *= resolution.y / 2;
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										_end4.x *= resolution.x / 2;
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										_end4.y *= resolution.y / 2;
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										// create 2d segment
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										_line.start.copy( _start4 );
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										_line.start.z = 0;
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										_line.end.copy( _end4 );
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										_line.end.z = 0;
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										// get closest point on ray to segment
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										const param = _line.closestPointToPointParameter( _ssOrigin3, true );
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										_line.at( param, _closestPoint );
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										// check if the intersection point is within clip space
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										const zPos = MathUtils.lerp( _start4.z, _end4.z, param );
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										const isInClipSpace = zPos >= - 1 && zPos <= 1;
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										const isInside = _ssOrigin3.distanceTo( _closestPoint ) < _lineWidth * 0.5;
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										if ( isInClipSpace && isInside ) {
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											_line.start.fromBufferAttribute( instanceStart, i );
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											_line.end.fromBufferAttribute( instanceEnd, i );
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											_line.start.applyMatrix4( matrixWorld );
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											_line.end.applyMatrix4( matrixWorld );
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											const pointOnLine = new Vector3();
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											const point = new Vector3();
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											_ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
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											intersects.push( {
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												point: point,
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												pointOnLine: pointOnLine,
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												distance: _ray.origin.distanceTo( point ),
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												object: lineSegments,
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												face: null,
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												faceIndex: i,
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												uv: null,
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												uv1: null,
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											} );
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										}
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									}
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								}
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								class LineSegments2 extends Mesh {
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									constructor( geometry = new LineSegmentsGeometry(), material = new LineMaterial( { color: Math.random() * 0xffffff } ) ) {
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										super( geometry, material );
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										this.isLineSegments2 = true;
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										this.type = 'LineSegments2';
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									}
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									// for backwards-compatibility, but could be a method of LineSegmentsGeometry...
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									computeLineDistances() {
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										const geometry = this.geometry;
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										const instanceStart = geometry.attributes.instanceStart;
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										const instanceEnd = geometry.attributes.instanceEnd;
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										const lineDistances = new Float32Array( 2 * instanceStart.count );
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										for ( let i = 0, j = 0, l = instanceStart.count; i < l; i ++, j += 2 ) {
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											_start.fromBufferAttribute( instanceStart, i );
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											_end.fromBufferAttribute( instanceEnd, i );
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											lineDistances[ j ] = ( j === 0 ) ? 0 : lineDistances[ j - 1 ];
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											lineDistances[ j + 1 ] = lineDistances[ j ] + _start.distanceTo( _end );
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										}
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										const instanceDistanceBuffer = new InstancedInterleavedBuffer( lineDistances, 2, 1 ); // d0, d1
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										geometry.setAttribute( 'instanceDistanceStart', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 0 ) ); // d0
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										geometry.setAttribute( 'instanceDistanceEnd', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 1 ) ); // d1
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										return this;
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									}
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									raycast( raycaster, intersects ) {
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										const worldUnits = this.material.worldUnits;
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										const camera = raycaster.camera;
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							 | 
						||
| 
								 | 
							
										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 };
							 |