最新代码
This commit is contained in:
19
public/sdk/three/jsm/lines/Line2.js
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19
public/sdk/three/jsm/lines/Line2.js
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@ -0,0 +1,19 @@
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import { LineSegments2 } from '../lines/LineSegments2.js';
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import { LineGeometry } from '../lines/LineGeometry.js';
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import { LineMaterial } from '../lines/LineMaterial.js';
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class Line2 extends LineSegments2 {
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constructor( geometry = new LineGeometry(), material = new LineMaterial( { color: Math.random() * 0xffffff } ) ) {
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super( geometry, material );
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this.isLine2 = true;
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this.type = 'Line2';
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}
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}
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export { Line2 };
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79
public/sdk/three/jsm/lines/LineGeometry.js
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79
public/sdk/three/jsm/lines/LineGeometry.js
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import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';
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class LineGeometry extends LineSegmentsGeometry {
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constructor() {
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super();
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this.isLineGeometry = true;
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this.type = 'LineGeometry';
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}
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setPositions( array ) {
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// converts [ x1, y1, z1, x2, y2, z2, ... ] to pairs format
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const length = array.length - 3;
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const points = new Float32Array( 2 * length );
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for ( let i = 0; i < length; i += 3 ) {
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points[ 2 * i ] = array[ i ];
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points[ 2 * i + 1 ] = array[ i + 1 ];
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points[ 2 * i + 2 ] = array[ i + 2 ];
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points[ 2 * i + 3 ] = array[ i + 3 ];
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points[ 2 * i + 4 ] = array[ i + 4 ];
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points[ 2 * i + 5 ] = array[ i + 5 ];
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}
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super.setPositions( points );
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return this;
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}
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setColors( array ) {
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// converts [ r1, g1, b1, r2, g2, b2, ... ] to pairs format
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const length = array.length - 3;
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const colors = new Float32Array( 2 * length );
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for ( let i = 0; i < length; i += 3 ) {
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colors[ 2 * i ] = array[ i ];
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colors[ 2 * i + 1 ] = array[ i + 1 ];
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colors[ 2 * i + 2 ] = array[ i + 2 ];
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colors[ 2 * i + 3 ] = array[ i + 3 ];
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colors[ 2 * i + 4 ] = array[ i + 4 ];
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colors[ 2 * i + 5 ] = array[ i + 5 ];
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}
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super.setColors( colors );
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return this;
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}
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fromLine( line ) {
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const geometry = line.geometry;
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this.setPositions( geometry.attributes.position.array ); // assumes non-indexed
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// set colors, maybe
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return this;
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}
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}
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export { LineGeometry };
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617
public/sdk/three/jsm/lines/LineMaterial.js
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617
public/sdk/three/jsm/lines/LineMaterial.js
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@ -0,0 +1,617 @@
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/**
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* parameters = {
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* color: <hex>,
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* linewidth: <float>,
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* dashed: <boolean>,
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* dashScale: <float>,
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* dashSize: <float>,
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* dashOffset: <float>,
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* gapSize: <float>,
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* resolution: <Vector2>, // to be set by renderer
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* }
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*/
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import {
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ShaderLib,
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ShaderMaterial,
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UniformsLib,
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UniformsUtils,
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Vector2
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} from 'three';
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UniformsLib.line = {
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worldUnits: { value: 1 },
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linewidth: { value: 1 },
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resolution: { value: new Vector2( 1, 1 ) },
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dashOffset: { value: 0 },
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dashScale: { value: 1 },
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dashSize: { value: 1 },
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gapSize: { value: 1 } // todo FIX - maybe change to totalSize
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};
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ShaderLib[ 'line' ] = {
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uniforms: UniformsUtils.merge( [
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UniformsLib.common,
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UniformsLib.fog,
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UniformsLib.line
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] ),
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vertexShader:
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/* glsl */`
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#include <common>
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#include <color_pars_vertex>
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#include <fog_pars_vertex>
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#include <logdepthbuf_pars_vertex>
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#include <clipping_planes_pars_vertex>
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uniform float linewidth;
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uniform vec2 resolution;
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attribute vec3 instanceStart;
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attribute vec3 instanceEnd;
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attribute vec3 instanceColorStart;
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attribute vec3 instanceColorEnd;
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#ifdef WORLD_UNITS
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varying vec4 worldPos;
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varying vec3 worldStart;
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varying vec3 worldEnd;
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#ifdef USE_DASH
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varying vec2 vUv;
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#endif
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#else
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varying vec2 vUv;
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#endif
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#ifdef USE_DASH
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uniform float dashScale;
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attribute float instanceDistanceStart;
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attribute float instanceDistanceEnd;
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varying float vLineDistance;
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#endif
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void trimSegment( const in vec4 start, inout vec4 end ) {
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// trim end segment so it terminates between the camera plane and the near plane
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// conservative estimate of the near plane
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float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
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float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
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float nearEstimate = - 0.5 * b / a;
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float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
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end.xyz = mix( start.xyz, end.xyz, alpha );
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}
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void main() {
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#ifdef USE_COLOR
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vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
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#endif
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#ifdef USE_DASH
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vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
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vUv = uv;
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#endif
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float aspect = resolution.x / resolution.y;
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// camera space
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vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
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vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
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#ifdef WORLD_UNITS
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worldStart = start.xyz;
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worldEnd = end.xyz;
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#else
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vUv = uv;
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#endif
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// special case for perspective projection, and segments that terminate either in, or behind, the camera plane
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// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
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// but we need to perform ndc-space calculations in the shader, so we must address this issue directly
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// perhaps there is a more elegant solution -- WestLangley
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bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
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if ( perspective ) {
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if ( start.z < 0.0 && end.z >= 0.0 ) {
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trimSegment( start, end );
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} else if ( end.z < 0.0 && start.z >= 0.0 ) {
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trimSegment( end, start );
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}
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}
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// clip space
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vec4 clipStart = projectionMatrix * start;
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vec4 clipEnd = projectionMatrix * end;
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// ndc space
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vec3 ndcStart = clipStart.xyz / clipStart.w;
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vec3 ndcEnd = clipEnd.xyz / clipEnd.w;
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// direction
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vec2 dir = ndcEnd.xy - ndcStart.xy;
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// account for clip-space aspect ratio
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dir.x *= aspect;
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dir = normalize( dir );
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#ifdef WORLD_UNITS
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vec3 worldDir = normalize( end.xyz - start.xyz );
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vec3 tmpFwd = normalize( mix( start.xyz, end.xyz, 0.5 ) );
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vec3 worldUp = normalize( cross( worldDir, tmpFwd ) );
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vec3 worldFwd = cross( worldDir, worldUp );
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worldPos = position.y < 0.5 ? start: end;
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// height offset
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float hw = linewidth * 0.5;
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worldPos.xyz += position.x < 0.0 ? hw * worldUp : - hw * worldUp;
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// don't extend the line if we're rendering dashes because we
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// won't be rendering the endcaps
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#ifndef USE_DASH
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// cap extension
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worldPos.xyz += position.y < 0.5 ? - hw * worldDir : hw * worldDir;
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// add width to the box
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worldPos.xyz += worldFwd * hw;
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// endcaps
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if ( position.y > 1.0 || position.y < 0.0 ) {
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worldPos.xyz -= worldFwd * 2.0 * hw;
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}
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#endif
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// project the worldpos
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vec4 clip = projectionMatrix * worldPos;
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// shift the depth of the projected points so the line
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// segments overlap neatly
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vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
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clip.z = clipPose.z * clip.w;
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#else
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vec2 offset = vec2( dir.y, - dir.x );
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// undo aspect ratio adjustment
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dir.x /= aspect;
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offset.x /= aspect;
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// sign flip
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if ( position.x < 0.0 ) offset *= - 1.0;
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// endcaps
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if ( position.y < 0.0 ) {
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offset += - dir;
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} else if ( position.y > 1.0 ) {
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offset += dir;
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}
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// adjust for linewidth
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offset *= linewidth;
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// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
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offset /= resolution.y;
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// select end
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vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
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// back to clip space
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offset *= clip.w;
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clip.xy += offset;
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#endif
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gl_Position = clip;
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vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
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#include <logdepthbuf_vertex>
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#include <clipping_planes_vertex>
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#include <fog_vertex>
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}
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`,
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fragmentShader:
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/* glsl */`
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uniform vec3 diffuse;
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uniform float opacity;
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uniform float linewidth;
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#ifdef USE_DASH
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uniform float dashOffset;
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uniform float dashSize;
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uniform float gapSize;
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#endif
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varying float vLineDistance;
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#ifdef WORLD_UNITS
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varying vec4 worldPos;
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varying vec3 worldStart;
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varying vec3 worldEnd;
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||||
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#ifdef USE_DASH
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varying vec2 vUv;
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|
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#endif
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||||
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#else
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||||
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varying vec2 vUv;
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||||
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||||
#endif
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||||
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#include <common>
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#include <color_pars_fragment>
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#include <fog_pars_fragment>
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#include <logdepthbuf_pars_fragment>
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#include <clipping_planes_pars_fragment>
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vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
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float mua;
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float mub;
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vec3 p13 = p1 - p3;
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vec3 p43 = p4 - p3;
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vec3 p21 = p2 - p1;
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float d1343 = dot( p13, p43 );
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float d4321 = dot( p43, p21 );
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float d1321 = dot( p13, p21 );
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float d4343 = dot( p43, p43 );
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float d2121 = dot( p21, p21 );
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||||
float denom = d2121 * d4343 - d4321 * d4321;
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float numer = d1343 * d4321 - d1321 * d4343;
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||||
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||||
mua = numer / denom;
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mua = clamp( mua, 0.0, 1.0 );
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mub = ( d1343 + d4321 * ( mua ) ) / d4343;
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mub = clamp( mub, 0.0, 1.0 );
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||||
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return vec2( mua, mub );
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||||
|
||||
}
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||||
|
||||
void main() {
|
||||
|
||||
#include <clipping_planes_fragment>
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||||
|
||||
#ifdef USE_DASH
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||||
|
||||
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 );
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||||
|
||||
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
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||||
|
||||
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
public/sdk/three/jsm/lines/LineSegments2.js
Normal file
361
public/sdk/three/jsm/lines/LineSegments2.js
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
public/sdk/three/jsm/lines/LineSegmentsGeometry.js
Normal file
241
public/sdk/three/jsm/lines/LineSegmentsGeometry.js
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
public/sdk/three/jsm/lines/Wireframe.js
Normal file
56
public/sdk/three/jsm/lines/Wireframe.js
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
public/sdk/three/jsm/lines/WireframeGeometry2.js
Normal file
24
public/sdk/three/jsm/lines/WireframeGeometry2.js
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