import { BufferGeometry, Float32BufferAttribute, LineBasicMaterial, Matrix4, Object3D, Ray, Sphere, Vector3 } from 'three'; const _start = /*@__PURE__*/ new Vector3(); const _end = /*@__PURE__*/ new Vector3(); const _inverseMatrix = /*@__PURE__*/ new Matrix4(); const _ray = /*@__PURE__*/ new Ray(); const _sphere = /*@__PURE__*/ new Sphere(); const _morphA = /*@__PURE__*/ new Vector3(); const _morphB = /*@__PURE__*/ new Vector3(); const _tempA = /*@__PURE__*/ new Vector3(); const _tempB = /*@__PURE__*/ new Vector3(); class Line extends Object3D { constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) { super(); this.type = 'Line'; this.geometry = geometry; this.material = material; this.updateMorphTargets(); } copy( source ) { super.copy( source ); this.material = source.material; this.geometry = source.geometry; return this; } computeLineDistances() { const geometry = this.geometry; if ( geometry.isBufferGeometry ) { // we assume non-indexed geometry if ( geometry.index === null ) { const positionAttribute = geometry.attributes.position; const lineDistances = [ 0 ]; for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) { _start.fromBufferAttribute( positionAttribute, i - 1 ); _end.fromBufferAttribute( positionAttribute, i ); lineDistances[ i ] = lineDistances[ i - 1 ]; lineDistances[ i ] += _start.distanceTo( _end ); } geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); } else { console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); } } else if ( geometry.isGeometry ) { console.error( 'THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); } return this; } raycast( raycaster, intersects ) { const geometry = this.geometry; const matrixWorld = this.matrixWorld; const threshold = raycaster.params.Line.threshold; const drawRange = geometry.drawRange; const morphPosition = geometry.morphAttributes.position; // Checking boundingSphere distance to ray if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); _sphere.copy( geometry.boundingSphere ); _sphere.applyMatrix4( matrixWorld ); _sphere.radius += threshold; if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return; // _inverseMatrix.copy( matrixWorld ).invert(); _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix ); const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); const localThresholdSq = localThreshold * localThreshold; const vStart = new Vector3(); const vEnd = new Vector3(); const interSegment = new Vector3(); const interRay = new Vector3(); const step = this.isLineSegments ? 2 : 1; if ( geometry.isBufferGeometry ) { const index = geometry.index; const attributes = geometry.attributes; const positionAttribute = attributes.position; if ( index !== null ) { const start = Math.max( 0, drawRange.start ); const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); for ( let i = start, l = end - 1; i < l; i += step ) { const a = index.getX( i ); const b = index.getX( i + 1 ); calculatePosition( vStart, vEnd, this, positionAttribute, morphPosition, a, b ); const distSq = _ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); if ( distSq > localThresholdSq ) continue; interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation const distance = raycaster.ray.origin.distanceTo( interRay ); if ( distance < raycaster.near || distance > raycaster.far ) continue; intersects.push( { distance: distance, // What do we want? intersection point on the ray or on the segment?? // point: raycaster.ray.at( distance ), point: interSegment.clone().applyMatrix4( this.matrixWorld ), index: i, face: null, faceIndex: null, object: this } ); } } else { const start = Math.max( 0, drawRange.start ); const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); for ( let i = start, l = end - 1; i < l; i += step ) { calculatePosition( vStart, vEnd, this, positionAttribute, morphPosition, i, i+1 ); const distSq = _ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); if ( distSq > localThresholdSq ) continue; interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation const distance = raycaster.ray.origin.distanceTo( interRay ); if ( distance < raycaster.near || distance > raycaster.far ) continue; intersects.push( { distance: distance, // What do we want? intersection point on the ray or on the segment?? // point: raycaster.ray.at( distance ), point: interSegment.clone().applyMatrix4( this.matrixWorld ), index: i, face: null, faceIndex: null, object: this } ); } } } else if ( geometry.isGeometry ) { console.error( 'THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); } } updateMorphTargets() { const geometry = this.geometry; if ( geometry.isBufferGeometry ) { const morphAttributes = geometry.morphAttributes; const keys = Object.keys( morphAttributes ); if ( keys.length > 0 ) { const morphAttribute = morphAttributes[ keys[ 0 ] ]; if ( morphAttribute !== undefined ) { this.morphTargetInfluences = []; this.morphTargetDictionary = {}; for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { const name = morphAttribute[ m ].name || String( m ); this.morphTargetInfluences.push( 0 ); this.morphTargetDictionary[ name ] = m; } } } } else { const morphTargets = geometry.morphTargets; if ( morphTargets !== undefined && morphTargets.length > 0 ) { console.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' ); } } } } function calculatePosition( vStart, vEnd, object, position, morphPosition, a, b ) { vStart.fromBufferAttribute( position, a ); vEnd.fromBufferAttribute( position, b ); var morphInfluences = object.morphTargetInfluences; if ( object.material.morphTargets && morphPosition && morphInfluences ) { _morphA.set( 0, 0, 0 ); _morphB.set( 0, 0, 0 ); for ( var i = 0, il = morphPosition.length; i < il; i ++ ) { var influence = morphInfluences[ i ]; var morphAttribute = morphPosition[ i ]; if ( influence === 0 ) continue; _tempA.fromBufferAttribute( morphAttribute, a ); _tempB.fromBufferAttribute( morphAttribute, b ); _morphA.addScaledVector( _tempA.sub( vStart ), influence ); _morphB.addScaledVector( _tempB.sub( vEnd ), influence ); } vStart.add( _morphA ); vEnd.add( _morphB ); } } Line.prototype.isLine = true; export { Line };