add Potree (version 1.8)
This commit is contained in:
24
PointCloudWeb.Web/public/Potree/libs/three.js/lines/Line2.js
Normal file
24
PointCloudWeb.Web/public/Potree/libs/three.js/lines/Line2.js
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@@ -0,0 +1,24 @@
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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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var Line2 = function ( geometry, material ) {
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if ( geometry === undefined ) geometry = new LineGeometry();
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if ( material === undefined ) material = new LineMaterial( { color: Math.random() * 0xffffff } );
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LineSegments2.call( this, geometry, material );
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this.type = 'Line2';
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};
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Line2.prototype = Object.assign( Object.create( LineSegments2.prototype ), {
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constructor: Line2,
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isLine2: true
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} );
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export { Line2 };
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@@ -0,0 +1,97 @@
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import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';
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var LineGeometry = function () {
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LineSegmentsGeometry.call( this );
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this.type = 'LineGeometry';
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};
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LineGeometry.prototype = Object.assign( Object.create( LineSegmentsGeometry.prototype ), {
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constructor: LineGeometry,
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isLineGeometry: true,
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setPositions: function ( array ) {
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// converts [ x1, y1, z1, x2, y2, z2, ... ] to pairs format
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var length = array.length - 3;
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var points = new Float32Array( 2 * length );
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for ( var 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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LineSegmentsGeometry.prototype.setPositions.call( this, points );
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return this;
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},
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setColors: function ( array ) {
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// converts [ r1, g1, b1, r2, g2, b2, ... ] to pairs format
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var length = array.length - 3;
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var colors = new Float32Array( 2 * length );
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for ( var 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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LineSegmentsGeometry.prototype.setColors.call( this, colors );
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return this;
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},
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fromLine: function ( line ) {
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var geometry = line.geometry;
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if ( geometry.isGeometry ) {
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this.setPositions( geometry.vertices );
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} else if ( geometry.isBufferGeometry ) {
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this.setPositions( geometry.attributes.position.array ); // assumes non-indexed
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}
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// set colors, maybe
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return this;
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},
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copy: function ( /* source */ ) {
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// todo
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return this;
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}
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} );
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export { LineGeometry };
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@@ -0,0 +1,424 @@
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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 '../build/three.module.js';
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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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UniformsLib.line = {
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linewidth: { value: 1 },
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resolution: { value: new Vector2( 1, 1 ) },
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dashScale: { value: 1 },
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dashSize: { value: 1 },
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dashOffset: { value: 0 },
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gapSize: { value: 1 }, // todo FIX - maybe change to totalSize
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opacity: { value: 1 }
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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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`
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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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varying vec2 vUv;
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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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#endif
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float aspect = resolution.x / resolution.y;
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vUv = uv;
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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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// 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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vec2 ndcStart = clipStart.xy / clipStart.w;
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vec2 ndcEnd = clipEnd.xy / clipEnd.w;
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// direction
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vec2 dir = ndcEnd - ndcStart;
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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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// perpendicular to dir
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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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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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`
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uniform vec3 diffuse;
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uniform float opacity;
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#ifdef USE_DASH
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uniform float dashSize;
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uniform float dashOffset;
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uniform float gapSize;
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#endif
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varying float vLineDistance;
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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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varying vec2 vUv;
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void main() {
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#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
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if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
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#endif
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if ( abs( vUv.y ) > 1.0 ) {
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float a = vUv.x;
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float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
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float len2 = a * a + b * b;
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if ( len2 > 1.0 ) discard;
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}
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vec4 diffuseColor = vec4( diffuse, opacity );
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#include <logdepthbuf_fragment>
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#include <color_fragment>
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gl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );
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#include <tonemapping_fragment>
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#include <encodings_fragment>
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#include <fog_fragment>
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#include <premultiplied_alpha_fragment>
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}
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`
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};
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var LineMaterial = function ( parameters ) {
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ShaderMaterial.call( this, {
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type: 'LineMaterial',
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uniforms: UniformsUtils.clone( ShaderLib[ 'line' ].uniforms ),
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vertexShader: ShaderLib[ 'line' ].vertexShader,
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fragmentShader: ShaderLib[ 'line' ].fragmentShader,
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clipping: true // required for clipping support
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} );
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this.dashed = false;
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Object.defineProperties( this, {
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color: {
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enumerable: true,
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get: function () {
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return this.uniforms.diffuse.value;
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},
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set: function ( value ) {
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this.uniforms.diffuse.value = value;
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}
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},
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linewidth: {
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enumerable: true,
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get: function () {
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return this.uniforms.linewidth.value;
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},
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set: function ( value ) {
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this.uniforms.linewidth.value = value;
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}
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},
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dashScale: {
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enumerable: true,
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get: function () {
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return this.uniforms.dashScale.value;
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},
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set: function ( value ) {
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this.uniforms.dashScale.value = value;
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}
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},
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dashSize: {
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enumerable: true,
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get: function () {
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return this.uniforms.dashSize.value;
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},
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set: function ( value ) {
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this.uniforms.dashSize.value = value;
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}
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},
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dashOffset: {
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||||
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enumerable: true,
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get: function () {
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||||
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return this.uniforms.dashOffset.value;
|
||||
|
||||
},
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||||
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||||
set: function ( value ) {
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||||
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this.uniforms.dashOffset.value = value;
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||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
gapSize: {
|
||||
|
||||
enumerable: true,
|
||||
|
||||
get: function () {
|
||||
|
||||
return this.uniforms.gapSize.value;
|
||||
|
||||
},
|
||||
|
||||
set: function ( value ) {
|
||||
|
||||
this.uniforms.gapSize.value = value;
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
opacity: {
|
||||
|
||||
enumerable: true,
|
||||
|
||||
get: function () {
|
||||
|
||||
return this.uniforms.opacity.value;
|
||||
|
||||
},
|
||||
|
||||
set: function ( value ) {
|
||||
|
||||
this.uniforms.opacity.value = value;
|
||||
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
resolution: {
|
||||
|
||||
enumerable: true,
|
||||
|
||||
get: function () {
|
||||
|
||||
return this.uniforms.resolution.value;
|
||||
|
||||
},
|
||||
|
||||
set: function ( value ) {
|
||||
|
||||
this.uniforms.resolution.value.copy( value );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} );
|
||||
|
||||
this.setValues( parameters );
|
||||
|
||||
};
|
||||
|
||||
LineMaterial.prototype = Object.create( ShaderMaterial.prototype );
|
||||
LineMaterial.prototype.constructor = LineMaterial;
|
||||
|
||||
LineMaterial.prototype.isLineMaterial = true;
|
||||
|
||||
export { LineMaterial };
|
||||
@@ -0,0 +1,209 @@
|
||||
import {
|
||||
InstancedInterleavedBuffer,
|
||||
InterleavedBufferAttribute,
|
||||
Line3,
|
||||
MathUtils,
|
||||
Matrix4,
|
||||
Mesh,
|
||||
Vector3,
|
||||
Vector4
|
||||
} from '../build/three.module.js';
|
||||
import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';
|
||||
import { LineMaterial } from '../lines/LineMaterial.js';
|
||||
|
||||
var LineSegments2 = function ( geometry, material ) {
|
||||
|
||||
if ( geometry === undefined ) geometry = new LineSegmentsGeometry();
|
||||
if ( material === undefined ) material = new LineMaterial( { color: Math.random() * 0xffffff } );
|
||||
|
||||
Mesh.call( this, geometry, material );
|
||||
|
||||
this.type = 'LineSegments2';
|
||||
|
||||
};
|
||||
|
||||
LineSegments2.prototype = Object.assign( Object.create( Mesh.prototype ), {
|
||||
|
||||
constructor: LineSegments2,
|
||||
|
||||
isLineSegments2: true,
|
||||
|
||||
computeLineDistances: ( function () { // for backwards-compatability, but could be a method of LineSegmentsGeometry...
|
||||
|
||||
var start = new Vector3();
|
||||
var end = new Vector3();
|
||||
|
||||
return function computeLineDistances() {
|
||||
|
||||
var geometry = this.geometry;
|
||||
|
||||
var instanceStart = geometry.attributes.instanceStart;
|
||||
var instanceEnd = geometry.attributes.instanceEnd;
|
||||
var lineDistances = new Float32Array( 2 * instanceStart.data.count );
|
||||
|
||||
for ( var i = 0, j = 0, l = instanceStart.data.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 );
|
||||
|
||||
}
|
||||
|
||||
var 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: ( function () {
|
||||
|
||||
var start = new Vector4();
|
||||
var end = new Vector4();
|
||||
|
||||
var ssOrigin = new Vector4();
|
||||
var ssOrigin3 = new Vector3();
|
||||
var mvMatrix = new Matrix4();
|
||||
var line = new Line3();
|
||||
var closestPoint = new Vector3();
|
||||
|
||||
return function raycast( raycaster, intersects ) {
|
||||
|
||||
if ( raycaster.camera === null ) {
|
||||
|
||||
console.error( 'LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2.' );
|
||||
|
||||
}
|
||||
|
||||
var threshold = ( raycaster.params.Line2 !== undefined ) ? raycaster.params.Line2.threshold || 0 : 0;
|
||||
|
||||
var ray = raycaster.ray;
|
||||
var camera = raycaster.camera;
|
||||
var projectionMatrix = camera.projectionMatrix;
|
||||
|
||||
var geometry = this.geometry;
|
||||
var material = this.material;
|
||||
var resolution = material.resolution;
|
||||
var lineWidth = material.linewidth + threshold;
|
||||
|
||||
var instanceStart = geometry.attributes.instanceStart;
|
||||
var instanceEnd = geometry.attributes.instanceEnd;
|
||||
|
||||
// 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 );
|
||||
|
||||
var matrixWorld = this.matrixWorld;
|
||||
mvMatrix.multiplyMatrices( camera.matrixWorldInverse, matrixWorld );
|
||||
|
||||
for ( var i = 0, l = instanceStart.count; i < l; i ++ ) {
|
||||
|
||||
start.fromBufferAttribute( instanceStart, i );
|
||||
end.fromBufferAttribute( instanceEnd, i );
|
||||
|
||||
start.w = 1;
|
||||
end.w = 1;
|
||||
|
||||
// camera space
|
||||
start.applyMatrix4( mvMatrix );
|
||||
end.applyMatrix4( mvMatrix );
|
||||
|
||||
// clip space
|
||||
start.applyMatrix4( projectionMatrix );
|
||||
end.applyMatrix4( projectionMatrix );
|
||||
|
||||
// ndc space [ - 1.0, 1.0 ]
|
||||
start.multiplyScalar( 1 / start.w );
|
||||
end.multiplyScalar( 1 / end.w );
|
||||
|
||||
// skip the segment if it's outside the camera near and far planes
|
||||
var isBehindCameraNear = start.z < - 1 && end.z < - 1;
|
||||
var isPastCameraFar = start.z > 1 && end.z > 1;
|
||||
if ( isBehindCameraNear || isPastCameraFar ) {
|
||||
|
||||
continue;
|
||||
|
||||
}
|
||||
|
||||
// screen space
|
||||
start.x *= resolution.x / 2;
|
||||
start.y *= resolution.y / 2;
|
||||
|
||||
end.x *= resolution.x / 2;
|
||||
end.y *= resolution.y / 2;
|
||||
|
||||
// create 2d segment
|
||||
line.start.copy( start );
|
||||
line.start.z = 0;
|
||||
|
||||
line.end.copy( end );
|
||||
line.end.z = 0;
|
||||
|
||||
// get closest point on ray to segment
|
||||
var param = line.closestPointToPointParameter( ssOrigin3, true );
|
||||
line.at( param, closestPoint );
|
||||
|
||||
// check if the intersection point is within clip space
|
||||
var zPos = MathUtils.lerp( start.z, end.z, param );
|
||||
var isInClipSpace = zPos >= - 1 && zPos <= 1;
|
||||
|
||||
var 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 );
|
||||
|
||||
var pointOnLine = new Vector3();
|
||||
var point = new Vector3();
|
||||
|
||||
ray.distanceSqToSegment( line.start, line.end, point, pointOnLine );
|
||||
|
||||
intersects.push( {
|
||||
|
||||
point: point,
|
||||
pointOnLine: pointOnLine,
|
||||
distance: ray.origin.distanceTo( point ),
|
||||
|
||||
object: this,
|
||||
face: null,
|
||||
faceIndex: i,
|
||||
uv: null,
|
||||
uv2: null,
|
||||
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
}() )
|
||||
|
||||
} );
|
||||
|
||||
export { LineSegments2 };
|
||||
@@ -0,0 +1,260 @@
|
||||
import {
|
||||
Box3,
|
||||
Float32BufferAttribute,
|
||||
InstancedBufferGeometry,
|
||||
InstancedInterleavedBuffer,
|
||||
InterleavedBufferAttribute,
|
||||
Sphere,
|
||||
Vector3,
|
||||
WireframeGeometry
|
||||
} from '../build/three.module.js';
|
||||
|
||||
var LineSegmentsGeometry = function () {
|
||||
|
||||
InstancedBufferGeometry.call( this );
|
||||
|
||||
this.type = 'LineSegmentsGeometry';
|
||||
|
||||
var 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 ];
|
||||
var uvs = [ - 1, 2, 1, 2, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 2, 1, - 2 ];
|
||||
var 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 ) );
|
||||
|
||||
};
|
||||
|
||||
LineSegmentsGeometry.prototype = Object.assign( Object.create( InstancedBufferGeometry.prototype ), {
|
||||
|
||||
constructor: LineSegmentsGeometry,
|
||||
|
||||
isLineSegmentsGeometry: true,
|
||||
|
||||
applyMatrix4: function ( matrix ) {
|
||||
|
||||
var start = this.attributes.instanceStart;
|
||||
var 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: function ( array ) {
|
||||
|
||||
var lineSegments;
|
||||
|
||||
if ( array instanceof Float32Array ) {
|
||||
|
||||
lineSegments = array;
|
||||
|
||||
} else if ( Array.isArray( array ) ) {
|
||||
|
||||
lineSegments = new Float32Array( array );
|
||||
|
||||
}
|
||||
|
||||
var 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: function ( array ) {
|
||||
|
||||
var colors;
|
||||
|
||||
if ( array instanceof Float32Array ) {
|
||||
|
||||
colors = array;
|
||||
|
||||
} else if ( Array.isArray( array ) ) {
|
||||
|
||||
colors = new Float32Array( array );
|
||||
|
||||
}
|
||||
|
||||
var 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: function ( geometry ) {
|
||||
|
||||
this.setPositions( geometry.attributes.position.array );
|
||||
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
fromEdgesGeometry: function ( geometry ) {
|
||||
|
||||
this.setPositions( geometry.attributes.position.array );
|
||||
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
fromMesh: function ( mesh ) {
|
||||
|
||||
this.fromWireframeGeometry( new WireframeGeometry( mesh.geometry ) );
|
||||
|
||||
// set colors, maybe
|
||||
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
fromLineSegments: function ( lineSegments ) {
|
||||
|
||||
var geometry = lineSegments.geometry;
|
||||
|
||||
if ( geometry.isGeometry ) {
|
||||
|
||||
this.setPositions( geometry.vertices );
|
||||
|
||||
} else if ( geometry.isBufferGeometry ) {
|
||||
|
||||
this.setPositions( geometry.attributes.position.array ); // assumes non-indexed
|
||||
|
||||
}
|
||||
|
||||
// set colors, maybe
|
||||
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
computeBoundingBox: function () {
|
||||
|
||||
var box = new Box3();
|
||||
|
||||
return function computeBoundingBox() {
|
||||
|
||||
if ( this.boundingBox === null ) {
|
||||
|
||||
this.boundingBox = new Box3();
|
||||
|
||||
}
|
||||
|
||||
var start = this.attributes.instanceStart;
|
||||
var end = this.attributes.instanceEnd;
|
||||
|
||||
if ( start !== undefined && end !== undefined ) {
|
||||
|
||||
this.boundingBox.setFromBufferAttribute( start );
|
||||
|
||||
box.setFromBufferAttribute( end );
|
||||
|
||||
this.boundingBox.union( box );
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
}(),
|
||||
|
||||
computeBoundingSphere: function () {
|
||||
|
||||
var vector = new Vector3();
|
||||
|
||||
return function computeBoundingSphere() {
|
||||
|
||||
if ( this.boundingSphere === null ) {
|
||||
|
||||
this.boundingSphere = new Sphere();
|
||||
|
||||
}
|
||||
|
||||
if ( this.boundingBox === null ) {
|
||||
|
||||
this.computeBoundingBox();
|
||||
|
||||
}
|
||||
|
||||
var start = this.attributes.instanceStart;
|
||||
var end = this.attributes.instanceEnd;
|
||||
|
||||
if ( start !== undefined && end !== undefined ) {
|
||||
|
||||
var center = this.boundingSphere.center;
|
||||
|
||||
this.boundingBox.getCenter( center );
|
||||
|
||||
var maxRadiusSq = 0;
|
||||
|
||||
for ( var 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: function () {
|
||||
|
||||
// todo
|
||||
|
||||
},
|
||||
|
||||
applyMatrix: function ( matrix ) {
|
||||
|
||||
console.warn( 'THREE.LineSegmentsGeometry: applyMatrix() has been renamed to applyMatrix4().' );
|
||||
|
||||
return this.applyMatrix4( matrix );
|
||||
|
||||
}
|
||||
|
||||
} );
|
||||
|
||||
export { LineSegmentsGeometry };
|
||||
@@ -0,0 +1,63 @@
|
||||
import {
|
||||
InstancedInterleavedBuffer,
|
||||
InterleavedBufferAttribute,
|
||||
Mesh,
|
||||
Vector3
|
||||
} from '../build/three.module.js';
|
||||
import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';
|
||||
import { LineMaterial } from '../lines/LineMaterial.js';
|
||||
|
||||
var Wireframe = function ( geometry, material ) {
|
||||
|
||||
Mesh.call( this );
|
||||
|
||||
this.type = 'Wireframe';
|
||||
|
||||
this.geometry = geometry !== undefined ? geometry : new LineSegmentsGeometry();
|
||||
this.material = material !== undefined ? material : new LineMaterial( { color: Math.random() * 0xffffff } );
|
||||
|
||||
};
|
||||
|
||||
Wireframe.prototype = Object.assign( Object.create( Mesh.prototype ), {
|
||||
|
||||
constructor: Wireframe,
|
||||
|
||||
isWireframe: true,
|
||||
|
||||
computeLineDistances: ( function () { // for backwards-compatability, but could be a method of LineSegmentsGeometry...
|
||||
|
||||
var start = new Vector3();
|
||||
var end = new Vector3();
|
||||
|
||||
return function computeLineDistances() {
|
||||
|
||||
var geometry = this.geometry;
|
||||
|
||||
var instanceStart = geometry.attributes.instanceStart;
|
||||
var instanceEnd = geometry.attributes.instanceEnd;
|
||||
var lineDistances = new Float32Array( 2 * instanceStart.data.count );
|
||||
|
||||
for ( var i = 0, j = 0, l = instanceStart.data.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 );
|
||||
|
||||
}
|
||||
|
||||
var 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 };
|
||||
@@ -0,0 +1,26 @@
|
||||
import {
|
||||
WireframeGeometry
|
||||
} from '../build/three.module.js';
|
||||
import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';
|
||||
|
||||
var WireframeGeometry2 = function ( geometry ) {
|
||||
|
||||
LineSegmentsGeometry.call( this );
|
||||
|
||||
this.type = 'WireframeGeometry2';
|
||||
|
||||
this.fromWireframeGeometry( new WireframeGeometry( geometry ) );
|
||||
|
||||
// set colors, maybe
|
||||
|
||||
};
|
||||
|
||||
WireframeGeometry2.prototype = Object.assign( Object.create( LineSegmentsGeometry.prototype ), {
|
||||
|
||||
constructor: WireframeGeometry2,
|
||||
|
||||
isWireframeGeometry2: true
|
||||
|
||||
} );
|
||||
|
||||
export { WireframeGeometry2 };
|
||||
Reference in New Issue
Block a user