three-stdlib 2.13.1 → 2.14.2
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- package/{Nodes-607e9ed8.js → Nodes-4f766d71.js} +0 -0
- package/{Nodes-627a8bdf.js → Nodes-9aa16d74.js} +0 -0
- package/geometries/TextGeometry.cjs.js +1 -1
- package/geometries/TextGeometry.d.ts +2 -0
- package/geometries/TextGeometry.js +6 -1
- package/index.cjs.js +1 -1
- package/lines/Line2.cjs.js +1 -1
- package/lines/Line2.d.ts +7 -5
- package/lines/Line2.js +2 -5
- package/lines/LineGeometry.cjs.js +1 -1
- package/lines/LineGeometry.d.ts +6 -8
- package/lines/LineGeometry.js +28 -39
- package/lines/LineMaterial.cjs.js +1 -1
- package/lines/LineMaterial.d.ts +23 -19
- package/lines/LineMaterial.js +263 -107
- package/lines/LineSegments2.cjs.js +1 -1
- package/lines/LineSegments2.d.ts +12 -20
- package/lines/LineSegments2.js +272 -125
- package/lines/LineSegmentsGeometry.cjs.js +1 -1
- package/lines/LineSegmentsGeometry.d.ts +18 -16
- package/lines/LineSegmentsGeometry.js +30 -40
- package/lines/Wireframe.cjs.js +1 -1
- package/lines/Wireframe.js +39 -39
- package/lines/WireframeGeometry2.cjs.js +1 -1
- package/lines/WireframeGeometry2.js +8 -9
- package/loaders/FontLoader.cjs.js +1 -1
- package/loaders/FontLoader.d.ts +5 -1
- package/loaders/FontLoader.js +10 -5
- package/loaders/KTX2Loader.cjs.js +1 -1
- package/loaders/KTX2Loader.js +493 -102
- package/loaders/NodeMaterialLoader.cjs.js +1 -1
- package/loaders/RGBMLoader.js +248 -177
- package/nodes/Nodes.cjs.js +1 -1
- package/nodes/core/NodeBuilder.js +5 -1
- package/nodes/loaders/NodeLoader.cjs.js +1 -1
- package/nodes/loaders/NodeObjectLoader.cjs.js +1 -1
- package/package.json +2 -2
- package/utils/WorkerPool.cjs.js +1 -0
- package/utils/WorkerPool.js +82 -0
package/lines/LineMaterial.js
CHANGED
@@ -1,5 +1,4 @@
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1
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-
import
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2
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-
import { Vector2, ShaderLib, UniformsUtils, UniformsLib, ShaderMaterial, Color } from 'three';
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1
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+
import { UniformsLib, Vector2, ShaderLib, UniformsUtils, ShaderMaterial } from 'three';
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3
2
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4
3
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/**
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5
4
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* parameters = {
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@@ -13,32 +12,32 @@ import { Vector2, ShaderLib, UniformsUtils, UniformsLib, ShaderMaterial, Color }
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13
12
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* resolution: <Vector2>, // to be set by renderer
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14
13
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* }
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15
14
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*/
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16
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-
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15
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+
UniformsLib.line = {
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16
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+
worldUnits: {
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17
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+
value: 1
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18
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+
},
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17
19
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linewidth: {
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18
20
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value: 1
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19
21
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},
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22
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resolution: {
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23
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value: new Vector2(1, 1)
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22
24
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},
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25
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+
dashOffset: {
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26
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+
value: 0
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27
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+
},
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23
28
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dashScale: {
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24
29
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value: 1
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30
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},
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31
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dashSize: {
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27
32
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value: 1
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28
33
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},
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29
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-
dashOffset: {
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30
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-
value: 0
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31
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-
},
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32
34
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gapSize: {
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33
35
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value: 1
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34
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-
}
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35
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-
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36
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-
opacity: {
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37
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-
value: 1
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38
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-
}
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36
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+
} // todo FIX - maybe change to totalSize
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37
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+
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39
38
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};
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40
39
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ShaderLib['line'] = {
|
41
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-
uniforms: UniformsUtils.merge([UniformsLib.common, UniformsLib.fog,
|
40
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+
uniforms: UniformsUtils.merge([UniformsLib.common, UniformsLib.fog, UniformsLib.line]),
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42
41
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vertexShader:
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43
42
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/* glsl */
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44
43
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`
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@@ -57,7 +56,23 @@ ShaderLib['line'] = {
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56
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attribute vec3 instanceColorStart;
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57
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attribute vec3 instanceColorEnd;
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58
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60
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-
|
59
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+
#ifdef WORLD_UNITS
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60
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+
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61
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+
varying vec4 worldPos;
|
62
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+
varying vec3 worldStart;
|
63
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+
varying vec3 worldEnd;
|
64
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+
|
65
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+
#ifdef USE_DASH
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66
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+
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67
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+
varying vec2 vUv;
|
68
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+
|
69
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+
#endif
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70
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+
|
71
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+
#else
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72
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+
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73
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+
varying vec2 vUv;
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74
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+
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75
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+
#endif
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61
76
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62
77
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#ifdef USE_DASH
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78
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@@ -94,17 +109,27 @@ ShaderLib['line'] = {
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94
109
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#ifdef USE_DASH
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95
110
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|
96
111
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vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
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112
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+
vUv = uv;
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97
113
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|
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114
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#endif
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115
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float aspect = resolution.x / resolution.y;
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117
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|
102
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-
vUv = uv;
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103
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-
|
104
118
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// camera space
|
105
119
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vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
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106
120
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vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
|
107
121
|
|
122
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+
#ifdef WORLD_UNITS
|
123
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+
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124
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+
worldStart = start.xyz;
|
125
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+
worldEnd = end.xyz;
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126
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+
|
127
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+
#else
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128
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+
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129
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+
vUv = uv;
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130
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+
|
131
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+
#endif
|
132
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+
|
108
133
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// special case for perspective projection, and segments that terminate either in, or behind, the camera plane
|
109
134
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// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
|
110
135
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// but we need to perform ndc-space calculations in the shader, so we must address this issue directly
|
@@ -131,50 +156,108 @@ ShaderLib['line'] = {
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156
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vec4 clipEnd = projectionMatrix * end;
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132
157
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|
133
158
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// ndc space
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134
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-
|
135
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-
|
159
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+
vec3 ndcStart = clipStart.xyz / clipStart.w;
|
160
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+
vec3 ndcEnd = clipEnd.xyz / clipEnd.w;
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136
161
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|
137
162
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// direction
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138
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-
vec2 dir = ndcEnd - ndcStart;
|
163
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+
vec2 dir = ndcEnd.xy - ndcStart.xy;
|
139
164
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|
140
165
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// account for clip-space aspect ratio
|
141
166
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dir.x *= aspect;
|
142
167
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dir = normalize( dir );
|
143
168
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|
144
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-
|
145
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-
vec2 offset = vec2( dir.y, - dir.x );
|
169
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+
#ifdef WORLD_UNITS
|
146
170
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|
147
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-
|
148
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-
|
149
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-
|
171
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+
// get the offset direction as perpendicular to the view vector
|
172
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+
vec3 worldDir = normalize( end.xyz - start.xyz );
|
173
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+
vec3 offset;
|
174
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+
if ( position.y < 0.5 ) {
|
150
175
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|
151
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-
|
152
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-
if ( position.x < 0.0 ) offset *= - 1.0;
|
176
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+
offset = normalize( cross( start.xyz, worldDir ) );
|
153
177
|
|
154
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-
|
155
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-
if ( position.y < 0.0 ) {
|
178
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+
} else {
|
156
179
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|
157
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-
|
180
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+
offset = normalize( cross( end.xyz, worldDir ) );
|
158
181
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|
159
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-
|
182
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+
}
|
160
183
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|
161
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-
|
184
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+
// sign flip
|
185
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+
if ( position.x < 0.0 ) offset *= - 1.0;
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162
186
|
|
163
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-
|
187
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+
float forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );
|
188
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+
|
189
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+
// don't extend the line if we're rendering dashes because we
|
190
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+
// won't be rendering the endcaps
|
191
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+
#ifndef USE_DASH
|
192
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+
|
193
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+
// extend the line bounds to encompass endcaps
|
194
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+
start.xyz += - worldDir * linewidth * 0.5;
|
195
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+
end.xyz += worldDir * linewidth * 0.5;
|
196
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+
|
197
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+
// shift the position of the quad so it hugs the forward edge of the line
|
198
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+
offset.xy -= dir * forwardOffset;
|
199
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+
offset.z += 0.5;
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200
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+
|
201
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+
#endif
|
202
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+
|
203
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+
// endcaps
|
204
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+
if ( position.y > 1.0 || position.y < 0.0 ) {
|
164
205
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|
165
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-
|
166
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-
offset *= linewidth;
|
206
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+
offset.xy += dir * 2.0 * forwardOffset;
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167
207
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|
168
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-
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169
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-
|
208
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+
}
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209
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+
|
210
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// adjust for linewidth
|
211
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+
offset *= linewidth * 0.5;
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212
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+
|
213
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+
// set the world position
|
214
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+
worldPos = ( position.y < 0.5 ) ? start : end;
|
215
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+
worldPos.xyz += offset;
|
216
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+
|
217
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+
// project the worldpos
|
218
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+
vec4 clip = projectionMatrix * worldPos;
|
219
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+
|
220
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+
// shift the depth of the projected points so the line
|
221
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+
// segments overlap neatly
|
222
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+
vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
|
223
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+
clip.z = clipPose.z * clip.w;
|
224
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+
|
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#else
|
226
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+
|
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vec2 offset = vec2( dir.y, - dir.x );
|
228
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// undo aspect ratio adjustment
|
229
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dir.x /= aspect;
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230
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offset.x /= aspect;
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231
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+
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// sign flip
|
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+
if ( position.x < 0.0 ) offset *= - 1.0;
|
234
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+
|
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// endcaps
|
236
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if ( position.y < 0.0 ) {
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170
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171
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-
|
172
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-
vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
|
238
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+
offset += - dir;
|
173
239
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|
174
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-
|
175
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-
offset *= clip.w;
|
240
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+
} else if ( position.y > 1.0 ) {
|
176
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177
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-
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+
offset += dir;
|
243
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+
|
244
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}
|
245
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+
|
246
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// adjust for linewidth
|
247
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+
offset *= linewidth;
|
248
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+
|
249
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+
// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
|
250
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+
offset /= resolution.y;
|
251
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+
|
252
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// select end
|
253
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vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
|
254
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+
|
255
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// back to clip space
|
256
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+
offset *= clip.w;
|
257
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+
|
258
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clip.xy += offset;
|
259
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+
|
260
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+
#endif
|
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gl_Position = clip;
|
180
263
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@@ -191,24 +274,70 @@ ShaderLib['line'] = {
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191
274
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`
|
192
275
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uniform vec3 diffuse;
|
193
276
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uniform float opacity;
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277
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+
uniform float linewidth;
|
194
278
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|
195
279
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#ifdef USE_DASH
|
196
280
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|
197
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-
uniform float dashSize;
|
198
281
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uniform float dashOffset;
|
282
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+
uniform float dashSize;
|
199
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uniform float gapSize;
|
200
284
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|
201
285
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#endif
|
202
286
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|
203
287
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varying float vLineDistance;
|
204
288
|
|
289
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+
#ifdef WORLD_UNITS
|
290
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+
|
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+
varying vec4 worldPos;
|
292
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+
varying vec3 worldStart;
|
293
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+
varying vec3 worldEnd;
|
294
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+
|
295
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#ifdef USE_DASH
|
296
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+
|
297
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+
varying vec2 vUv;
|
298
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+
|
299
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+
#endif
|
300
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+
|
301
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+
#else
|
302
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+
|
303
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+
varying vec2 vUv;
|
304
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+
|
305
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+
#endif
|
306
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+
|
205
307
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#include <common>
|
206
308
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#include <color_pars_fragment>
|
207
309
|
#include <fog_pars_fragment>
|
208
310
|
#include <logdepthbuf_pars_fragment>
|
209
311
|
#include <clipping_planes_pars_fragment>
|
210
312
|
|
211
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-
|
313
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+
vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
|
314
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+
|
315
|
+
float mua;
|
316
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+
float mub;
|
317
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+
|
318
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+
vec3 p13 = p1 - p3;
|
319
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+
vec3 p43 = p4 - p3;
|
320
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+
|
321
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+
vec3 p21 = p2 - p1;
|
322
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+
|
323
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+
float d1343 = dot( p13, p43 );
|
324
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+
float d4321 = dot( p43, p21 );
|
325
|
+
float d1321 = dot( p13, p21 );
|
326
|
+
float d4343 = dot( p43, p43 );
|
327
|
+
float d2121 = dot( p21, p21 );
|
328
|
+
|
329
|
+
float denom = d2121 * d4343 - d4321 * d4321;
|
330
|
+
|
331
|
+
float numer = d1343 * d4321 - d1321 * d4343;
|
332
|
+
|
333
|
+
mua = numer / denom;
|
334
|
+
mua = clamp( mua, 0.0, 1.0 );
|
335
|
+
mub = ( d1343 + d4321 * ( mua ) ) / d4343;
|
336
|
+
mub = clamp( mub, 0.0, 1.0 );
|
337
|
+
|
338
|
+
return vec2( mua, mub );
|
339
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+
|
340
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+
}
|
212
341
|
|
213
342
|
void main() {
|
214
343
|
|
@@ -224,31 +353,67 @@ ShaderLib['line'] = {
|
|
224
353
|
|
225
354
|
float alpha = opacity;
|
226
355
|
|
227
|
-
#ifdef
|
356
|
+
#ifdef WORLD_UNITS
|
228
357
|
|
229
|
-
|
230
|
-
|
231
|
-
|
232
|
-
|
233
|
-
float dlen = fwidth( len2 );
|
358
|
+
// Find the closest points on the view ray and the line segment
|
359
|
+
vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
|
360
|
+
vec3 lineDir = worldEnd - worldStart;
|
361
|
+
vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );
|
234
362
|
|
235
|
-
|
363
|
+
vec3 p1 = worldStart + lineDir * params.x;
|
364
|
+
vec3 p2 = rayEnd * params.y;
|
365
|
+
vec3 delta = p1 - p2;
|
366
|
+
float len = length( delta );
|
367
|
+
float norm = len / linewidth;
|
236
368
|
|
237
|
-
|
369
|
+
#ifndef USE_DASH
|
238
370
|
|
239
|
-
|
371
|
+
#ifdef USE_ALPHA_TO_COVERAGE
|
372
|
+
|
373
|
+
float dnorm = fwidth( norm );
|
374
|
+
alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );
|
375
|
+
|
376
|
+
#else
|
377
|
+
|
378
|
+
if ( norm > 0.5 ) {
|
379
|
+
|
380
|
+
discard;
|
381
|
+
|
382
|
+
}
|
383
|
+
|
384
|
+
#endif
|
385
|
+
|
386
|
+
#endif
|
240
387
|
|
241
388
|
#else
|
242
389
|
|
243
|
-
|
390
|
+
#ifdef USE_ALPHA_TO_COVERAGE
|
244
391
|
|
245
|
-
|
246
|
-
|
247
|
-
|
392
|
+
// artifacts appear on some hardware if a derivative is taken within a conditional
|
393
|
+
float a = vUv.x;
|
394
|
+
float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
|
395
|
+
float len2 = a * a + b * b;
|
396
|
+
float dlen = fwidth( len2 );
|
248
397
|
|
249
|
-
|
398
|
+
if ( abs( vUv.y ) > 1.0 ) {
|
250
399
|
|
251
|
-
|
400
|
+
alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );
|
401
|
+
|
402
|
+
}
|
403
|
+
|
404
|
+
#else
|
405
|
+
|
406
|
+
if ( abs( vUv.y ) > 1.0 ) {
|
407
|
+
|
408
|
+
float a = vUv.x;
|
409
|
+
float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
|
410
|
+
float len2 = a * a + b * b;
|
411
|
+
|
412
|
+
if ( len2 > 1.0 ) discard;
|
413
|
+
|
414
|
+
}
|
415
|
+
|
416
|
+
#endif
|
252
417
|
|
253
418
|
#endif
|
254
419
|
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@@ -269,39 +434,16 @@ ShaderLib['line'] = {
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269
434
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};
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270
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class LineMaterial extends ShaderMaterial {
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272
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-
constructor(parameters
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437
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+
constructor(parameters) {
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super({
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439
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+
type: 'LineMaterial',
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274
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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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280
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-
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281
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-
* Everytime I remove this, everything just breaks,
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282
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-
* so I'm just gonna leave it here.
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283
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-
*/
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284
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-
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285
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-
_defineProperty(this, "isLineMaterial", true);
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286
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-
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287
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-
_defineProperty(this, "dashed", false);
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288
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-
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289
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-
_defineProperty(this, "color", new Color(0x000000));
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290
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-
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291
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-
_defineProperty(this, "lineWidth", 0);
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292
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-
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-
_defineProperty(this, "dashScale", 0);
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-
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_defineProperty(this, "dashOffset", 0);
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-
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297
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-
_defineProperty(this, "dashSize", 0);
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-
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_defineProperty(this, "opacity", 0);
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300
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-
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_defineProperty(this, "resolution", new Vector2());
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302
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-
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_defineProperty(this, "alphaToCoverage", false);
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304
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-
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446
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+
this.isLineMaterial = true;
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Object.defineProperties(this, {
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color: {
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enumerable: true,
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@@ -309,8 +451,20 @@ class LineMaterial extends ShaderMaterial {
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return this.uniforms.diffuse.value;
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},
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set: function (value) {
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-
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-
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+
this.uniforms.diffuse.value = value;
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}
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},
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+
worldUnits: {
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+
enumerable: true,
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get: function () {
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return 'WORLD_UNITS' in this.defines;
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},
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set: function (value) {
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if (value === true) {
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this.defines.WORLD_UNITS = '';
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} else {
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delete this.defines.WORLD_UNITS;
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}
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}
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},
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linewidth: {
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@@ -322,6 +476,25 @@ class LineMaterial extends ShaderMaterial {
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this.uniforms.linewidth.value = value;
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}
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},
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+
dashed: {
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enumerable: true,
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get: function () {
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return Boolean('USE_DASH' in this.defines);
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},
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+
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set(value) {
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if (Boolean(value) !== Boolean('USE_DASH' in this.defines)) {
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this.needsUpdate = true;
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}
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+
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if (value === true) {
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this.defines.USE_DASH = '';
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} else {
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delete this.defines.USE_DASH;
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}
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}
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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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@@ -379,38 +552,21 @@ class LineMaterial extends ShaderMaterial {
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alphaToCoverage: {
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enumerable: true,
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get: function () {
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-
return Boolean('
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555
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+
return Boolean('USE_ALPHA_TO_COVERAGE' in this.defines);
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},
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set: function (value) {
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385
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-
if (Boolean(value) !== Boolean('
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+
if (Boolean(value) !== Boolean('USE_ALPHA_TO_COVERAGE' in this.defines)) {
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this.needsUpdate = true;
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}
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-
if (value) {
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-
this.defines.
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if (value === true) {
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this.defines.USE_ALPHA_TO_COVERAGE = '';
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this.extensions.derivatives = true;
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} else {
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-
delete this.defines.
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+
delete this.defines.USE_ALPHA_TO_COVERAGE;
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this.extensions.derivatives = false;
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}
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}
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-
},
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dashed: {
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enumerable: true,
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get: function () {
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return Boolean('USE_DASH' in this.defines);
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},
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set: function (value) {
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if (Boolean(value) !== Boolean('USE_DASH' in this.defines)) {
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this.needsUpdate = true;
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}
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-
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if (value) {
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this.defines.USE_DASH = '';
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-
} else {
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delete this.defines.USE_DASH;
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-
}
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-
}
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}
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});
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this.setValues(parameters);
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@@ -1 +1 @@
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1
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-
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("
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1
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+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var t=require("three"),e=require("./LineSegmentsGeometry.cjs.js"),n=require("./LineMaterial.cjs.js");const r=new t.Vector3,i=new t.Vector3,a=new t.Vector4,o=new t.Vector4,s=new t.Vector4,c=new t.Vector3,l=new t.Matrix4,u=new t.Line3,p=new t.Vector3,d=new t.Box3,f=new t.Sphere,m=new t.Vector4;let y,x,w,h;function b(t,e,n){return m.set(0,0,-e,1).applyMatrix4(t.projectionMatrix),m.multiplyScalar(1/m.w),m.x=h/n.width,m.y=h/n.height,m.applyMatrix4(t.projectionMatrixInverse),m.multiplyScalar(1/m.w),Math.abs(Math.max(m.x,m.y))}class M extends t.Mesh{constructor(t=new e.LineSegmentsGeometry,r=new n.LineMaterial({color:16777215*Math.random()})){super(t,r),this.isLineSegments2=!0,this.type="LineSegments2"}computeLineDistances(){const e=this.geometry,n=e.attributes.instanceStart,a=e.attributes.instanceEnd,o=new Float32Array(2*n.count);for(let t=0,e=0,s=n.count;t<s;t++,e+=2)r.fromBufferAttribute(n,t),i.fromBufferAttribute(a,t),o[e]=0===e?0:o[e-1],o[e+1]=o[e]+r.distanceTo(i);const s=new t.InstancedInterleavedBuffer(o,2,1);return e.setAttribute("instanceDistanceStart",new t.InterleavedBufferAttribute(s,1,0)),e.setAttribute("instanceDistanceEnd",new t.InterleavedBufferAttribute(s,1,1)),this}raycast(e,n){const r=this.material.worldUnits,i=e.camera;null!==i||r||console.error('LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2 while worldUnits is set to false.');const m=void 0!==e.params.Line2&&e.params.Line2.threshold||0;y=e.ray;const M=this.matrixWorld,S=this.geometry,g=this.material;let B,z;if(h=g.linewidth+m,x=S.attributes.instanceStart,w=S.attributes.instanceEnd,null===S.boundingSphere&&S.computeBoundingSphere(),f.copy(S.boundingSphere).applyMatrix4(M),r)B=.5*h;else{B=b(i,Math.max(i.near,f.distanceToPoint(y.origin)),g.resolution)}if(f.radius+=B,!1!==y.intersectsSphere(f)){if(null===S.boundingBox&&S.computeBoundingBox(),d.copy(S.boundingBox).applyMatrix4(M),r)z=.5*h;else{z=b(i,Math.max(i.near,d.distanceToPoint(y.origin)),g.resolution)}d.expandByScalar(z),!1!==y.intersectsBox(d)&&(r?function(e,n){for(let r=0,i=x.count;r<i;r++){u.start.fromBufferAttribute(x,r),u.end.fromBufferAttribute(w,r);const i=new t.Vector3,a=new t.Vector3;y.distanceSqToSegment(u.start,u.end,a,i),a.distanceTo(i)<.5*h&&n.push({point:a,pointOnLine:i,distance:y.origin.distanceTo(a),object:e,face:null,faceIndex:r,uv:null,uv2:null})}}(this,n):function(e,n,r){const i=n.projectionMatrix,d=e.material.resolution,f=e.matrixWorld,m=e.geometry,x=m.attributes.instanceStart,w=m.attributes.instanceEnd,b=-n.near;y.at(1,s),s.w=1,s.applyMatrix4(n.matrixWorldInverse),s.applyMatrix4(i),s.multiplyScalar(1/s.w),s.x*=d.x/2,s.y*=d.y/2,s.z=0,c.copy(s),l.multiplyMatrices(n.matrixWorldInverse,f);for(let n=0,s=x.count;n<s;n++){if(a.fromBufferAttribute(x,n),o.fromBufferAttribute(w,n),a.w=1,o.w=1,a.applyMatrix4(l),o.applyMatrix4(l),a.z>b&&o.z>b)continue;if(a.z>b){const t=a.z-o.z,e=(a.z-b)/t;a.lerp(o,e)}else if(o.z>b){const t=o.z-a.z,e=(o.z-b)/t;o.lerp(a,e)}a.applyMatrix4(i),o.applyMatrix4(i),a.multiplyScalar(1/a.w),o.multiplyScalar(1/o.w),a.x*=d.x/2,a.y*=d.y/2,o.x*=d.x/2,o.y*=d.y/2,u.start.copy(a),u.start.z=0,u.end.copy(o),u.end.z=0;const s=u.closestPointToPointParameter(c,!0);u.at(s,p);const m=t.MathUtils.lerp(a.z,o.z,s),M=m>=-1&&m<=1,S=c.distanceTo(p)<.5*h;if(M&&S){u.start.fromBufferAttribute(x,n),u.end.fromBufferAttribute(w,n),u.start.applyMatrix4(f),u.end.applyMatrix4(f);const i=new t.Vector3,a=new t.Vector3;y.distanceSqToSegment(u.start,u.end,a,i),r.push({point:a,pointOnLine:i,distance:y.origin.distanceTo(a),object:e,face:null,faceIndex:n,uv:null,uv2:null})}}}(this,i,n))}}}exports.LineSegments2=M;
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package/lines/LineSegments2.d.ts
CHANGED
@@ -1,22 +1,14 @@
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1
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-
import { Mesh
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2
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-
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3
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-
import { LineMaterial } from '
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4
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-
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5
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-
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6
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-
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1
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+
import { Mesh } from 'three';
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2
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+
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+
import { LineMaterial } from './LineMaterial';
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4
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+
import { LineSegmentsGeometry } from './LineSegmentsGeometry';
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5
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+
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6
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+
export class LineSegments2 extends Mesh {
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+
geometry: LineSegmentsGeometry;
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8
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+
material: LineMaterial;
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9
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+
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7
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constructor(geometry?: LineSegmentsGeometry, material?: LineMaterial);
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8
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-
|
9
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-
|
10
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-
computeLineDistances
|
11
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-
private rayStart;
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12
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-
private rayEnd;
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13
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-
private ssOrigin;
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14
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-
private ssOrigin3;
|
15
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-
private mvMatrix;
|
16
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-
private line;
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17
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-
private closestPoint;
|
18
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-
raycast: (raycaster: Raycaster, intersects: Array<Intersection & {
|
19
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-
pointOnLine: Vector3;
|
20
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-
}>) => void;
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11
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+
readonly isLineSegments2: true;
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12
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+
|
13
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+
computeLineDistances(): this;
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21
14
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}
|
22
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-
export { LineSegments2 };
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