three#Line3 JavaScript Examples

The following examples show how to use three#Line3. You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example #1
Source File: LineSegments2.js    From BlueMapWeb with MIT License 4 votes vote down vote up
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,

					} );

				}

			}

		};

	}() )

} );