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Basilosaurusrex
2025-11-24 18:09:40 +01:00
parent b636ee5e70
commit f027651f9b
34146 changed files with 4436636 additions and 0 deletions

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node_modules/three/examples/jsm/lines/Line2.js generated vendored Normal file
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import { LineSegments2 } from './LineSegments2.js';
import { LineGeometry } from './LineGeometry.js';
import { LineMaterial } from './LineMaterial.js';
/**
* A polyline drawn between vertices.
*
* This adds functionality beyond {@link Line}, like arbitrary line width and changing width to
* be in world units.It extends {@link LineSegments2}, simplifying constructing segments from a
* chain of points.
*
* This module can only be used with {@link WebGLRenderer}. When using {@link WebGPURenderer},
* import the class from `lines/webgpu/Line2.js`.
*
* ```js
* const geometry = new LineGeometry();
* geometry.setPositions( positions );
* geometry.setColors( colors );
*
* const material = new LineMaterial( { linewidth: 5, vertexColors: true } };
*
* const line = new Line2( geometry, material );
* scene.add( line );
* ```
*
* @augments LineSegments2
* @three_import import { Line2 } from 'three/addons/lines/Line2.js';
*/
class Line2 extends LineSegments2 {
/**
* Constructs a new wide line.
*
* @param {LineGeometry} [geometry] - The line geometry.
* @param {LineMaterial} [material] - The line material.
*/
constructor( geometry = new LineGeometry(), material = new LineMaterial( { color: Math.random() * 0xffffff } ) ) {
super( geometry, material );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLine2 = true;
this.type = 'Line2';
}
}
export { Line2 };

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node_modules/three/examples/jsm/lines/LineGeometry.js generated vendored Normal file
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import { LineSegmentsGeometry } from './LineSegmentsGeometry.js';
/**
* A chain of vertices, forming a polyline.
*
* This is used in {@link Line2} to describe the shape.
*
* ```js
* const points = [
* new THREE.Vector3( - 10, 0, 0 ),
* new THREE.Vector3( 0, 5, 0 ),
* new THREE.Vector3( 10, 0, 0 ),
* ];
*
* const geometry = new LineGeometry();
* geometry.setFromPoints( points );
* ```
*
* @augments LineSegmentsGeometry
* @three_import import { LineLineGeometry2 } from 'three/addons/lines/LineGeometry.js';
*/
class LineGeometry extends LineSegmentsGeometry {
/**
* Constructs a new line geometry.
*/
constructor() {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLineGeometry = true;
this.type = 'LineGeometry';
}
/**
* Sets the given line positions for this geometry.
*
* @param {Float32Array|Array<number>} array - The position data to set.
* @return {LineGeometry} A reference to this geometry.
*/
setPositions( array ) {
// converts [ x1, y1, z1, x2, y2, z2, ... ] to pairs format
const length = array.length - 3;
const points = new Float32Array( 2 * length );
for ( let i = 0; i < length; i += 3 ) {
points[ 2 * i ] = array[ i ];
points[ 2 * i + 1 ] = array[ i + 1 ];
points[ 2 * i + 2 ] = array[ i + 2 ];
points[ 2 * i + 3 ] = array[ i + 3 ];
points[ 2 * i + 4 ] = array[ i + 4 ];
points[ 2 * i + 5 ] = array[ i + 5 ];
}
super.setPositions( points );
return this;
}
/**
* Sets the given line colors for this geometry.
*
* @param {Float32Array|Array<number>} array - The position data to set.
* @return {LineGeometry} A reference to this geometry.
*/
setColors( array ) {
// converts [ r1, g1, b1, r2, g2, b2, ... ] to pairs format
const length = array.length - 3;
const colors = new Float32Array( 2 * length );
for ( let i = 0; i < length; i += 3 ) {
colors[ 2 * i ] = array[ i ];
colors[ 2 * i + 1 ] = array[ i + 1 ];
colors[ 2 * i + 2 ] = array[ i + 2 ];
colors[ 2 * i + 3 ] = array[ i + 3 ];
colors[ 2 * i + 4 ] = array[ i + 4 ];
colors[ 2 * i + 5 ] = array[ i + 5 ];
}
super.setColors( colors );
return this;
}
/**
* Setups this line segments geometry from the given sequence of points.
*
* @param {Array<Vector3|Vector2>} points - An array of points in 2D or 3D space.
* @return {LineGeometry} A reference to this geometry.
*/
setFromPoints( points ) {
// converts a vector3 or vector2 array to pairs format
const length = points.length - 1;
const positions = new Float32Array( 6 * length );
for ( let i = 0; i < length; i ++ ) {
positions[ 6 * i ] = points[ i ].x;
positions[ 6 * i + 1 ] = points[ i ].y;
positions[ 6 * i + 2 ] = points[ i ].z || 0;
positions[ 6 * i + 3 ] = points[ i + 1 ].x;
positions[ 6 * i + 4 ] = points[ i + 1 ].y;
positions[ 6 * i + 5 ] = points[ i + 1 ].z || 0;
}
super.setPositions( positions );
return this;
}
/**
* Setups this line segments geometry from the given line.
*
* @param {Line} line - The line that should be used as a data source for this geometry.
* @return {LineGeometry} A reference to this geometry.
*/
fromLine( line ) {
const geometry = line.geometry;
this.setPositions( geometry.attributes.position.array ); // assumes non-indexed
// set colors, maybe
return this;
}
}
export { LineGeometry };

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node_modules/three/examples/jsm/lines/LineMaterial.js generated vendored Normal file
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import {
ShaderLib,
ShaderMaterial,
UniformsLib,
UniformsUtils,
Vector2,
} from 'three';
UniformsLib.line = {
worldUnits: { value: 1 },
linewidth: { value: 1 },
resolution: { value: new Vector2( 1, 1 ) },
dashOffset: { value: 0 },
dashScale: { value: 1 },
dashSize: { value: 1 },
gapSize: { value: 1 } // todo FIX - maybe change to totalSize
};
ShaderLib[ 'line' ] = {
uniforms: UniformsUtils.merge( [
UniformsLib.common,
UniformsLib.fog,
UniformsLib.line
] ),
vertexShader:
/* glsl */`
#include <common>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
uniform float linewidth;
uniform vec2 resolution;
attribute vec3 instanceStart;
attribute vec3 instanceEnd;
attribute vec3 instanceColorStart;
attribute vec3 instanceColorEnd;
#ifdef WORLD_UNITS
varying vec4 worldPos;
varying vec3 worldStart;
varying vec3 worldEnd;
#ifdef USE_DASH
varying vec2 vUv;
#endif
#else
varying vec2 vUv;
#endif
#ifdef USE_DASH
uniform float dashScale;
attribute float instanceDistanceStart;
attribute float instanceDistanceEnd;
varying float vLineDistance;
#endif
void trimSegment( const in vec4 start, inout vec4 end ) {
// trim end segment so it terminates between the camera plane and the near plane
// conservative estimate of the near plane
float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
float nearEstimate = - 0.5 * b / a;
float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
end.xyz = mix( start.xyz, end.xyz, alpha );
}
void main() {
#ifdef USE_COLOR
vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
#endif
#ifdef USE_DASH
vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
vUv = uv;
#endif
float aspect = resolution.x / resolution.y;
// camera space
vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
#ifdef WORLD_UNITS
worldStart = start.xyz;
worldEnd = end.xyz;
#else
vUv = uv;
#endif
// special case for perspective projection, and segments that terminate either in, or behind, the camera plane
// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
// but we need to perform ndc-space calculations in the shader, so we must address this issue directly
// perhaps there is a more elegant solution -- WestLangley
bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
if ( perspective ) {
if ( start.z < 0.0 && end.z >= 0.0 ) {
trimSegment( start, end );
} else if ( end.z < 0.0 && start.z >= 0.0 ) {
trimSegment( end, start );
}
}
// clip space
vec4 clipStart = projectionMatrix * start;
vec4 clipEnd = projectionMatrix * end;
// ndc space
vec3 ndcStart = clipStart.xyz / clipStart.w;
vec3 ndcEnd = clipEnd.xyz / clipEnd.w;
// direction
vec2 dir = ndcEnd.xy - ndcStart.xy;
// account for clip-space aspect ratio
dir.x *= aspect;
dir = normalize( dir );
#ifdef WORLD_UNITS
vec3 worldDir = normalize( end.xyz - start.xyz );
vec3 tmpFwd = normalize( mix( start.xyz, end.xyz, 0.5 ) );
vec3 worldUp = normalize( cross( worldDir, tmpFwd ) );
vec3 worldFwd = cross( worldDir, worldUp );
worldPos = position.y < 0.5 ? start: end;
// height offset
float hw = linewidth * 0.5;
worldPos.xyz += position.x < 0.0 ? hw * worldUp : - hw * worldUp;
// don't extend the line if we're rendering dashes because we
// won't be rendering the endcaps
#ifndef USE_DASH
// cap extension
worldPos.xyz += position.y < 0.5 ? - hw * worldDir : hw * worldDir;
// add width to the box
worldPos.xyz += worldFwd * hw;
// endcaps
if ( position.y > 1.0 || position.y < 0.0 ) {
worldPos.xyz -= worldFwd * 2.0 * hw;
}
#endif
// project the worldpos
vec4 clip = projectionMatrix * worldPos;
// shift the depth of the projected points so the line
// segments overlap neatly
vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
clip.z = clipPose.z * clip.w;
#else
vec2 offset = vec2( dir.y, - dir.x );
// undo aspect ratio adjustment
dir.x /= aspect;
offset.x /= aspect;
// sign flip
if ( position.x < 0.0 ) offset *= - 1.0;
// endcaps
if ( position.y < 0.0 ) {
offset += - dir;
} else if ( position.y > 1.0 ) {
offset += dir;
}
// adjust for linewidth
offset *= linewidth;
// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
offset /= resolution.y;
// select end
vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
// back to clip space
offset *= clip.w;
clip.xy += offset;
#endif
gl_Position = clip;
vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
}
`,
fragmentShader:
/* glsl */`
uniform vec3 diffuse;
uniform float opacity;
uniform float linewidth;
#ifdef USE_DASH
uniform float dashOffset;
uniform float dashSize;
uniform float gapSize;
#endif
varying float vLineDistance;
#ifdef WORLD_UNITS
varying vec4 worldPos;
varying vec3 worldStart;
varying vec3 worldEnd;
#ifdef USE_DASH
varying vec2 vUv;
#endif
#else
varying vec2 vUv;
#endif
#include <common>
#include <color_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
float mua;
float mub;
vec3 p13 = p1 - p3;
vec3 p43 = p4 - p3;
vec3 p21 = p2 - p1;
float d1343 = dot( p13, p43 );
float d4321 = dot( p43, p21 );
float d1321 = dot( p13, p21 );
float d4343 = dot( p43, p43 );
float d2121 = dot( p21, p21 );
float denom = d2121 * d4343 - d4321 * d4321;
float numer = d1343 * d4321 - d1321 * d4343;
mua = numer / denom;
mua = clamp( mua, 0.0, 1.0 );
mub = ( d1343 + d4321 * ( mua ) ) / d4343;
mub = clamp( mub, 0.0, 1.0 );
return vec2( mua, mub );
}
void main() {
float alpha = opacity;
vec4 diffuseColor = vec4( diffuse, alpha );
#include <clipping_planes_fragment>
#ifdef USE_DASH
if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
#endif
#ifdef WORLD_UNITS
// Find the closest points on the view ray and the line segment
vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
vec3 lineDir = worldEnd - worldStart;
vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );
vec3 p1 = worldStart + lineDir * params.x;
vec3 p2 = rayEnd * params.y;
vec3 delta = p1 - p2;
float len = length( delta );
float norm = len / linewidth;
#ifndef USE_DASH
#ifdef USE_ALPHA_TO_COVERAGE
float dnorm = fwidth( norm );
alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );
#else
if ( norm > 0.5 ) {
discard;
}
#endif
#endif
#else
#ifdef USE_ALPHA_TO_COVERAGE
// artifacts appear on some hardware if a derivative is taken within a conditional
float a = vUv.x;
float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
float len2 = a * a + b * b;
float dlen = fwidth( len2 );
if ( abs( vUv.y ) > 1.0 ) {
alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );
}
#else
if ( abs( vUv.y ) > 1.0 ) {
float a = vUv.x;
float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
float len2 = a * a + b * b;
if ( len2 > 1.0 ) discard;
}
#endif
#endif
#include <logdepthbuf_fragment>
#include <color_fragment>
gl_FragColor = vec4( diffuseColor.rgb, alpha );
#include <tonemapping_fragment>
#include <colorspace_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
}
`
};
/**
* A material for drawing wireframe-style geometries.
*
* Unlike {@link LineBasicMaterial}, it supports arbitrary line widths and allows using world units
* instead of screen space units. This material is used with {@link LineSegments2} and {@link Line2}.
*
* This module can only be used with {@link WebGLRenderer}. When using {@link WebGPURenderer},
* use {@link Line2NodeMaterial}.
*
* @augments ShaderMaterial
* @three_import import { LineMaterial } from 'three/addons/lines/LineMaterial.js';
*/
class LineMaterial extends ShaderMaterial {
/**
* Constructs a new line segments geometry.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super( {
type: 'LineMaterial',
uniforms: UniformsUtils.clone( ShaderLib[ 'line' ].uniforms ),
vertexShader: ShaderLib[ 'line' ].vertexShader,
fragmentShader: ShaderLib[ 'line' ].fragmentShader,
clipping: true // required for clipping support
} );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLineMaterial = true;
this.setValues( parameters );
}
/**
* The material's color.
*
* @type {Color}
* @default (1,1,1)
*/
get color() {
return this.uniforms.diffuse.value;
}
set color( value ) {
this.uniforms.diffuse.value = value;
}
/**
* Whether the material's sizes (width, dash gaps) are in world units.
*
* @type {boolean}
* @default false
*/
get worldUnits() {
return 'WORLD_UNITS' in this.defines;
}
set worldUnits( value ) {
if ( value === true ) {
this.defines.WORLD_UNITS = '';
} else {
delete this.defines.WORLD_UNITS;
}
}
/**
* Controls line thickness in CSS pixel units when `worldUnits` is `false` (default),
* or in world units when `worldUnits` is `true`.
*
* @type {number}
* @default 1
*/
get linewidth() {
return this.uniforms.linewidth.value;
}
set linewidth( value ) {
if ( ! this.uniforms.linewidth ) return;
this.uniforms.linewidth.value = value;
}
/**
* Whether the line is dashed, or solid.
*
* @type {boolean}
* @default false
*/
get dashed() {
return 'USE_DASH' in this.defines;
}
set dashed( value ) {
if ( ( value === true ) !== this.dashed ) {
this.needsUpdate = true;
}
if ( value === true ) {
this.defines.USE_DASH = '';
} else {
delete this.defines.USE_DASH;
}
}
/**
* The scale of the dashes and gaps.
*
* @type {number}
* @default 1
*/
get dashScale() {
return this.uniforms.dashScale.value;
}
set dashScale( value ) {
this.uniforms.dashScale.value = value;
}
/**
* The size of the dash.
*
* @type {number}
* @default 1
*/
get dashSize() {
return this.uniforms.dashSize.value;
}
set dashSize( value ) {
this.uniforms.dashSize.value = value;
}
/**
* Where in the dash cycle the dash starts.
*
* @type {number}
* @default 0
*/
get dashOffset() {
return this.uniforms.dashOffset.value;
}
set dashOffset( value ) {
this.uniforms.dashOffset.value = value;
}
/**
* The size of the gap.
*
* @type {number}
* @default 0
*/
get gapSize() {
return this.uniforms.gapSize.value;
}
set gapSize( value ) {
this.uniforms.gapSize.value = value;
}
/**
* The opacity.
*
* @type {number}
* @default 1
*/
get opacity() {
return this.uniforms.opacity.value;
}
set opacity( value ) {
if ( ! this.uniforms ) return;
this.uniforms.opacity.value = value;
}
/**
* The size of the viewport, in screen pixels. This must be kept updated to make
* screen-space rendering accurate.The `LineSegments2.onBeforeRender` callback
* performs the update for visible objects.
*
* @type {Vector2}
*/
get resolution() {
return this.uniforms.resolution.value;
}
set resolution( value ) {
this.uniforms.resolution.value.copy( value );
}
/**
* Whether to use alphaToCoverage or not. When enabled, this can improve the
* anti-aliasing of line edges when using MSAA.
*
* @type {boolean}
*/
get alphaToCoverage() {
return 'USE_ALPHA_TO_COVERAGE' in this.defines;
}
set alphaToCoverage( value ) {
if ( ! this.defines ) return;
if ( ( value === true ) !== this.alphaToCoverage ) {
this.needsUpdate = true;
}
if ( value === true ) {
this.defines.USE_ALPHA_TO_COVERAGE = '';
} else {
delete this.defines.USE_ALPHA_TO_COVERAGE;
}
}
}
export { LineMaterial };

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node_modules/three/examples/jsm/lines/LineSegments2.js generated vendored Normal file
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import {
Box3,
InstancedInterleavedBuffer,
InterleavedBufferAttribute,
Line3,
MathUtils,
Matrix4,
Mesh,
Sphere,
Vector3,
Vector4
} from 'three';
import { LineSegmentsGeometry } from './LineSegmentsGeometry.js';
import { LineMaterial } from './LineMaterial.js';
const _viewport = new Vector4();
const _start = new Vector3();
const _end = new Vector3();
const _start4 = new Vector4();
const _end4 = new Vector4();
const _ssOrigin = new Vector4();
const _ssOrigin3 = new Vector3();
const _mvMatrix = new Matrix4();
const _line = new Line3();
const _closestPoint = new Vector3();
const _box = new Box3();
const _sphere = new Sphere();
const _clipToWorldVector = new Vector4();
let _ray, _lineWidth;
// Returns the margin required to expand by in world space given the distance from the camera,
// line width, resolution, and camera projection
function getWorldSpaceHalfWidth( camera, distance, resolution ) {
// transform into clip space, adjust the x and y values by the pixel width offset, then
// transform back into world space to get world offset. Note clip space is [-1, 1] so full
// width does not need to be halved.
_clipToWorldVector.set( 0, 0, - distance, 1.0 ).applyMatrix4( camera.projectionMatrix );
_clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
_clipToWorldVector.x = _lineWidth / resolution.width;
_clipToWorldVector.y = _lineWidth / resolution.height;
_clipToWorldVector.applyMatrix4( camera.projectionMatrixInverse );
_clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
return Math.abs( Math.max( _clipToWorldVector.x, _clipToWorldVector.y ) );
}
function raycastWorldUnits( lineSegments, intersects ) {
const matrixWorld = lineSegments.matrixWorld;
const geometry = lineSegments.geometry;
const instanceStart = geometry.attributes.instanceStart;
const instanceEnd = geometry.attributes.instanceEnd;
const segmentCount = Math.min( geometry.instanceCount, instanceStart.count );
for ( let i = 0, l = segmentCount; i < l; i ++ ) {
_line.start.fromBufferAttribute( instanceStart, i );
_line.end.fromBufferAttribute( instanceEnd, i );
_line.applyMatrix4( matrixWorld );
const pointOnLine = new Vector3();
const point = new Vector3();
_ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
const isInside = point.distanceTo( pointOnLine ) < _lineWidth * 0.5;
if ( isInside ) {
intersects.push( {
point,
pointOnLine,
distance: _ray.origin.distanceTo( point ),
object: lineSegments,
face: null,
faceIndex: i,
uv: null,
uv1: null,
} );
}
}
}
function raycastScreenSpace( lineSegments, camera, intersects ) {
const projectionMatrix = camera.projectionMatrix;
const material = lineSegments.material;
const resolution = material.resolution;
const matrixWorld = lineSegments.matrixWorld;
const geometry = lineSegments.geometry;
const instanceStart = geometry.attributes.instanceStart;
const instanceEnd = geometry.attributes.instanceEnd;
const segmentCount = Math.min( geometry.instanceCount, instanceStart.count );
const near = - camera.near;
//
// pick a point 1 unit out along the ray to avoid the ray origin
// sitting at the camera origin which will cause "w" to be 0 when
// applying the projection matrix.
_ray.at( 1, _ssOrigin );
// ndc space [ - 1.0, 1.0 ]
_ssOrigin.w = 1;
_ssOrigin.applyMatrix4( camera.matrixWorldInverse );
_ssOrigin.applyMatrix4( projectionMatrix );
_ssOrigin.multiplyScalar( 1 / _ssOrigin.w );
// screen space
_ssOrigin.x *= resolution.x / 2;
_ssOrigin.y *= resolution.y / 2;
_ssOrigin.z = 0;
_ssOrigin3.copy( _ssOrigin );
_mvMatrix.multiplyMatrices( camera.matrixWorldInverse, matrixWorld );
for ( let i = 0, l = segmentCount; i < l; i ++ ) {
_start4.fromBufferAttribute( instanceStart, i );
_end4.fromBufferAttribute( instanceEnd, i );
_start4.w = 1;
_end4.w = 1;
// camera space
_start4.applyMatrix4( _mvMatrix );
_end4.applyMatrix4( _mvMatrix );
// skip the segment if it's entirely behind the camera
const isBehindCameraNear = _start4.z > near && _end4.z > near;
if ( isBehindCameraNear ) {
continue;
}
// trim the segment if it extends behind camera near
if ( _start4.z > near ) {
const deltaDist = _start4.z - _end4.z;
const t = ( _start4.z - near ) / deltaDist;
_start4.lerp( _end4, t );
} else if ( _end4.z > near ) {
const deltaDist = _end4.z - _start4.z;
const t = ( _end4.z - near ) / deltaDist;
_end4.lerp( _start4, t );
}
// clip space
_start4.applyMatrix4( projectionMatrix );
_end4.applyMatrix4( projectionMatrix );
// ndc space [ - 1.0, 1.0 ]
_start4.multiplyScalar( 1 / _start4.w );
_end4.multiplyScalar( 1 / _end4.w );
// screen space
_start4.x *= resolution.x / 2;
_start4.y *= resolution.y / 2;
_end4.x *= resolution.x / 2;
_end4.y *= resolution.y / 2;
// create 2d segment
_line.start.copy( _start4 );
_line.start.z = 0;
_line.end.copy( _end4 );
_line.end.z = 0;
// get closest point on ray to segment
const param = _line.closestPointToPointParameter( _ssOrigin3, true );
_line.at( param, _closestPoint );
// check if the intersection point is within clip space
const zPos = MathUtils.lerp( _start4.z, _end4.z, param );
const isInClipSpace = zPos >= - 1 && zPos <= 1;
const isInside = _ssOrigin3.distanceTo( _closestPoint ) < _lineWidth * 0.5;
if ( isInClipSpace && isInside ) {
_line.start.fromBufferAttribute( instanceStart, i );
_line.end.fromBufferAttribute( instanceEnd, i );
_line.start.applyMatrix4( matrixWorld );
_line.end.applyMatrix4( matrixWorld );
const pointOnLine = new Vector3();
const point = new Vector3();
_ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
intersects.push( {
point: point,
pointOnLine: pointOnLine,
distance: _ray.origin.distanceTo( point ),
object: lineSegments,
face: null,
faceIndex: i,
uv: null,
uv1: null,
} );
}
}
}
/**
* A series of lines drawn between pairs of vertices.
*
* This adds functionality beyond {@link LineSegments}, like arbitrary line width and changing width
* to be in world units. {@link Line2} extends this object, forming a polyline instead of individual
* segments.
*
* This module can only be used with {@link WebGLRenderer}. When using {@link WebGPURenderer},
* import the class from `lines/webgpu/LineSegments2.js`.
*
* ```js
* const geometry = new LineSegmentsGeometry();
* geometry.setPositions( positions );
* geometry.setColors( colors );
*
* const material = new LineMaterial( { linewidth: 5, vertexColors: true } };
*
* const lineSegments = new LineSegments2( geometry, material );
* scene.add( lineSegments );
* ```
*
* @augments Mesh
* @three_import import { LineSegments2 } from 'three/addons/lines/LineSegments2.js';
*/
class LineSegments2 extends Mesh {
/**
* Constructs a new wide line.
*
* @param {LineSegmentsGeometry} [geometry] - The line geometry.
* @param {LineMaterial} [material] - The line material.
*/
constructor( geometry = new LineSegmentsGeometry(), material = new LineMaterial( { color: Math.random() * 0xffffff } ) ) {
super( geometry, material );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLineSegments2 = true;
this.type = 'LineSegments2';
}
/**
* Computes an array of distance values which are necessary for rendering dashed lines.
* For each vertex in the geometry, the method calculates the cumulative length from the
* current point to the very beginning of the line.
*
* @return {LineSegments2} A reference to this instance.
*/
computeLineDistances() {
// for backwards-compatibility, but could be a method of LineSegmentsGeometry...
const geometry = this.geometry;
const instanceStart = geometry.attributes.instanceStart;
const instanceEnd = geometry.attributes.instanceEnd;
const lineDistances = new Float32Array( 2 * instanceStart.count );
for ( let i = 0, j = 0, l = instanceStart.count; i < l; i ++, j += 2 ) {
_start.fromBufferAttribute( instanceStart, i );
_end.fromBufferAttribute( instanceEnd, i );
lineDistances[ j ] = ( j === 0 ) ? 0 : lineDistances[ j - 1 ];
lineDistances[ j + 1 ] = lineDistances[ j ] + _start.distanceTo( _end );
}
const instanceDistanceBuffer = new InstancedInterleavedBuffer( lineDistances, 2, 1 ); // d0, d1
geometry.setAttribute( 'instanceDistanceStart', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 0 ) ); // d0
geometry.setAttribute( 'instanceDistanceEnd', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 1 ) ); // d1
return this;
}
/**
* Computes intersection points between a casted ray and this instance.
*
* @param {Raycaster} raycaster - The raycaster.
* @param {Array<Object>} intersects - The target array that holds the intersection points.
*/
raycast( raycaster, intersects ) {
const worldUnits = this.material.worldUnits;
const camera = raycaster.camera;
if ( camera === null && ! worldUnits ) {
console.error( 'LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2 while worldUnits is set to false.' );
}
const threshold = ( raycaster.params.Line2 !== undefined ) ? raycaster.params.Line2.threshold || 0 : 0;
_ray = raycaster.ray;
const matrixWorld = this.matrixWorld;
const geometry = this.geometry;
const material = this.material;
_lineWidth = material.linewidth + threshold;
// check if we intersect the sphere bounds
if ( geometry.boundingSphere === null ) {
geometry.computeBoundingSphere();
}
_sphere.copy( geometry.boundingSphere ).applyMatrix4( matrixWorld );
// increase the sphere bounds by the worst case line screen space width
let sphereMargin;
if ( worldUnits ) {
sphereMargin = _lineWidth * 0.5;
} else {
const distanceToSphere = Math.max( camera.near, _sphere.distanceToPoint( _ray.origin ) );
sphereMargin = getWorldSpaceHalfWidth( camera, distanceToSphere, material.resolution );
}
_sphere.radius += sphereMargin;
if ( _ray.intersectsSphere( _sphere ) === false ) {
return;
}
// check if we intersect the box bounds
if ( geometry.boundingBox === null ) {
geometry.computeBoundingBox();
}
_box.copy( geometry.boundingBox ).applyMatrix4( matrixWorld );
// increase the box bounds by the worst case line width
let boxMargin;
if ( worldUnits ) {
boxMargin = _lineWidth * 0.5;
} else {
const distanceToBox = Math.max( camera.near, _box.distanceToPoint( _ray.origin ) );
boxMargin = getWorldSpaceHalfWidth( camera, distanceToBox, material.resolution );
}
_box.expandByScalar( boxMargin );
if ( _ray.intersectsBox( _box ) === false ) {
return;
}
if ( worldUnits ) {
raycastWorldUnits( this, intersects );
} else {
raycastScreenSpace( this, camera, intersects );
}
}
onBeforeRender( renderer ) {
const uniforms = this.material.uniforms;
if ( uniforms && uniforms.resolution ) {
renderer.getViewport( _viewport );
this.material.uniforms.resolution.value.set( _viewport.z, _viewport.w );
}
}
}
export { LineSegments2 };

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import {
Box3,
Float32BufferAttribute,
InstancedBufferGeometry,
InstancedInterleavedBuffer,
InterleavedBufferAttribute,
Sphere,
Vector3,
WireframeGeometry
} from 'three';
const _box = new Box3();
const _vector = new Vector3();
/**
* A series of vertex pairs, forming line segments.
*
* This is used in {@link LineSegments2} to describe the shape.
*
* @augments InstancedBufferGeometry
* @three_import import { LineSegmentsGeometry } from 'three/addons/lines/LineSegmentsGeometry.js';
*/
class LineSegmentsGeometry extends InstancedBufferGeometry {
/**
* Constructs a new line segments geometry.
*/
constructor() {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLineSegmentsGeometry = true;
this.type = 'LineSegmentsGeometry';
const positions = [ - 1, 2, 0, 1, 2, 0, - 1, 1, 0, 1, 1, 0, - 1, 0, 0, 1, 0, 0, - 1, - 1, 0, 1, - 1, 0 ];
const uvs = [ - 1, 2, 1, 2, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 2, 1, - 2 ];
const index = [ 0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5 ];
this.setIndex( index );
this.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
/**
* Applies the given 4x4 transformation matrix to the geometry.
*
* @param {Matrix4} matrix - The matrix to apply.
* @return {LineSegmentsGeometry} A reference to this instance.
*/
applyMatrix4( matrix ) {
const start = this.attributes.instanceStart;
const end = this.attributes.instanceEnd;
if ( start !== undefined ) {
start.applyMatrix4( matrix );
end.applyMatrix4( matrix );
start.needsUpdate = true;
}
if ( this.boundingBox !== null ) {
this.computeBoundingBox();
}
if ( this.boundingSphere !== null ) {
this.computeBoundingSphere();
}
return this;
}
/**
* Sets the given line positions for this geometry. The length must be a multiple of six since
* each line segment is defined by a start end vertex in the pattern `(xyz xyz)`.
*
* @param {Float32Array|Array<number>} array - The position data to set.
* @return {LineSegmentsGeometry} A reference to this geometry.
*/
setPositions( array ) {
let lineSegments;
if ( array instanceof Float32Array ) {
lineSegments = array;
} else if ( Array.isArray( array ) ) {
lineSegments = new Float32Array( array );
}
const instanceBuffer = new InstancedInterleavedBuffer( lineSegments, 6, 1 ); // xyz, xyz
this.setAttribute( 'instanceStart', new InterleavedBufferAttribute( instanceBuffer, 3, 0 ) ); // xyz
this.setAttribute( 'instanceEnd', new InterleavedBufferAttribute( instanceBuffer, 3, 3 ) ); // xyz
this.instanceCount = this.attributes.instanceStart.count;
//
this.computeBoundingBox();
this.computeBoundingSphere();
return this;
}
/**
* Sets the given line colors for this geometry. The length must be a multiple of six since
* each line segment is defined by a start end color in the pattern `(rgb rgb)`.
*
* @param {Float32Array|Array<number>} array - The position data to set.
* @return {LineSegmentsGeometry} A reference to this geometry.
*/
setColors( array ) {
let colors;
if ( array instanceof Float32Array ) {
colors = array;
} else if ( Array.isArray( array ) ) {
colors = new Float32Array( array );
}
const instanceColorBuffer = new InstancedInterleavedBuffer( colors, 6, 1 ); // rgb, rgb
this.setAttribute( 'instanceColorStart', new InterleavedBufferAttribute( instanceColorBuffer, 3, 0 ) ); // rgb
this.setAttribute( 'instanceColorEnd', new InterleavedBufferAttribute( instanceColorBuffer, 3, 3 ) ); // rgb
return this;
}
/**
* Setups this line segments geometry from the given wireframe geometry.
*
* @param {WireframeGeometry} geometry - The geometry that should be used as a data source for this geometry.
* @return {LineSegmentsGeometry} A reference to this geometry.
*/
fromWireframeGeometry( geometry ) {
this.setPositions( geometry.attributes.position.array );
return this;
}
/**
* Setups this line segments geometry from the given edges geometry.
*
* @param {EdgesGeometry} geometry - The geometry that should be used as a data source for this geometry.
* @return {LineSegmentsGeometry} A reference to this geometry.
*/
fromEdgesGeometry( geometry ) {
this.setPositions( geometry.attributes.position.array );
return this;
}
/**
* Setups this line segments geometry from the given mesh.
*
* @param {Mesh} mesh - The mesh geometry that should be used as a data source for this geometry.
* @return {LineSegmentsGeometry} A reference to this geometry.
*/
fromMesh( mesh ) {
this.fromWireframeGeometry( new WireframeGeometry( mesh.geometry ) );
// set colors, maybe
return this;
}
/**
* Setups this line segments geometry from the given line segments.
*
* @param {LineSegments} lineSegments - The line segments that should be used as a data source for this geometry.
* Assumes the source geometry is not using indices.
* @return {LineSegmentsGeometry} A reference to this geometry.
*/
fromLineSegments( lineSegments ) {
const geometry = lineSegments.geometry;
this.setPositions( geometry.attributes.position.array ); // assumes non-indexed
// set colors, maybe
return this;
}
computeBoundingBox() {
if ( this.boundingBox === null ) {
this.boundingBox = new Box3();
}
const start = this.attributes.instanceStart;
const end = this.attributes.instanceEnd;
if ( start !== undefined && end !== undefined ) {
this.boundingBox.setFromBufferAttribute( start );
_box.setFromBufferAttribute( end );
this.boundingBox.union( _box );
}
}
computeBoundingSphere() {
if ( this.boundingSphere === null ) {
this.boundingSphere = new Sphere();
}
if ( this.boundingBox === null ) {
this.computeBoundingBox();
}
const start = this.attributes.instanceStart;
const end = this.attributes.instanceEnd;
if ( start !== undefined && end !== undefined ) {
const center = this.boundingSphere.center;
this.boundingBox.getCenter( center );
let maxRadiusSq = 0;
for ( let i = 0, il = start.count; i < il; i ++ ) {
_vector.fromBufferAttribute( start, i );
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector ) );
_vector.fromBufferAttribute( end, i );
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector ) );
}
this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
if ( isNaN( this.boundingSphere.radius ) ) {
console.error( 'THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.', this );
}
}
}
toJSON() {
// todo
}
}
export { LineSegmentsGeometry };

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node_modules/three/examples/jsm/lines/Wireframe.js generated vendored Normal file
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import {
InstancedInterleavedBuffer,
InterleavedBufferAttribute,
Mesh,
Vector3,
Vector4
} from 'three';
import { LineSegmentsGeometry } from './LineSegmentsGeometry.js';
import { LineMaterial } from './LineMaterial.js';
const _start = new Vector3();
const _end = new Vector3();
const _viewport = new Vector4();
/**
* A class for creating wireframes based on wide lines.
*
* This module can only be used with {@link WebGLRenderer}. When using {@link WebGPURenderer},
* import the class from `lines/webgpu/Wireframe.js`.
*
* ```js
* const geometry = new THREE.IcosahedronGeometry();
* const wireframeGeometry = new WireframeGeometry2( geo );
*
* const wireframe = new Wireframe( wireframeGeometry, material );
* scene.add( wireframe );
* ```
*
* @augments Mesh
* @three_import import { Wireframe } from 'three/addons/lines/Wireframe.js';
*/
class Wireframe extends Mesh {
/**
* Constructs a new wireframe.
*
* @param {LineSegmentsGeometry} [geometry] - The line geometry.
* @param {LineMaterial} [material] - The line material.
*/
constructor( geometry = new LineSegmentsGeometry(), material = new LineMaterial( { color: Math.random() * 0xffffff } ) ) {
super( geometry, material );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isWireframe = true;
this.type = 'Wireframe';
}
/**
* Computes an array of distance values which are necessary for rendering dashed lines.
* For each vertex in the geometry, the method calculates the cumulative length from the
* current point to the very beginning of the line.
*
* @return {Wireframe} A reference to this instance.
*/
computeLineDistances() {
// for backwards-compatibility, but could be a method of LineSegmentsGeometry...
const geometry = this.geometry;
const instanceStart = geometry.attributes.instanceStart;
const instanceEnd = geometry.attributes.instanceEnd;
const lineDistances = new Float32Array( 2 * instanceStart.count );
for ( let i = 0, j = 0, l = instanceStart.count; i < l; i ++, j += 2 ) {
_start.fromBufferAttribute( instanceStart, i );
_end.fromBufferAttribute( instanceEnd, i );
lineDistances[ j ] = ( j === 0 ) ? 0 : lineDistances[ j - 1 ];
lineDistances[ j + 1 ] = lineDistances[ j ] + _start.distanceTo( _end );
}
const instanceDistanceBuffer = new InstancedInterleavedBuffer( lineDistances, 2, 1 ); // d0, d1
geometry.setAttribute( 'instanceDistanceStart', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 0 ) ); // d0
geometry.setAttribute( 'instanceDistanceEnd', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 1 ) ); // d1
return this;
}
onBeforeRender( renderer ) {
const uniforms = this.material.uniforms;
if ( uniforms && uniforms.resolution ) {
renderer.getViewport( _viewport );
this.material.uniforms.resolution.value.set( _viewport.z, _viewport.w );
}
}
}
export { Wireframe };

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import {
WireframeGeometry
} from 'three';
import { LineSegmentsGeometry } from './LineSegmentsGeometry.js';
/**
* A special type of line segments geometry intended for wireframe rendering.
*
* This is used in {@link Wireframe} to describe the shape.
*
* ```js
* const geometry = new THREE.IcosahedronGeometry();
* const wireframeGeometry = new WireframeGeometry2( geo );
* ```
*
* @augments LineSegmentsGeometry
* @three_import import { WireframeGeometry2 } from 'three/addons/lines/WireframeGeometry2.js';
*/
class WireframeGeometry2 extends LineSegmentsGeometry {
/**
* Constructs a new wireframe geometry.
*
* @param {BufferGeometry} [geometry] - The geometry to render the wireframe for.
*/
constructor( geometry ) {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isWireframeGeometry2 = true;
this.type = 'WireframeGeometry2';
this.fromWireframeGeometry( new WireframeGeometry( geometry ) );
// set colors, maybe
}
}
export { WireframeGeometry2 };

46
node_modules/three/examples/jsm/lines/webgpu/Line2.js generated vendored Normal file
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import { Line2NodeMaterial } from 'three/webgpu';
import { LineSegments2 } from './LineSegments2.js';
import { LineGeometry } from '../LineGeometry.js';
/**
* A polyline drawn between vertices.
*
* This adds functionality beyond {@link Line}, like arbitrary line width and changing width to
* be in world units.It extends {@link LineSegments2}, simplifying constructing segments from a
* chain of points.
*
* This module can only be used with {@link WebGPURenderer}. When using {@link WebGLRenderer},
* import the class from `lines/Line2.js`.
*
* @augments LineSegments2
* @three_import import { Line2 } from 'three/addons/lines/webgpu/Line2.js';
*/
class Line2 extends LineSegments2 {
/**
* Constructs a new wide line.
*
* @param {LineGeometry} [geometry] - The line geometry.
* @param {Line2NodeMaterial} [material] - The line material.
*/
constructor( geometry = new LineGeometry(), material = new Line2NodeMaterial( { color: Math.random() * 0xffffff } ) ) {
super( geometry, material );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLine2 = true;
this.type = 'Line2';
}
}
export { Line2 };

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import {
Box3,
InstancedInterleavedBuffer,
InterleavedBufferAttribute,
Line3,
MathUtils,
Matrix4,
Mesh,
Sphere,
Vector3,
Vector4,
Line2NodeMaterial,
Vector2
} from 'three/webgpu';
import { LineSegmentsGeometry } from '../LineSegmentsGeometry.js';
const _start = new Vector3();
const _end = new Vector3();
const _start4 = new Vector4();
const _end4 = new Vector4();
const _ssOrigin = new Vector4();
const _ssOrigin3 = new Vector3();
const _mvMatrix = new Matrix4();
const _line = new Line3();
const _closestPoint = new Vector3();
const _box = new Box3();
const _sphere = new Sphere();
const _clipToWorldVector = new Vector4();
const _viewport = new Vector4();
let _ray, _lineWidth;
// Returns the margin required to expand by in world space given the distance from the camera,
// line width, resolution, and camera projection
function getWorldSpaceHalfWidth( camera, distance, resolution ) {
// transform into clip space, adjust the x and y values by the pixel width offset, then
// transform back into world space to get world offset. Note clip space is [-1, 1] so full
// width does not need to be halved.
_clipToWorldVector.set( 0, 0, - distance, 1.0 ).applyMatrix4( camera.projectionMatrix );
_clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
_clipToWorldVector.x = _lineWidth / resolution.width;
_clipToWorldVector.y = _lineWidth / resolution.height;
_clipToWorldVector.applyMatrix4( camera.projectionMatrixInverse );
_clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
return Math.abs( Math.max( _clipToWorldVector.x, _clipToWorldVector.y ) );
}
function raycastWorldUnits( lineSegments, intersects ) {
const matrixWorld = lineSegments.matrixWorld;
const geometry = lineSegments.geometry;
const instanceStart = geometry.attributes.instanceStart;
const instanceEnd = geometry.attributes.instanceEnd;
const segmentCount = Math.min( geometry.instanceCount, instanceStart.count );
for ( let i = 0, l = segmentCount; i < l; i ++ ) {
_line.start.fromBufferAttribute( instanceStart, i );
_line.end.fromBufferAttribute( instanceEnd, i );
_line.applyMatrix4( matrixWorld );
const pointOnLine = new Vector3();
const point = new Vector3();
_ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
const isInside = point.distanceTo( pointOnLine ) < _lineWidth * 0.5;
if ( isInside ) {
intersects.push( {
point,
pointOnLine,
distance: _ray.origin.distanceTo( point ),
object: lineSegments,
face: null,
faceIndex: i,
uv: null,
uv1: null,
} );
}
}
}
function raycastScreenSpace( lineSegments, camera, intersects ) {
const projectionMatrix = camera.projectionMatrix;
const matrixWorld = lineSegments.matrixWorld;
const resolution = lineSegments._resolution;
const geometry = lineSegments.geometry;
const instanceStart = geometry.attributes.instanceStart;
const instanceEnd = geometry.attributes.instanceEnd;
const segmentCount = Math.min( geometry.instanceCount, instanceStart.count );
const near = - camera.near;
//
// pick a point 1 unit out along the ray to avoid the ray origin
// sitting at the camera origin which will cause "w" to be 0 when
// applying the projection matrix.
_ray.at( 1, _ssOrigin );
// ndc space [ - 1.0, 1.0 ]
_ssOrigin.w = 1;
_ssOrigin.applyMatrix4( camera.matrixWorldInverse );
_ssOrigin.applyMatrix4( projectionMatrix );
_ssOrigin.multiplyScalar( 1 / _ssOrigin.w );
// screen space
_ssOrigin.x *= resolution.x / 2;
_ssOrigin.y *= resolution.y / 2;
_ssOrigin.z = 0;
_ssOrigin3.copy( _ssOrigin );
_mvMatrix.multiplyMatrices( camera.matrixWorldInverse, matrixWorld );
for ( let i = 0, l = segmentCount; i < l; i ++ ) {
_start4.fromBufferAttribute( instanceStart, i );
_end4.fromBufferAttribute( instanceEnd, i );
_start4.w = 1;
_end4.w = 1;
// camera space
_start4.applyMatrix4( _mvMatrix );
_end4.applyMatrix4( _mvMatrix );
// skip the segment if it's entirely behind the camera
const isBehindCameraNear = _start4.z > near && _end4.z > near;
if ( isBehindCameraNear ) {
continue;
}
// trim the segment if it extends behind camera near
if ( _start4.z > near ) {
const deltaDist = _start4.z - _end4.z;
const t = ( _start4.z - near ) / deltaDist;
_start4.lerp( _end4, t );
} else if ( _end4.z > near ) {
const deltaDist = _end4.z - _start4.z;
const t = ( _end4.z - near ) / deltaDist;
_end4.lerp( _start4, t );
}
// clip space
_start4.applyMatrix4( projectionMatrix );
_end4.applyMatrix4( projectionMatrix );
// ndc space [ - 1.0, 1.0 ]
_start4.multiplyScalar( 1 / _start4.w );
_end4.multiplyScalar( 1 / _end4.w );
// screen space
_start4.x *= resolution.x / 2;
_start4.y *= resolution.y / 2;
_end4.x *= resolution.x / 2;
_end4.y *= resolution.y / 2;
// create 2d segment
_line.start.copy( _start4 );
_line.start.z = 0;
_line.end.copy( _end4 );
_line.end.z = 0;
// get closest point on ray to segment
const param = _line.closestPointToPointParameter( _ssOrigin3, true );
_line.at( param, _closestPoint );
// check if the intersection point is within clip space
const zPos = MathUtils.lerp( _start4.z, _end4.z, param );
const isInClipSpace = zPos >= - 1 && zPos <= 1;
const isInside = _ssOrigin3.distanceTo( _closestPoint ) < _lineWidth * 0.5;
if ( isInClipSpace && isInside ) {
_line.start.fromBufferAttribute( instanceStart, i );
_line.end.fromBufferAttribute( instanceEnd, i );
_line.start.applyMatrix4( matrixWorld );
_line.end.applyMatrix4( matrixWorld );
const pointOnLine = new Vector3();
const point = new Vector3();
_ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
intersects.push( {
point: point,
pointOnLine: pointOnLine,
distance: _ray.origin.distanceTo( point ),
object: lineSegments,
face: null,
faceIndex: i,
uv: null,
uv1: null,
} );
}
}
}
/**
* A series of lines drawn between pairs of vertices.
*
* This adds functionality beyond {@link LineSegments}, like arbitrary line width and changing width
* to be in world units. {@link Line2} extends this object, forming a polyline instead of individual
* segments.
*
* This module can only be used with {@link WebGPURenderer}. When using {@link WebGLRenderer},
* import the class from `lines/LineSegments2.js`.
*
* @augments Mesh
* @three_import import { LineSegments2 } from 'three/addons/lines/webgpu/LineSegments2.js';
*/
class LineSegments2 extends Mesh {
/**
* Constructs a new wide line.
*
* @param {LineSegmentsGeometry} [geometry] - The line geometry.
* @param {Line2NodeMaterial} [material] - The line material.
*/
constructor( geometry = new LineSegmentsGeometry(), material = new Line2NodeMaterial( { color: Math.random() * 0xffffff } ) ) {
super( geometry, material );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLineSegments2 = true;
this.type = 'LineSegments2';
this._resolution = new Vector2();
}
/**
* Computes an array of distance values which are necessary for rendering dashed lines.
* For each vertex in the geometry, the method calculates the cumulative length from the
* current point to the very beginning of the line.
*
* @return {LineSegments2} A reference to this instance.
*/
computeLineDistances() {
// for backwards-compatibility, but could be a method of LineSegmentsGeometry...
const geometry = this.geometry;
const instanceStart = geometry.attributes.instanceStart;
const instanceEnd = geometry.attributes.instanceEnd;
const lineDistances = new Float32Array( 2 * instanceStart.count );
for ( let i = 0, j = 0, l = instanceStart.count; i < l; i ++, j += 2 ) {
_start.fromBufferAttribute( instanceStart, i );
_end.fromBufferAttribute( instanceEnd, i );
lineDistances[ j ] = ( j === 0 ) ? 0 : lineDistances[ j - 1 ];
lineDistances[ j + 1 ] = lineDistances[ j ] + _start.distanceTo( _end );
}
const instanceDistanceBuffer = new InstancedInterleavedBuffer( lineDistances, 2, 1 ); // d0, d1
geometry.setAttribute( 'instanceDistanceStart', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 0 ) ); // d0
geometry.setAttribute( 'instanceDistanceEnd', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 1 ) ); // d1
return this;
}
onBeforeRender( renderer ) {
renderer.getViewport( _viewport );
this._resolution.set( _viewport.z, _viewport.w );
}
/**
* Computes intersection points between a casted ray and this instance.
*
* @param {Raycaster} raycaster - The raycaster.
* @param {Array<Object>} intersects - The target array that holds the intersection points.
*/
raycast( raycaster, intersects ) {
const worldUnits = this.material.worldUnits;
const camera = raycaster.camera;
if ( camera === null && ! worldUnits ) {
console.error( 'LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2 while worldUnits is set to false.' );
}
const threshold = ( raycaster.params.Line2 !== undefined ) ? raycaster.params.Line2.threshold || 0 : 0;
_ray = raycaster.ray;
const matrixWorld = this.matrixWorld;
const geometry = this.geometry;
const material = this.material;
_lineWidth = material.linewidth + threshold;
// check if we intersect the sphere bounds
if ( geometry.boundingSphere === null ) {
geometry.computeBoundingSphere();
}
_sphere.copy( geometry.boundingSphere ).applyMatrix4( matrixWorld );
// increase the sphere bounds by the worst case line screen space width
let sphereMargin;
if ( worldUnits ) {
sphereMargin = _lineWidth * 0.5;
} else {
const distanceToSphere = Math.max( camera.near, _sphere.distanceToPoint( _ray.origin ) );
sphereMargin = getWorldSpaceHalfWidth( camera, distanceToSphere, this._resolution );
}
_sphere.radius += sphereMargin;
if ( _ray.intersectsSphere( _sphere ) === false ) {
return;
}
// check if we intersect the box bounds
if ( geometry.boundingBox === null ) {
geometry.computeBoundingBox();
}
_box.copy( geometry.boundingBox ).applyMatrix4( matrixWorld );
// increase the box bounds by the worst case line width
let boxMargin;
if ( worldUnits ) {
boxMargin = _lineWidth * 0.5;
} else {
const distanceToBox = Math.max( camera.near, _box.distanceToPoint( _ray.origin ) );
boxMargin = getWorldSpaceHalfWidth( camera, distanceToBox, this._resolution );
}
_box.expandByScalar( boxMargin );
if ( _ray.intersectsBox( _box ) === false ) {
return;
}
if ( worldUnits ) {
raycastWorldUnits( this, intersects );
} else {
raycastScreenSpace( this, camera, intersects );
}
}
}
export { LineSegments2 };

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import {
InstancedInterleavedBuffer,
InterleavedBufferAttribute,
Line2NodeMaterial,
Mesh,
Vector3
} from 'three/webgpu';
import { LineSegmentsGeometry } from '../LineSegmentsGeometry.js';
const _start = new Vector3();
const _end = new Vector3();
/**
* A class for creating wireframes based on wide lines.
*
* This module can only be used with {@link WebGPURenderer}. When using {@link WebGLRenderer},
* import the class from `lines/Wireframe.js`.
*
* @augments Mesh
* @three_import import { Wireframe } from 'three/addons/lines/webgpu/Wireframe.js';
*/
class Wireframe extends Mesh {
/**
* Constructs a new wireframe.
*
* @param {LineSegmentsGeometry} [geometry] - The line geometry.
* @param {Line2NodeMaterial} [material] - The line material.
*/
constructor( geometry = new LineSegmentsGeometry(), material = new Line2NodeMaterial( { color: Math.random() * 0xffffff } ) ) {
super( geometry, material );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isWireframe = true;
this.type = 'Wireframe';
}
/**
* Computes an array of distance values which are necessary for rendering dashed lines.
* For each vertex in the geometry, the method calculates the cumulative length from the
* current point to the very beginning of the line.
*
* @return {Wireframe} A reference to this instance.
*/
computeLineDistances() {
// for backwards-compatibility, but could be a method of LineSegmentsGeometry...
const geometry = this.geometry;
const instanceStart = geometry.attributes.instanceStart;
const instanceEnd = geometry.attributes.instanceEnd;
const lineDistances = new Float32Array( 2 * instanceStart.count );
for ( let i = 0, j = 0, l = instanceStart.count; i < l; i ++, j += 2 ) {
_start.fromBufferAttribute( instanceStart, i );
_end.fromBufferAttribute( instanceEnd, i );
lineDistances[ j ] = ( j === 0 ) ? 0 : lineDistances[ j - 1 ];
lineDistances[ j + 1 ] = lineDistances[ j ] + _start.distanceTo( _end );
}
const instanceDistanceBuffer = new InstancedInterleavedBuffer( lineDistances, 2, 1 ); // d0, d1
geometry.setAttribute( 'instanceDistanceStart', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 0 ) ); // d0
geometry.setAttribute( 'instanceDistanceEnd', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 1 ) ); // d1
return this;
}
}
export { Wireframe };