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			362 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			362 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
import {
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	Box3,
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	InstancedInterleavedBuffer,
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	InterleavedBufferAttribute,
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	Line3,
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	MathUtils,
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	Matrix4,
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	Mesh,
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	Sphere,
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	Vector3,
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	Vector4
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} from 'three';
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import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';
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import { LineMaterial } from '../lines/LineMaterial.js';
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const _start = new Vector3();
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const _end = new Vector3();
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const _start4 = new Vector4();
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const _end4 = new Vector4();
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const _ssOrigin = new Vector4();
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const _ssOrigin3 = new Vector3();
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const _mvMatrix = new Matrix4();
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const _line = new Line3();
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const _closestPoint = new Vector3();
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const _box = new Box3();
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const _sphere = new Sphere();
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const _clipToWorldVector = new Vector4();
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let _ray, _lineWidth;
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// Returns the margin required to expand by in world space given the distance from the camera,
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// line width, resolution, and camera projection
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function getWorldSpaceHalfWidth( camera, distance, resolution ) {
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	// transform into clip space, adjust the x and y values by the pixel width offset, then
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	// transform back into world space to get world offset. Note clip space is [-1, 1] so full
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	// width does not need to be halved.
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	_clipToWorldVector.set( 0, 0, - distance, 1.0 ).applyMatrix4( camera.projectionMatrix );
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	_clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
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	_clipToWorldVector.x = _lineWidth / resolution.width;
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	_clipToWorldVector.y = _lineWidth / resolution.height;
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	_clipToWorldVector.applyMatrix4( camera.projectionMatrixInverse );
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	_clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
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	return Math.abs( Math.max( _clipToWorldVector.x, _clipToWorldVector.y ) );
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}
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function raycastWorldUnits( lineSegments, intersects ) {
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	const matrixWorld = lineSegments.matrixWorld;
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	const geometry = lineSegments.geometry;
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	const instanceStart = geometry.attributes.instanceStart;
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	const instanceEnd = geometry.attributes.instanceEnd;
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	const segmentCount = Math.min( geometry.instanceCount, instanceStart.count );
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	for ( let i = 0, l = segmentCount; i < l; i ++ ) {
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		_line.start.fromBufferAttribute( instanceStart, i );
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		_line.end.fromBufferAttribute( instanceEnd, i );
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		_line.applyMatrix4( matrixWorld );
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		const pointOnLine = new Vector3();
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		const point = new Vector3();
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		_ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
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		const isInside = point.distanceTo( pointOnLine ) < _lineWidth * 0.5;
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		if ( isInside ) {
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			intersects.push( {
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				point,
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				pointOnLine,
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				distance: _ray.origin.distanceTo( point ),
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				object: lineSegments,
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				face: null,
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				faceIndex: i,
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				uv: null,
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				uv1: null,
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			} );
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		}
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	}
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}
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function raycastScreenSpace( lineSegments, camera, intersects ) {
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	const projectionMatrix = camera.projectionMatrix;
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	const material = lineSegments.material;
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	const resolution = material.resolution;
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	const matrixWorld = lineSegments.matrixWorld;
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	const geometry = lineSegments.geometry;
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	const instanceStart = geometry.attributes.instanceStart;
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	const instanceEnd = geometry.attributes.instanceEnd;
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	const segmentCount = Math.min( geometry.instanceCount, instanceStart.count );
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	const near = - camera.near;
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	//
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	// pick a point 1 unit out along the ray to avoid the ray origin
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	// sitting at the camera origin which will cause "w" to be 0 when
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	// applying the projection matrix.
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	_ray.at( 1, _ssOrigin );
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	// ndc space [ - 1.0, 1.0 ]
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	_ssOrigin.w = 1;
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	_ssOrigin.applyMatrix4( camera.matrixWorldInverse );
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	_ssOrigin.applyMatrix4( projectionMatrix );
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	_ssOrigin.multiplyScalar( 1 / _ssOrigin.w );
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	// screen space
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	_ssOrigin.x *= resolution.x / 2;
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	_ssOrigin.y *= resolution.y / 2;
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	_ssOrigin.z = 0;
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	_ssOrigin3.copy( _ssOrigin );
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	_mvMatrix.multiplyMatrices( camera.matrixWorldInverse, matrixWorld );
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	for ( let i = 0, l = segmentCount; i < l; i ++ ) {
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		_start4.fromBufferAttribute( instanceStart, i );
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		_end4.fromBufferAttribute( instanceEnd, i );
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		_start4.w = 1;
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		_end4.w = 1;
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		// camera space
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		_start4.applyMatrix4( _mvMatrix );
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		_end4.applyMatrix4( _mvMatrix );
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		// skip the segment if it's entirely behind the camera
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		const isBehindCameraNear = _start4.z > near && _end4.z > near;
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		if ( isBehindCameraNear ) {
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			continue;
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		}
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		// trim the segment if it extends behind camera near
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		if ( _start4.z > near ) {
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			const deltaDist = _start4.z - _end4.z;
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			const t = ( _start4.z - near ) / deltaDist;
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			_start4.lerp( _end4, t );
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		} else if ( _end4.z > near ) {
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			const deltaDist = _end4.z - _start4.z;
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			const t = ( _end4.z - near ) / deltaDist;
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			_end4.lerp( _start4, t );
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		}
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		// clip space
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		_start4.applyMatrix4( projectionMatrix );
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		_end4.applyMatrix4( projectionMatrix );
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		// ndc space [ - 1.0, 1.0 ]
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		_start4.multiplyScalar( 1 / _start4.w );
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		_end4.multiplyScalar( 1 / _end4.w );
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		// screen space
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		_start4.x *= resolution.x / 2;
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		_start4.y *= resolution.y / 2;
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		_end4.x *= resolution.x / 2;
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		_end4.y *= resolution.y / 2;
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		// create 2d segment
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		_line.start.copy( _start4 );
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		_line.start.z = 0;
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		_line.end.copy( _end4 );
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		_line.end.z = 0;
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		// get closest point on ray to segment
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		const param = _line.closestPointToPointParameter( _ssOrigin3, true );
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		_line.at( param, _closestPoint );
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		// check if the intersection point is within clip space
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		const zPos = MathUtils.lerp( _start4.z, _end4.z, param );
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		const isInClipSpace = zPos >= - 1 && zPos <= 1;
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		const isInside = _ssOrigin3.distanceTo( _closestPoint ) < _lineWidth * 0.5;
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		if ( isInClipSpace && isInside ) {
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			_line.start.fromBufferAttribute( instanceStart, i );
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			_line.end.fromBufferAttribute( instanceEnd, i );
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			_line.start.applyMatrix4( matrixWorld );
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			_line.end.applyMatrix4( matrixWorld );
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			const pointOnLine = new Vector3();
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			const point = new Vector3();
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			_ray.distanceSqToSegment( _line.start, _line.end, point, pointOnLine );
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			intersects.push( {
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				point: point,
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				pointOnLine: pointOnLine,
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				distance: _ray.origin.distanceTo( point ),
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				object: lineSegments,
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				face: null,
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				faceIndex: i,
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				uv: null,
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				uv1: null,
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			} );
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		}
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	}
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}
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class LineSegments2 extends Mesh {
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	constructor( geometry = new LineSegmentsGeometry(), material = new LineMaterial( { color: Math.random() * 0xffffff } ) ) {
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		super( geometry, material );
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		this.isLineSegments2 = true;
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		this.type = 'LineSegments2';
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	}
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	// for backwards-compatibility, but could be a method of LineSegmentsGeometry...
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	computeLineDistances() {
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		const geometry = this.geometry;
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		const instanceStart = geometry.attributes.instanceStart;
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		const instanceEnd = geometry.attributes.instanceEnd;
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		const lineDistances = new Float32Array( 2 * instanceStart.count );
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		for ( let i = 0, j = 0, l = instanceStart.count; i < l; i ++, j += 2 ) {
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			_start.fromBufferAttribute( instanceStart, i );
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			_end.fromBufferAttribute( instanceEnd, i );
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			lineDistances[ j ] = ( j === 0 ) ? 0 : lineDistances[ j - 1 ];
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			lineDistances[ j + 1 ] = lineDistances[ j ] + _start.distanceTo( _end );
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		}
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		const instanceDistanceBuffer = new InstancedInterleavedBuffer( lineDistances, 2, 1 ); // d0, d1
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		geometry.setAttribute( 'instanceDistanceStart', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 0 ) ); // d0
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		geometry.setAttribute( 'instanceDistanceEnd', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 1 ) ); // d1
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		return this;
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	}
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	raycast( raycaster, intersects ) {
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		const worldUnits = this.material.worldUnits;
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		const camera = raycaster.camera;
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		if ( camera === null && ! worldUnits ) {
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			console.error( 'LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2 while worldUnits is set to false.' );
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		}
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		const threshold = ( raycaster.params.Line2 !== undefined ) ? raycaster.params.Line2.threshold || 0 : 0;
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		_ray = raycaster.ray;
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		const matrixWorld = this.matrixWorld;
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		const geometry = this.geometry;
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		const material = this.material;
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		_lineWidth = material.linewidth + threshold;
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		// check if we intersect the sphere bounds
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		if ( geometry.boundingSphere === null ) {
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			geometry.computeBoundingSphere();
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		}
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		_sphere.copy( geometry.boundingSphere ).applyMatrix4( matrixWorld );
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		// increase the sphere bounds by the worst case line screen space width
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		let sphereMargin;
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		if ( worldUnits ) {
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			sphereMargin = _lineWidth * 0.5;
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		} else {
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			const distanceToSphere = Math.max( camera.near, _sphere.distanceToPoint( _ray.origin ) );
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			sphereMargin = getWorldSpaceHalfWidth( camera, distanceToSphere, material.resolution );
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		}
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		_sphere.radius += sphereMargin;
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		if ( _ray.intersectsSphere( _sphere ) === false ) {
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			return;
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		}
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		// check if we intersect the box bounds
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		if ( geometry.boundingBox === null ) {
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			geometry.computeBoundingBox();
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		}
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		_box.copy( geometry.boundingBox ).applyMatrix4( matrixWorld );
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		// increase the box bounds by the worst case line width
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		let boxMargin;
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		if ( worldUnits ) {
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			boxMargin = _lineWidth * 0.5;
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		} else {
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			const distanceToBox = Math.max( camera.near, _box.distanceToPoint( _ray.origin ) );
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			boxMargin = getWorldSpaceHalfWidth( camera, distanceToBox, material.resolution );
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		}
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		_box.expandByScalar( boxMargin );
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		if ( _ray.intersectsBox( _box ) === false ) {
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			return;
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		}
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		if ( worldUnits ) {
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			raycastWorldUnits( this, intersects );
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		} else {
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			raycastScreenSpace( this, camera, intersects );
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		}
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	}
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}
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export { LineSegments2 };
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