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https://github.com/jiawanlong/Cesium-Examples.git
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223 lines
5.5 KiB
JavaScript
223 lines
5.5 KiB
JavaScript
import { Sphere } from '../math/Sphere.js';
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import { Ray } from '../math/Ray.js';
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import { Matrix4 } from '../math/Matrix4.js';
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import { Object3D } from '../core/Object3D.js';
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import { Vector3 } from '../math/Vector3.js';
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import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
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import { BufferGeometry } from '../core/BufferGeometry.js';
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import { Float32BufferAttribute } from '../core/BufferAttribute.js';
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const _start = /*@__PURE__*/ new Vector3();
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const _end = /*@__PURE__*/ new Vector3();
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const _inverseMatrix = /*@__PURE__*/ new Matrix4();
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const _ray = /*@__PURE__*/ new Ray();
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const _sphere = /*@__PURE__*/ new Sphere();
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class Line extends Object3D {
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constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
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super();
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this.isLine = true;
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this.type = 'Line';
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this.geometry = geometry;
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this.material = material;
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this.updateMorphTargets();
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}
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copy( source, recursive ) {
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super.copy( source, recursive );
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this.material = source.material;
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this.geometry = source.geometry;
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return this;
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}
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computeLineDistances() {
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const geometry = this.geometry;
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// we assume non-indexed geometry
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if ( geometry.index === null ) {
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const positionAttribute = geometry.attributes.position;
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const lineDistances = [ 0 ];
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for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
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_start.fromBufferAttribute( positionAttribute, i - 1 );
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_end.fromBufferAttribute( positionAttribute, i );
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lineDistances[ i ] = lineDistances[ i - 1 ];
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lineDistances[ i ] += _start.distanceTo( _end );
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}
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geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
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} else {
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console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
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}
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return this;
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}
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raycast( raycaster, intersects ) {
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const geometry = this.geometry;
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const matrixWorld = this.matrixWorld;
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const threshold = raycaster.params.Line.threshold;
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const drawRange = geometry.drawRange;
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// Checking boundingSphere distance to ray
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if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
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_sphere.copy( geometry.boundingSphere );
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_sphere.applyMatrix4( matrixWorld );
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_sphere.radius += threshold;
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if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
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//
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_inverseMatrix.copy( matrixWorld ).invert();
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_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
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const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
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const localThresholdSq = localThreshold * localThreshold;
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const vStart = new Vector3();
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const vEnd = new Vector3();
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const interSegment = new Vector3();
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const interRay = new Vector3();
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const step = this.isLineSegments ? 2 : 1;
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const index = geometry.index;
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const attributes = geometry.attributes;
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const positionAttribute = attributes.position;
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if ( index !== null ) {
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const start = Math.max( 0, drawRange.start );
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const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
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for ( let i = start, l = end - 1; i < l; i += step ) {
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const a = index.getX( i );
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const b = index.getX( i + 1 );
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vStart.fromBufferAttribute( positionAttribute, a );
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vEnd.fromBufferAttribute( positionAttribute, b );
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const distSq = _ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
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if ( distSq > localThresholdSq ) continue;
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interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
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const distance = raycaster.ray.origin.distanceTo( interRay );
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if ( distance < raycaster.near || distance > raycaster.far ) continue;
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intersects.push( {
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distance: distance,
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// What do we want? intersection point on the ray or on the segment??
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// point: raycaster.ray.at( distance ),
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point: interSegment.clone().applyMatrix4( this.matrixWorld ),
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index: i,
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face: null,
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faceIndex: null,
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object: this
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} );
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}
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} else {
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const start = Math.max( 0, drawRange.start );
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const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
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for ( let i = start, l = end - 1; i < l; i += step ) {
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vStart.fromBufferAttribute( positionAttribute, i );
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vEnd.fromBufferAttribute( positionAttribute, i + 1 );
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const distSq = _ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
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if ( distSq > localThresholdSq ) continue;
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interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
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const distance = raycaster.ray.origin.distanceTo( interRay );
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if ( distance < raycaster.near || distance > raycaster.far ) continue;
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intersects.push( {
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distance: distance,
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// What do we want? intersection point on the ray or on the segment??
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// point: raycaster.ray.at( distance ),
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point: interSegment.clone().applyMatrix4( this.matrixWorld ),
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index: i,
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face: null,
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faceIndex: null,
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object: this
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} );
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}
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}
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}
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updateMorphTargets() {
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const geometry = this.geometry;
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const morphAttributes = geometry.morphAttributes;
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const keys = Object.keys( morphAttributes );
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if ( keys.length > 0 ) {
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const morphAttribute = morphAttributes[ keys[ 0 ] ];
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if ( morphAttribute !== undefined ) {
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this.morphTargetInfluences = [];
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this.morphTargetDictionary = {};
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for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
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const name = morphAttribute[ m ].name || String( m );
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this.morphTargetInfluences.push( 0 );
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this.morphTargetDictionary[ name ] = m;
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}
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}
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}
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}
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}
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export { Line };
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