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Mugen87 committed Apr 18, 2024
1 parent 84b7b88 commit 13dc52a
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Showing 3 changed files with 137 additions and 97 deletions.
116 changes: 68 additions & 48 deletions build/three.cjs
Original file line number Diff line number Diff line change
Expand Up @@ -11794,7 +11794,7 @@ class Mesh extends Object3D {

}

function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {

let intersect;

Expand Down Expand Up @@ -11831,7 +11831,7 @@ function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, n
object.getVertexPosition( b, _vB$1 );
object.getVertexPosition( c, _vC$1 );

const intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );

if ( intersection ) {

Expand Down Expand Up @@ -13825,8 +13825,6 @@ var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying flo

var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}";

var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif";

var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";

var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;";
Expand Down Expand Up @@ -14069,7 +14067,6 @@ const ShaderChunk = {
fog_fragment: fog_fragment,
fog_pars_fragment: fog_pars_fragment,
gradientmap_pars_fragment: gradientmap_pars_fragment,
lightmap_fragment: lightmap_fragment,
lightmap_pars_fragment: lightmap_pars_fragment,
lights_lambert_fragment: lights_lambert_fragment,
lights_lambert_pars_fragment: lights_lambert_pars_fragment,
Expand Down Expand Up @@ -33789,12 +33786,16 @@ class LineBasicMaterial extends Material {

}

const _start$1 = /*@__PURE__*/ new Vector3();
const _end$1 = /*@__PURE__*/ new Vector3();
const _vStart = /*@__PURE__*/ new Vector3();
const _vEnd = /*@__PURE__*/ new Vector3();

const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
const _ray$1 = /*@__PURE__*/ new Ray();
const _sphere$1 = /*@__PURE__*/ new Sphere();

const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();

class Line extends Object3D {

constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
Expand Down Expand Up @@ -33836,11 +33837,11 @@ class Line extends Object3D {

for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {

_start$1.fromBufferAttribute( positionAttribute, i - 1 );
_end$1.fromBufferAttribute( positionAttribute, i );
_vStart.fromBufferAttribute( positionAttribute, i - 1 );
_vEnd.fromBufferAttribute( positionAttribute, i );

lineDistances[ i ] = lineDistances[ i - 1 ];
lineDistances[ i ] += _start$1.distanceTo( _end$1 );
lineDistances[ i ] += _vStart.distanceTo( _vEnd );

}

Expand Down Expand Up @@ -33881,10 +33882,6 @@ class Line extends Object3D {
const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
const localThresholdSq = localThreshold * localThreshold;

const vStart = new Vector3();
const vEnd = new Vector3();
const interSegment = new Vector3();
const interRay = new Vector3();
const step = this.isLineSegments ? 2 : 1;

const index = geometry.index;
Expand All @@ -33901,31 +33898,28 @@ class Line extends Object3D {
const a = index.getX( i );
const b = index.getX( i + 1 );

vStart.fromBufferAttribute( positionAttribute, a );
vEnd.fromBufferAttribute( positionAttribute, b );
const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );

if ( intersect ) {

const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
intersects.push( intersect );

if ( distSq > localThresholdSq ) continue;
}

}

interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
if ( this.isLineLoop ) {

const distance = raycaster.ray.origin.distanceTo( interRay );
const a = index.getX( end - 1 );
const b = index.getX( start );

if ( distance < raycaster.near || distance > raycaster.far ) continue;
const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b );

intersects.push( {
if ( intersect ) {

distance: distance,
// What do we want? intersection point on the ray or on the segment??
// point: raycaster.ray.at( distance ),
point: interSegment.clone().applyMatrix4( this.matrixWorld ),
index: i,
face: null,
faceIndex: null,
object: this
intersects.push( intersect );

} );
}

}

Expand All @@ -33936,31 +33930,25 @@ class Line extends Object3D {

for ( let i = start, l = end - 1; i < l; i += step ) {

vStart.fromBufferAttribute( positionAttribute, i );
vEnd.fromBufferAttribute( positionAttribute, i + 1 );
const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1 );

const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
if ( intersect ) {

if ( distSq > localThresholdSq ) continue;
intersects.push( intersect );

interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
}

const distance = raycaster.ray.origin.distanceTo( interRay );
}

if ( distance < raycaster.near || distance > raycaster.far ) continue;
if ( this.isLineLoop ) {

intersects.push( {
const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start );

distance: distance,
// What do we want? intersection point on the ray or on the segment??
// point: raycaster.ray.at( distance ),
point: interSegment.clone().applyMatrix4( this.matrixWorld ),
index: i,
face: null,
faceIndex: null,
object: this
if ( intersect ) {

} );
intersects.push( intersect );

}

}

Expand Down Expand Up @@ -34001,6 +33989,38 @@ class Line extends Object3D {

}

function checkIntersection( object, raycaster, ray, thresholdSq, a, b ) {

const positionAttribute = object.geometry.attributes.position;

_vStart.fromBufferAttribute( positionAttribute, a );
_vEnd.fromBufferAttribute( positionAttribute, b );

const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );

if ( distSq > thresholdSq ) return;

_intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation

const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );

if ( distance < raycaster.near || distance > raycaster.far ) return;

return {

distance: distance,
// What do we want? intersection point on the ray or on the segment??
// point: raycaster.ray.at( distance ),
point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
index: a,
face: null,
faceIndex: null,
object: object

};

}

const _start = /*@__PURE__*/ new Vector3();
const _end = /*@__PURE__*/ new Vector3();

Expand Down
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