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287 lines
7.6 KiB
287 lines
7.6 KiB
2 years ago
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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 '../../../build/three.module.js';
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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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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.type = 'LineSegments2';
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}
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// for backwards-compatability, 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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if ( raycaster.camera === null ) {
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console.error( 'LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2.' );
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}
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const threshold = ( raycaster.params.Line2 !== undefined ) ? raycaster.params.Line2.threshold || 0 : 0;
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const ray = raycaster.ray;
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const camera = raycaster.camera;
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const projectionMatrix = camera.projectionMatrix;
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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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const resolution = material.resolution;
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const lineWidth = material.linewidth + threshold;
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const instanceStart = geometry.attributes.instanceStart;
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const instanceEnd = geometry.attributes.instanceEnd;
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// camera forward is negative
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const near = - camera.near;
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// clip space is [ - 1, 1 ] so multiply by two to get the full
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// width in clip space
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const ssMaxWidth = 2.0 * Math.max( lineWidth / resolution.width, lineWidth / resolution.height );
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//
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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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const distanceToSphere = Math.max( camera.near, _sphere.distanceToPoint( ray.origin ) );
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// get the w component to scale the world space line width
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_clipToWorldVector.set( 0, 0, - distanceToSphere, 1.0 ).applyMatrix4( camera.projectionMatrix );
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_clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
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_clipToWorldVector.applyMatrix4( camera.projectionMatrixInverse );
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// increase the sphere bounds by the worst case line screen space width
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const sphereMargin = Math.abs( ssMaxWidth / _clipToWorldVector.w ) * 0.5;
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_sphere.radius += sphereMargin;
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if ( raycaster.ray.intersectsSphere( _sphere ) === false ) {
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return;
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}
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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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const distanceToBox = Math.max( camera.near, _box.distanceToPoint( ray.origin ) );
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// get the w component to scale the world space line width
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_clipToWorldVector.set( 0, 0, - distanceToBox, 1.0 ).applyMatrix4( camera.projectionMatrix );
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_clipToWorldVector.multiplyScalar( 1.0 / _clipToWorldVector.w );
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_clipToWorldVector.applyMatrix4( camera.projectionMatrixInverse );
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// increase the sphere bounds by the worst case line screen space width
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const boxMargin = Math.abs( ssMaxWidth / _clipToWorldVector.w ) * 0.5;
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_box.max.x += boxMargin;
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_box.max.y += boxMargin;
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_box.max.z += boxMargin;
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_box.min.x -= boxMargin;
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_box.min.y -= boxMargin;
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_box.min.z -= boxMargin;
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if ( raycaster.ray.intersectsBox( _box ) === false ) {
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return;
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}
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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 = instanceStart.count; 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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var 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: this,
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face: null,
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faceIndex: i,
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uv: null,
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uv2: null,
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} );
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}
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}
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}
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}
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LineSegments2.prototype.LineSegments2 = true;
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export { LineSegments2 };
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