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383 lines
10 KiB
383 lines
10 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - lines - fat</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="container"></div>
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<div id="info"><a href="https://threejs.org" target="_blank">three.js</a> - fat lines raycasting</div>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.module.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import Stats from 'three/addons/libs/stats.module.js';
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import { GPUStatsPanel } from 'three/addons/utils/GPUStatsPanel.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { LineMaterial } from 'three/addons/lines/LineMaterial.js';
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import { LineSegments2 } from 'three/addons/lines/LineSegments2.js';
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import { LineSegmentsGeometry } from 'three/addons/lines/LineSegmentsGeometry.js';
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import { Line2 } from 'three/addons/lines/Line2.js';
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import { LineGeometry } from 'three/addons/lines/LineGeometry.js';
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let line, thresholdLine, segments, thresholdSegments;
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let renderer, scene, camera, camera2, controls;
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let raycaster, sphereInter, sphereOnLine;
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let matLine, matThresholdLine;
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let stats, gpuPanel;
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let gui;
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// viewport
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let insetWidth;
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let insetHeight;
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const pointer = new THREE.Vector2( Infinity, Infinity );
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init();
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animate();
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function init() {
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renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setClearColor( 0x000000, 0.0 );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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scene = new THREE.Scene();
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camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
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camera.position.set( - 40, 0, 60 );
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camera2 = new THREE.PerspectiveCamera( 40, 1, 1, 1000 );
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camera2.position.copy( camera.position );
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controls = new OrbitControls( camera, renderer.domElement );
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controls.minDistance = 10;
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controls.maxDistance = 500;
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raycaster = new THREE.Raycaster();
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raycaster.params.Line2 = {};
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raycaster.params.Line2.threshold = 0;
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const sphereGeometry = new THREE.SphereGeometry( 0.25 );
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const sphereInterMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000, depthTest: false } );
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const sphereOnLineMaterial = new THREE.MeshBasicMaterial( { color: 0x00ff00, depthTest: false } );
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sphereInter = new THREE.Mesh( sphereGeometry, sphereInterMaterial );
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sphereOnLine = new THREE.Mesh( sphereGeometry, sphereOnLineMaterial );
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sphereInter.visible = false;
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sphereOnLine.visible = false;
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sphereInter.renderOrder = 10;
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sphereOnLine.renderOrder = 10;
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scene.add( sphereInter );
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scene.add( sphereOnLine );
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// Position and THREE.Color Data
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const positions = [];
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const colors = [];
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const points = [];
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for ( let i = - 50; i < 50; i ++ ) {
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const t = i / 3;
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points.push( new THREE.Vector3( t * Math.sin( 2 * t ), t, t * Math.cos( 2 * t ) ) );
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}
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const spline = new THREE.CatmullRomCurve3( points );
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const divisions = Math.round( 3 * points.length );
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const point = new THREE.Vector3();
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const color = new THREE.Color();
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for ( let i = 0, l = divisions; i < l; i ++ ) {
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const t = i / l;
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spline.getPoint( t, point );
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positions.push( point.x, point.y, point.z );
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color.setHSL( t, 1.0, 0.5 );
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colors.push( color.r, color.g, color.b );
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}
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const lineGeometry = new LineGeometry();
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lineGeometry.setPositions( positions );
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lineGeometry.setColors( colors );
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const segmentsGeometry = new LineSegmentsGeometry();
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segmentsGeometry.setPositions( positions );
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segmentsGeometry.setColors( colors );
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matLine = new LineMaterial( {
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color: 0xffffff,
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linewidth: 1, // in world units with size attenuation, pixels otherwise
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worldUnits: true,
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vertexColors: true,
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//resolution: // to be set by renderer, eventually
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alphaToCoverage: true,
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} );
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matThresholdLine = new LineMaterial( {
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color: 0xffffff,
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linewidth: matLine.linewidth, // in world units with size attenuation, pixels otherwise
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worldUnits: true,
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// vertexColors: true,
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transparent: true,
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opacity: 0.2,
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depthTest: false,
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visible: false,
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//resolution: // to be set by renderer, eventually
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} );
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segments = new LineSegments2( segmentsGeometry, matLine );
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segments.computeLineDistances();
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segments.scale.set( 1, 1, 1 );
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scene.add( segments );
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segments.visible = false;
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thresholdSegments = new LineSegments2( segmentsGeometry, matThresholdLine );
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thresholdSegments.computeLineDistances();
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thresholdSegments.scale.set( 1, 1, 1 );
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scene.add( thresholdSegments );
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thresholdSegments.visible = false;
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line = new Line2( lineGeometry, matLine );
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line.computeLineDistances();
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line.scale.set( 1, 1, 1 );
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scene.add( line );
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thresholdLine = new Line2( lineGeometry, matThresholdLine );
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thresholdLine.computeLineDistances();
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thresholdLine.scale.set( 1, 1, 1 );
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scene.add( thresholdLine );
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const geo = new THREE.BufferGeometry();
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geo.setAttribute( 'position', new THREE.Float32BufferAttribute( positions, 3 ) );
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geo.setAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
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//
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document.addEventListener( 'pointermove', onPointerMove );
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window.addEventListener( 'resize', onWindowResize );
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onWindowResize();
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stats = new Stats();
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document.body.appendChild( stats.dom );
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gpuPanel = new GPUStatsPanel( renderer.getContext() );
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stats.addPanel( gpuPanel );
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stats.showPanel( 0 );
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initGui();
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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insetWidth = window.innerHeight / 4; // square
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insetHeight = window.innerHeight / 4;
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camera2.aspect = insetWidth / insetHeight;
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camera2.updateProjectionMatrix();
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}
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function onPointerMove( event ) {
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pointer.x = ( event.clientX / window.innerWidth ) * 2 - 1;
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pointer.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
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}
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function animate() {
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requestAnimationFrame( animate );
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stats.update();
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// main scene
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renderer.setClearColor( 0x000000, 0 );
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renderer.setViewport( 0, 0, window.innerWidth, window.innerHeight );
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raycaster.setFromCamera( pointer, camera );
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// renderer will set this eventually
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// set the new resolution before raycasting so it is set correctly
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matLine.resolution.set( window.innerWidth, window.innerHeight ); // resolution of the viewport
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matThresholdLine.resolution.set( window.innerWidth, window.innerHeight ); // resolution of the viewport
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const obj = line.visible ? line : segments;
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const intersects = raycaster.intersectObject( obj, true );
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if ( intersects.length > 0 ) {
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sphereInter.visible = true;
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sphereOnLine.visible = true;
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sphereInter.position.copy( intersects[ 0 ].point );
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sphereOnLine.position.copy( intersects[ 0 ].pointOnLine );
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const i = intersects[ 0 ].faceIndex;
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const colors = obj.geometry.getAttribute( 'instanceColorStart' );
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const color = new THREE.Color().setRGB( colors.getX( i ), colors.getY( i ), colors.getZ( i ) );
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sphereInter.material.color.copy( color.clone().offsetHSL( 0.3, 0, 0 ) );
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sphereOnLine.material.color.copy( color.clone().offsetHSL( 0.7, 0, 0 ) );
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renderer.domElement.style.cursor = 'crosshair';
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} else {
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sphereInter.visible = false;
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sphereOnLine.visible = false;
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renderer.domElement.style.cursor = '';
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}
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gpuPanel.startQuery();
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renderer.render( scene, camera );
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gpuPanel.endQuery();
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// inset scene
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renderer.setClearColor( 0x222222, 1 );
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renderer.clearDepth(); // important!
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renderer.setScissorTest( true );
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renderer.setScissor( 20, 20, insetWidth, insetHeight );
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renderer.setViewport( 20, 20, insetWidth, insetHeight );
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camera2.position.copy( camera.position );
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camera2.quaternion.copy( camera.quaternion );
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// renderer will set this eventually
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matLine.resolution.set( insetWidth, insetHeight ); // resolution of the inset viewport
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renderer.render( scene, camera2 );
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renderer.setScissorTest( false );
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}
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//
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function switchLine( val ) {
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switch ( val ) {
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case 0:
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line.visible = true;
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thresholdLine.visible = true;
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segments.visible = false;
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thresholdSegments.visible = false;
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break;
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case 1:
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line.visible = false;
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thresholdLine.visible = false;
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segments.visible = true;
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thresholdSegments.visible = true;
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break;
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}
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}
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function initGui() {
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gui = new GUI();
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const param = {
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'line type': 0,
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'world units': matLine.worldUnits,
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'visualize threshold': matThresholdLine.visible,
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'width': matLine.linewidth,
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'alphaToCoverage': matLine.alphaToCoverage,
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'threshold': raycaster.params.Line2.threshold
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};
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gui.add( param, 'line type', { 'LineGeometry': 0, 'LineSegmentsGeometry': 1 } ).onChange( function ( val ) {
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switchLine( val );
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} ).setValue( 1 );
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gui.add( param, 'world units' ).onChange( function ( val ) {
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matLine.worldUnits = val;
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matLine.needsUpdate = true;
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matThresholdLine.worldUnits = val;
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matThresholdLine.needsUpdate = true;
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} );
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gui.add( param, 'visualize threshold' ).onChange( function ( val ) {
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matThresholdLine.visible = val;
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} );
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gui.add( param, 'width', 1, 10 ).onChange( function ( val ) {
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matLine.linewidth = val;
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matThresholdLine.linewidth = matLine.linewidth + raycaster.params.Line2.threshold;
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} );
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gui.add( param, 'alphaToCoverage' ).onChange( function ( val ) {
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matLine.alphaToCoverage = val;
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} );
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gui.add( param, 'threshold', 0, 10 ).onChange( function ( val ) {
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raycaster.params.Line2.threshold = val;
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matThresholdLine.linewidth = matLine.linewidth + raycaster.params.Line2.threshold;
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} );
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}
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</script>
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</body>
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</html>
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