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					383 lines
				
				10 KiB
			
		
		
			
		
	
	
					383 lines
				
				10 KiB
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											3 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 = '';
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												gpuPanel.startQuery();
							 | 
						||
| 
								 | 
							
												renderer.render( scene, camera );
							 | 
						||
| 
								 | 
							
												gpuPanel.endQuery();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// inset scene
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.setClearColor( 0x222222, 1 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.clearDepth(); // important!
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.setScissorTest( true );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.setScissor( 20, 20, insetWidth, insetHeight );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.setViewport( 20, 20, insetWidth, insetHeight );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												camera2.position.copy( camera.position );
							 | 
						||
| 
								 | 
							
												camera2.quaternion.copy( camera.quaternion );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												// renderer will set this eventually
							 | 
						||
| 
								 | 
							
												matLine.resolution.set( insetWidth, insetHeight ); // resolution of the inset viewport
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.render( scene, camera2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												renderer.setScissorTest( false );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function switchLine( val ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												switch ( val ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													case 0:
							 | 
						||
| 
								 | 
							
														line.visible = true;
							 | 
						||
| 
								 | 
							
														thresholdLine.visible = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														segments.visible = false;
							 | 
						||
| 
								 | 
							
														thresholdSegments.visible = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													case 1:
							 | 
						||
| 
								 | 
							
														line.visible = false;
							 | 
						||
| 
								 | 
							
														thresholdLine.visible = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														segments.visible = true;
							 | 
						||
| 
								 | 
							
														thresholdSegments.visible = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
														break;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											function initGui() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												gui = new GUI();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												const param = {
							 | 
						||
| 
								 | 
							
													'line type': 0,
							 | 
						||
| 
								 | 
							
													'world units': matLine.worldUnits,
							 | 
						||
| 
								 | 
							
													'visualize threshold': matThresholdLine.visible,
							 | 
						||
| 
								 | 
							
													'width': matLine.linewidth,
							 | 
						||
| 
								 | 
							
													'alphaToCoverage': matLine.alphaToCoverage,
							 | 
						||
| 
								 | 
							
													'threshold': raycaster.params.Line2.threshold
							 | 
						||
| 
								 | 
							
												};
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												gui.add( param, 'line type', { 'LineGeometry': 0, 'LineSegmentsGeometry': 1 } ).onChange( function ( val ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													switchLine( val );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} ).setValue( 1 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												gui.add( param, 'world units' ).onChange( function ( val ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													matLine.worldUnits = val;
							 | 
						||
| 
								 | 
							
													matLine.needsUpdate = true;
							 | 
						||
| 
								 | 
							
													matThresholdLine.worldUnits = val;
							 | 
						||
| 
								 | 
							
													matThresholdLine.needsUpdate = true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												gui.add( param, 'visualize threshold' ).onChange( function ( val ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													matThresholdLine.visible = val;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												gui.add( param, 'width', 1, 10 ).onChange( function ( val ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													matLine.linewidth = val;
							 | 
						||
| 
								 | 
							
													matThresholdLine.linewidth = matLine.linewidth + raycaster.params.Line2.threshold;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												gui.add( param, 'alphaToCoverage' ).onChange( function ( val ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													matLine.alphaToCoverage = val;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												gui.add( param, 'threshold', 0, 10 ).onChange( function ( val ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
													raycaster.params.Line2.threshold = val;
							 | 
						||
| 
								 | 
							
													matThresholdLine.linewidth = matLine.linewidth + raycaster.params.Line2.threshold;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												} );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										</script>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									</body>
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								</html>
							 |