Class: Mittsu::Line
- Defined in:
- lib/mittsu/objects/line.rb,
lib/mittsu/renderers/opengl/objects/line.rb
Direct Known Subclasses
Constant Summary
Constants inherited from Object3D
Instance Attribute Summary collapse
-
#geometry ⇒ Object
Returns the value of attribute geometry.
-
#material ⇒ Object
Returns the value of attribute material.
-
#mode ⇒ Object
Returns the value of attribute mode.
-
#morph_target_base ⇒ Object
Returns the value of attribute morph_target_base.
-
#type ⇒ Object
Returns the value of attribute type.
Attributes inherited from Object3D
#active, #cast_shadow, #children, #frustum_culled, #id, #initted, #matrix, #matrix_auto_update, #matrix_world, #matrix_world_needs_update, #model_view_matrix, #morph_target_influences, #name, #parent, #position, #quaternion, #receive_shadow, #render_order, #renderer, #rotation, #rotation_auto_update, #scale, #up, #user_data, #uuid, #visible
Instance Method Summary collapse
- #add_opengl_object ⇒ Object
- #clone(object = Line.new(@geometry, @material, @mode)) ⇒ Object
- #init_geometry ⇒ Object
-
#initialize(geometry = nil, material = nil, mode = nil) ⇒ Line
constructor
A new instance of Line.
- #raycast(raycaster, intersects) ⇒ Object
- #render_buffer(camera, lights, fog, material, geometry_group, update_buffers) ⇒ Object
- #update ⇒ Object
Methods inherited from Object3D
#active?, #add, #apply_matrix, #buffer_material, #deinit, #get_object_by_id, #get_object_by_name, #get_object_by_property, #get_world_direction, #get_world_position, #get_world_quaternion, #get_world_rotation, #get_world_scale, #init, #load_uniforms_matrices, #local_to_world, #look_at, #print_tree, #project, #remove, #rotate_on_axis, #rotate_x, #rotate_y, #rotate_z, #set_rotation_from_axis_angle, #set_rotation_from_euler, #set_rotation_from_matrix, #set_rotation_from_quaternion, #setup_matrices, #to_json, #to_s, #translate_on_axis, #translate_x, #translate_y, #translate_z, #traverse, #traverse_ancestors, #traverse_visible, #update_matrix, #update_matrix_world, #world_to_local
Methods included from EventDispatcher
#add_event_listener, #dispatch_event, #has_event_listener, #remove_event_listener
Constructor Details
#initialize(geometry = nil, material = nil, mode = nil) ⇒ Line
Returns a new instance of Line.
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# File 'lib/mittsu/objects/line.rb', line 5 def initialize(geometry = nil, material = nil, mode = nil) super() @type = 'Line' @geometry = geometry || Geometry.new @material = material || LineBasicMaterial.new(color: (rand * 0xffffff).to_i) @mode = mode || LineStrip @_inverse_matrix = Matrix4.new @_ray = Ray.new @_sphere = Sphere.new end |
Instance Attribute Details
#geometry ⇒ Object
Returns the value of attribute geometry.
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# File 'lib/mittsu/objects/line.rb', line 3 def geometry @geometry end |
#material ⇒ Object
Returns the value of attribute material.
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# File 'lib/mittsu/objects/line.rb', line 3 def material @material end |
#mode ⇒ Object
Returns the value of attribute mode.
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# File 'lib/mittsu/objects/line.rb', line 3 def mode @mode end |
#morph_target_base ⇒ Object
Returns the value of attribute morph_target_base.
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# File 'lib/mittsu/objects/line.rb', line 3 def morph_target_base @morph_target_base end |
#type ⇒ Object
Returns the value of attribute type.
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# File 'lib/mittsu/objects/line.rb', line 3 def type @type end |
Instance Method Details
#add_opengl_object ⇒ Object
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# File 'lib/mittsu/renderers/opengl/objects/line.rb', line 41 def add_opengl_object @renderer.add_opengl_object(geometry, self) end |
#clone(object = Line.new(@geometry, @material, @mode)) ⇒ Object
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# File 'lib/mittsu/objects/line.rb', line 137 def clone(object = Line.new(@geometry, @material, @mode)) super(object) object end |
#init_geometry ⇒ Object
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# File 'lib/mittsu/renderers/opengl/objects/line.rb', line 29 def init_geometry geometry.renderer = @renderer if geometry.vertex_buffer.nil? geometry.create_line_buffers geometry.init_line_buffers(self) geometry.vertices_need_update = true geometry.colors_need_update = true geometry.line_distances_need_update = true end end |
#raycast(raycaster, intersects) ⇒ Object
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# File 'lib/mittsu/objects/line.rb', line 20 def raycast(raycaster, intersects) precision = raycaster.line_precision precision_sq = precision * precision @geometry.compute_bounding_sphere if @geometry.bounding_sphere.nil? # Checking bounding_sphere distance to ray @_sphere.copy(geometry.bounding_sphere) @_sphere.apply_matrix4(@matrix_world) return unless raycaster.ray.intersetion_sphere?(sphere) @_inverse_matrix.get_inverse(@matrix_world) @_ray.copy(raycaster.ray).apply_matrix4(@_inverse_matrix) v_start = Vector3.new v_end = Vector3.new inter_segment = Vector3.new inter_ray = Vector3.new step = @mode == LineStrip ? 1 : 2 if geometry.is_a?(BufferGeometry) attributes = @geometry.attributes if !attributes.index.nil? indices = attributes.index.array positions = attributes.position.array offsets = geometry.offsets if offsets.empty? offsets = [{ start: 0, count: indices.length, index: 0 }] end offsets.each_with_index do |offset, oi| start = offset[:start] count = offset[:count] (start...(count-1)).step(step).each do |i| v_start.from_array(positions, a * 3) v_end.from_array(positions, b * 3) dist_sq = @_ray.distance_sq_to_segment(v_start, v_end, inter_ray, inter_segment) next if dist_sq > precision_sq distance = @_ray.origin.distance_to(inter_ray) next if distance < raycaster.near || distance > raycaster.far intersects << { distance: distance, # What to we want? intersection point on the ray or on the segment?? # point: raycaster.ray.at(distance), point: inter_segment.clone.apply_matrix4(@matrix_matrix), index: i, offset_index: oi, face: nil, face_index: nil, object: self } end end else positions = attributes.position.array (0...(positions.length / 3 - 1)).step(step) do |i| v_start.from_array(positions, 3 * i) v_end.from_array(positions, 3 * i + 3) dist_sq = @_ray.distance_sq_to_segment(v_start, v_end, inter_ray, inter_segment) next if dist_sq > precision_sq distance = @_ray.origin.distance_to(inter_ray) next if distance < raycaster.near || distance > raycaster.far intersects << { distance: distance, # What do we want? intersection point on the ray or on the segment?? # point: raycaster.ray.at(distance), point: inter_segment.clone.apply_matrix4(@matrix_world), index: i, face: nil, face_index: nil, object: self } end end elsif geometry.is_a?(Geometry) vertices = @geometry.vertices nb_vertices = vertices.length (0...(nb_vertices - 1)).step(step).each do |i| dist_sq = @_ray.distance_sq_to_segment(vertices[i], vertices[i + 1], inter_ray, inter_segment) next if dist_sq > precision_sq distance = @_ray.origin.distance_to(inter_ray) next if distance < raycaster.near || distance > raycaster.far intersects << { distance: distance, # What do we want? intersection point on the ray or on the segment?? # point: raycaster.ray.at(distance), point: inter_segment.clone.apply_matrix4(@matrix_world), index: i, face: nil, face_index: nil, object: self } end end end |
#render_buffer(camera, lights, fog, material, geometry_group, update_buffers) ⇒ Object
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# File 'lib/mittsu/renderers/opengl/objects/line.rb', line 3 def render_buffer(camera, lights, fog, material, geometry_group, update_buffers) opengl_mode = mode == LineStrip ? GL_LINE_STRIP : GL_LINES @renderer.state.set_line_width(material.line_width * @renderer.pixel_ratio) glDrawArrays(opengl_mode, 0, geometry_group.line_count) @renderer.info[:render][:calls] += 1 end |
#update ⇒ Object
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# File 'lib/mittsu/renderers/opengl/objects/line.rb', line 13 def update # TODO: glBindVertexArray ??? material = buffer_material(geometry) custom_attributes_dirty = material.attributes && material.custom_attributes_dirty? if geometry.vertices_need_update || geometry.colors_need_update || geometry.line_distances_need_update || custom_attributes_dirty geometry.set_line_buffers(GL_DYNAMIC_DRAW) end geometry.vertices_need_update = false geometry.colors_need_update = false geometry.line_distances_need_update = false material.attributes && material.clear_custom_attributes end |