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feat: add Python ML services (CPU mode) with model download
2b7aae2
import { Sphere } from '../math/Sphere.js';
import { Ray } from '../math/Ray.js';
import { Matrix4 } from '../math/Matrix4.js';
import { Object3D } from '../core/Object3D.js';
import { Vector3 } from '../math/Vector3.js';
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
const _start = /*@__PURE__*/ new Vector3();
const _end = /*@__PURE__*/ new Vector3();
const _inverseMatrix = /*@__PURE__*/ new Matrix4();
const _ray = /*@__PURE__*/ new Ray();
const _sphere = /*@__PURE__*/ new Sphere();
class Line extends Object3D {
constructor(geometry = new BufferGeometry(), material = new LineBasicMaterial()) {
super();
this.type = 'Line';
this.geometry = geometry;
this.material = material;
this.updateMorphTargets();
}
copy(source) {
super.copy(source);
this.material = source.material;
this.geometry = source.geometry;
return this;
}
computeLineDistances() {
const geometry = this.geometry;
if (geometry.isBufferGeometry) {
// we assume non-indexed geometry
if (geometry.index === null) {
const positionAttribute = geometry.attributes.position;
const lineDistances = [0];
for (let i = 1, l = positionAttribute.count; i < l; i++) {
_start.fromBufferAttribute(positionAttribute, i - 1);
_end.fromBufferAttribute(positionAttribute, i);
lineDistances[i] = lineDistances[i - 1];
lineDistances[i] += _start.distanceTo(_end);
}
geometry.setAttribute('lineDistance', new Float32BufferAttribute(lineDistances, 1));
} else {
console.warn('THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.');
}
} else if (geometry.isGeometry) {
console.error('THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
}
return this;
}
raycast(raycaster, intersects) {
const geometry = this.geometry;
const matrixWorld = this.matrixWorld;
const threshold = raycaster.params.Line.threshold;
const drawRange = geometry.drawRange;
// Checking boundingSphere distance to ray
if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
_sphere.copy(geometry.boundingSphere);
_sphere.applyMatrix4(matrixWorld);
_sphere.radius += threshold;
if (raycaster.ray.intersectsSphere(_sphere) === false) return;
//
_inverseMatrix.copy(matrixWorld).invert();
_ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix);
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;
if (geometry.isBufferGeometry) {
const index = geometry.index;
const attributes = geometry.attributes;
const positionAttribute = attributes.position;
if (index !== null) {
const start = Math.max(0, drawRange.start);
const end = Math.min(index.count, drawRange.start + drawRange.count);
for (let i = start, l = end - 1; i < l; i += step) {
const a = index.getX(i);
const b = index.getX(i + 1);
vStart.fromBufferAttribute(positionAttribute, a);
vEnd.fromBufferAttribute(positionAttribute, b);
const distSq = _ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
if (distSq > localThresholdSq) continue;
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;
intersects.push({
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,
});
}
} else {
const start = Math.max(0, drawRange.start);
const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);
for (let i = start, l = end - 1; i < l; i += step) {
vStart.fromBufferAttribute(positionAttribute, i);
vEnd.fromBufferAttribute(positionAttribute, i + 1);
const distSq = _ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment);
if (distSq > localThresholdSq) continue;
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;
intersects.push({
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,
});
}
}
} else if (geometry.isGeometry) {
console.error('THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.');
}
}
updateMorphTargets() {
const geometry = this.geometry;
if (geometry.isBufferGeometry) {
const morphAttributes = geometry.morphAttributes;
const keys = Object.keys(morphAttributes);
if (keys.length > 0) {
const morphAttribute = morphAttributes[keys[0]];
if (morphAttribute !== undefined) {
this.morphTargetInfluences = [];
this.morphTargetDictionary = {};
for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
const name = morphAttribute[m].name || String(m);
this.morphTargetInfluences.push(0);
this.morphTargetDictionary[name] = m;
}
}
}
} else {
const morphTargets = geometry.morphTargets;
if (morphTargets !== undefined && morphTargets.length > 0) {
console.error('THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
}
}
}
}
Line.prototype.isLine = true;
export { Line };