first app vibe
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328
app/node_modules/three/src/objects/Line.js
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328
app/node_modules/three/src/objects/Line.js
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import { Sphere } from '../math/Sphere.js';
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import { Ray } from '../math/Ray.js';
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import { Matrix4 } from '../math/Matrix4.js';
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import { Object3D } from '../core/Object3D.js';
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import { Vector3 } from '../math/Vector3.js';
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import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
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import { BufferGeometry } from '../core/BufferGeometry.js';
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import { Float32BufferAttribute } from '../core/BufferAttribute.js';
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const _vStart = /*@__PURE__*/ new Vector3();
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const _vEnd = /*@__PURE__*/ new Vector3();
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const _inverseMatrix = /*@__PURE__*/ new Matrix4();
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const _ray = /*@__PURE__*/ new Ray();
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const _sphere = /*@__PURE__*/ new Sphere();
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const _intersectPointOnRay = /*@__PURE__*/ new Vector3();
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const _intersectPointOnSegment = /*@__PURE__*/ new Vector3();
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/**
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* A continuous line. The line are rendered by connecting consecutive
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* vertices with straight lines.
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*
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* ```js
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* const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
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*
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* const points = [];
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* points.push( new THREE.Vector3( - 10, 0, 0 ) );
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* points.push( new THREE.Vector3( 0, 10, 0 ) );
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* points.push( new THREE.Vector3( 10, 0, 0 ) );
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*
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* const geometry = new THREE.BufferGeometry().setFromPoints( points );
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*
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* const line = new THREE.Line( geometry, material );
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* scene.add( line );
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* ```
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*
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* @augments Object3D
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*/
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class Line extends Object3D {
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/**
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* Constructs a new line.
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*
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* @param {BufferGeometry} [geometry] - The line geometry.
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* @param {Material|Array<Material>} [material] - The line material.
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*/
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constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {
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super();
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/**
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* This flag can be used for type testing.
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*
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* @type {boolean}
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* @readonly
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* @default true
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*/
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this.isLine = true;
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this.type = 'Line';
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/**
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* The line geometry.
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*
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* @type {BufferGeometry}
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*/
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this.geometry = geometry;
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/**
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* The line material.
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*
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* @type {Material|Array<Material>}
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* @default LineBasicMaterial
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*/
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this.material = material;
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/**
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* A dictionary representing the morph targets in the geometry. The key is the
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* morph targets name, the value its attribute index. This member is `undefined`
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* by default and only set when morph targets are detected in the geometry.
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*
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* @type {Object<String,number>|undefined}
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* @default undefined
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*/
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this.morphTargetDictionary = undefined;
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/**
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* An array of weights typically in the range `[0,1]` that specify how much of the morph
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* is applied. This member is `undefined` by default and only set when morph targets are
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* detected in the geometry.
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*
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* @type {Array<number>|undefined}
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* @default undefined
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*/
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this.morphTargetInfluences = undefined;
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this.updateMorphTargets();
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}
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copy( source, recursive ) {
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super.copy( source, recursive );
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this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
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this.geometry = source.geometry;
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return this;
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}
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/**
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* Computes an array of distance values which are necessary for rendering dashed lines.
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* For each vertex in the geometry, the method calculates the cumulative length from the
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* current point to the very beginning of the line.
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*
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* @return {Line} A reference to this line.
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*/
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computeLineDistances() {
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const geometry = this.geometry;
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// we assume non-indexed geometry
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if ( geometry.index === null ) {
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const positionAttribute = geometry.attributes.position;
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const lineDistances = [ 0 ];
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for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {
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_vStart.fromBufferAttribute( positionAttribute, i - 1 );
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_vEnd.fromBufferAttribute( positionAttribute, i );
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lineDistances[ i ] = lineDistances[ i - 1 ];
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lineDistances[ i ] += _vStart.distanceTo( _vEnd );
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}
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geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
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} else {
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console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
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}
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return this;
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}
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/**
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* Computes intersection points between a casted ray and this line.
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*
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* @param {Raycaster} raycaster - The raycaster.
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* @param {Array<Object>} intersects - The target array that holds the intersection points.
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*/
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raycast( raycaster, intersects ) {
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const geometry = this.geometry;
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const matrixWorld = this.matrixWorld;
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const threshold = raycaster.params.Line.threshold;
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const drawRange = geometry.drawRange;
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// Checking boundingSphere distance to ray
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if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
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_sphere.copy( geometry.boundingSphere );
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_sphere.applyMatrix4( matrixWorld );
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_sphere.radius += threshold;
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if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
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//
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_inverseMatrix.copy( matrixWorld ).invert();
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_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
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const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
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const localThresholdSq = localThreshold * localThreshold;
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const step = this.isLineSegments ? 2 : 1;
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const index = geometry.index;
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const attributes = geometry.attributes;
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const positionAttribute = attributes.position;
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if ( index !== null ) {
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const start = Math.max( 0, drawRange.start );
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const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
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for ( let i = start, l = end - 1; i < l; i += step ) {
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const a = index.getX( i );
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const b = index.getX( i + 1 );
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const intersect = checkIntersection( this, raycaster, _ray, localThresholdSq, a, b, i );
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if ( intersect ) {
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intersects.push( intersect );
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}
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}
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if ( this.isLineLoop ) {
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const a = index.getX( end - 1 );
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const b = index.getX( start );
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const intersect = checkIntersection( this, raycaster, _ray, localThresholdSq, a, b, end - 1 );
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if ( intersect ) {
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intersects.push( intersect );
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}
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}
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} else {
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const start = Math.max( 0, drawRange.start );
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const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
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for ( let i = start, l = end - 1; i < l; i += step ) {
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const intersect = checkIntersection( this, raycaster, _ray, localThresholdSq, i, i + 1, i );
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if ( intersect ) {
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intersects.push( intersect );
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}
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}
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if ( this.isLineLoop ) {
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const intersect = checkIntersection( this, raycaster, _ray, localThresholdSq, end - 1, start, end - 1 );
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if ( intersect ) {
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intersects.push( intersect );
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}
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}
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}
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}
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/**
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* Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
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* to make sure existing morph targets can influence this 3D object.
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*/
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updateMorphTargets() {
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const geometry = this.geometry;
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const morphAttributes = geometry.morphAttributes;
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const keys = Object.keys( morphAttributes );
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if ( keys.length > 0 ) {
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const morphAttribute = morphAttributes[ keys[ 0 ] ];
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if ( morphAttribute !== undefined ) {
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this.morphTargetInfluences = [];
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this.morphTargetDictionary = {};
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for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
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const name = morphAttribute[ m ].name || String( m );
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this.morphTargetInfluences.push( 0 );
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this.morphTargetDictionary[ name ] = m;
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}
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}
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}
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}
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}
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function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) {
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const positionAttribute = object.geometry.attributes.position;
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_vStart.fromBufferAttribute( positionAttribute, a );
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_vEnd.fromBufferAttribute( positionAttribute, b );
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const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment );
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if ( distSq > thresholdSq ) return;
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_intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation
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const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay );
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if ( distance < raycaster.near || distance > raycaster.far ) return;
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return {
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distance: distance,
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// What do we want? intersection point on the ray or on the segment??
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// point: raycaster.ray.at( distance ),
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point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ),
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index: i,
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face: null,
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faceIndex: null,
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barycoord: null,
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object: object
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};
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}
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export { Line };
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