MCP 3D Printer Server

by DMontgomery40
Verified
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 _vStart = /*@__PURE__*/ new Vector3(); const _vEnd = /*@__PURE__*/ new Vector3(); const _inverseMatrix = /*@__PURE__*/ new Matrix4(); const _ray = /*@__PURE__*/ new Ray(); const _sphere = /*@__PURE__*/ new Sphere(); const _intersectPointOnRay = /*@__PURE__*/ new Vector3(); const _intersectPointOnSegment = /*@__PURE__*/ new Vector3(); class Line extends Object3D { constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) { super(); this.isLine = true; this.type = 'Line'; this.geometry = geometry; this.material = material; this.updateMorphTargets(); } copy( source, recursive ) { super.copy( source, recursive ); this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; this.geometry = source.geometry; return this; } computeLineDistances() { const geometry = this.geometry; // 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 ++ ) { _vStart.fromBufferAttribute( positionAttribute, i - 1 ); _vEnd.fromBufferAttribute( positionAttribute, i ); lineDistances[ i ] = lineDistances[ i - 1 ]; lineDistances[ i ] += _vStart.distanceTo( _vEnd ); } geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); } else { console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); } 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 step = this.isLineSegments ? 2 : 1; 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 ); const intersect = checkIntersection( this, raycaster, _ray, localThresholdSq, a, b, i ); if ( intersect ) { intersects.push( intersect ); } } if ( this.isLineLoop ) { const a = index.getX( end - 1 ); const b = index.getX( start ); const intersect = checkIntersection( this, raycaster, _ray, localThresholdSq, a, b, end - 1 ); if ( intersect ) { intersects.push( intersect ); } } } 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 ) { const intersect = checkIntersection( this, raycaster, _ray, localThresholdSq, i, i + 1, i ); if ( intersect ) { intersects.push( intersect ); } } if ( this.isLineLoop ) { const intersect = checkIntersection( this, raycaster, _ray, localThresholdSq, end - 1, start, end - 1 ); if ( intersect ) { intersects.push( intersect ); } } } } updateMorphTargets() { const geometry = this.geometry; 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; } } } } } function checkIntersection( object, raycaster, ray, thresholdSq, a, b, i ) { const positionAttribute = object.geometry.attributes.position; _vStart.fromBufferAttribute( positionAttribute, a ); _vEnd.fromBufferAttribute( positionAttribute, b ); const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment ); if ( distSq > thresholdSq ) return; _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay ); if ( distance < raycaster.near || distance > raycaster.far ) return; return { distance: distance, // What do we want? intersection point on the ray or on the segment?? // point: raycaster.ray.at( distance ), point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ), index: i, face: null, faceIndex: null, barycoord: null, object: object }; } export { Line };