|  | @@ -0,0 +1,720 @@
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				|  |  | +;(function() {
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				|  |  | +  'use strict'
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				|  |  | +
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				|  |  | +  var root = this
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				|  |  | +
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				|  |  | +  var has_require = typeof require !== 'undefined'
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				|  |  | +
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				|  |  | +  var THREE = root.THREE || (has_require && require('three'))
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				|  |  | +  if (!THREE) throw new Error('MeshLine requires three.js')
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				|  |  | +
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				|  |  | +  function MeshLine() {
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				|  |  | +    THREE.BufferGeometry.call(this)
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				|  |  | +    this.type = 'MeshLine'
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				|  |  | +
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				|  |  | +    this.positions = []
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				|  |  | +
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				|  |  | +    this.previous = []
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				|  |  | +    this.next = []
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				|  |  | +    this.side = []
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				|  |  | +    this.width = []
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				|  |  | +    this.indices_array = []
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				|  |  | +    this.uvs = []
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				|  |  | +    this.counters = []
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				|  |  | +    this._points = []
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				|  |  | +    this._geom = null
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				|  |  | +
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				|  |  | +    this.widthCallback = null
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				|  |  | +
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				|  |  | +    // Used to raycast
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				|  |  | +    this.matrixWorld = new THREE.Matrix4()
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				|  |  | +
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				|  |  | +    Object.defineProperties(this, {
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				|  |  | +      // this is now a bufferGeometry
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				|  |  | +      // add getter to support previous api
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				|  |  | +      geometry: {
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				|  |  | +        enumerable: true,
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				|  |  | +        get: function() {
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				|  |  | +          return this
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				|  |  | +        },
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				|  |  | +      },
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				|  |  | +      geom: {
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				|  |  | +        enumerable: true,
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				|  |  | +        get: function() {
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				|  |  | +          return this._geom
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				|  |  | +        },
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				|  |  | +        set: function(value) {
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				|  |  | +          this.setGeometry(value, this.widthCallback)
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				|  |  | +        },
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				|  |  | +      },
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				|  |  | +      // for declaritive architectures
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				|  |  | +      // to return the same value that sets the points
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				|  |  | +      // eg. this.points = points
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				|  |  | +      // console.log(this.points) -> points
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				|  |  | +      points: {
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				|  |  | +        enumerable: true,
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				|  |  | +        get: function() {
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				|  |  | +          return this._points
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				|  |  | +        },
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				|  |  | +        set: function(value) {
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				|  |  | +          this.setPoints(value, this.widthCallback)
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				|  |  | +        },
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				|  |  | +      },
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				|  |  | +    })
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				|  |  | +  }
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				|  |  | +
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				|  |  | +  MeshLine.prototype = Object.create(THREE.BufferGeometry.prototype)
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				|  |  | +  MeshLine.prototype.constructor = MeshLine
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				|  |  | +  MeshLine.prototype.isMeshLine = true
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				|  |  | +
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				|  |  | +  MeshLine.prototype.setMatrixWorld = function(matrixWorld) {
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				|  |  | +    this.matrixWorld = matrixWorld
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				|  |  | +  }
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				|  |  | +
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				|  |  | +  // setting via a geometry is rather superfluous
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				|  |  | +  // as you're creating a unecessary geometry just to throw away
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				|  |  | +  // but exists to support previous api
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				|  |  | +  MeshLine.prototype.setGeometry = function(g, c) {
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				|  |  | +		// as the input geometry are mutated we store them
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				|  |  | +		// for later retreival when necessary (declaritive architectures)
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				|  |  | +		this._geometry = g;
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				|  |  | +		if (g instanceof THREE.Geometry) {
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				|  |  | +			this.setPoints(g.vertices, c);
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				|  |  | +		} else if (g instanceof THREE.BufferGeometry) {
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				|  |  | +			this.setPoints(g.getAttribute("position").array, c);
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				|  |  | +		} else {
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				|  |  | +			this.setPoints(g, c);
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				|  |  | +		}
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				|  |  | +  }
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				|  |  | +
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				|  |  | +  MeshLine.prototype.setPoints = function(points, wcb) {
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				|  |  | +		if (!(points instanceof Float32Array) && !(points instanceof Array)) {
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				|  |  | +			console.error(
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				|  |  | +				"ERROR: The BufferArray of points is not instancied correctly."
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				|  |  | +			);
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				|  |  | +			return;
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				|  |  | +		}
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				|  |  | +		// as the points are mutated we store them
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				|  |  | +		// for later retreival when necessary (declaritive architectures)
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				|  |  | +		this._points = points;
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				|  |  | +		this.widthCallback = wcb;
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				|  |  | +		this.positions = [];
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				|  |  | +		this.counters = [];
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				|  |  | +		if (points.length && points[0] instanceof THREE.Vector3) {
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				|  |  | +			// could transform Vector3 array into the array used below
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				|  |  | +			// but this approach will only loop through the array once
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				|  |  | +			// and is more performant
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				|  |  | +			for (var j = 0; j < points.length; j++) {
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				|  |  | +				var p = points[j];
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				|  |  | +				var c = j / points.length;
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				|  |  | +				this.positions.push(p.x, p.y, p.z);
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				|  |  | +				this.positions.push(p.x, p.y, p.z);
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				|  |  | +				this.counters.push(c);
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				|  |  | +				this.counters.push(c);
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				|  |  | +			}
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				|  |  | +		} else {
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				|  |  | +			for (var j = 0; j < points.length; j += 3) {
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				|  |  | +				var c = j / points.length;
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				|  |  | +				this.positions.push(points[j], points[j + 1], points[j + 2]);
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				|  |  | +				this.positions.push(points[j], points[j + 1], points[j + 2]);
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				|  |  | +				this.counters.push(c);
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				|  |  | +				this.counters.push(c);
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				|  |  | +			}
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				|  |  | +		}
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				|  |  | +		this.process();
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				|  |  | +  }
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				|  |  | +
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				|  |  | +  function MeshLineRaycast(raycaster, intersects) {
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				|  |  | +    var inverseMatrix = new THREE.Matrix4()
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				|  |  | +    var ray = new THREE.Ray()
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				|  |  | +    var sphere = new THREE.Sphere()
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				|  |  | +    var interRay = new THREE.Vector3()
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				|  |  | +    var geometry = this.geometry
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				|  |  | +    // Checking boundingSphere distance to ray
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				|  |  | +
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				|  |  | +    sphere.copy(geometry.boundingSphere)
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				|  |  | +    sphere.applyMatrix4(this.matrixWorld)
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				|  |  | +
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				|  |  | +    if (raycaster.ray.intersectSphere(sphere, interRay) === false) {
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				|  |  | +      return
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				|  |  | +    }
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				|  |  | +
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				|  |  | +    inverseMatrix.getInverse(this.matrixWorld)
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				|  |  | +    ray.copy(raycaster.ray).applyMatrix4(inverseMatrix)
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				|  |  | +
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				|  |  | +    var vStart = new THREE.Vector3()
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				|  |  | +    var vEnd = new THREE.Vector3()
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				|  |  | +    var interSegment = new THREE.Vector3()
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				|  |  | +    var step = this instanceof THREE.LineSegments ? 2 : 1
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				|  |  | +    var index = geometry.index
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				|  |  | +    var attributes = geometry.attributes
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				|  |  | +
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				|  |  | +    if (index !== null) {
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				|  |  | +      var indices = index.array
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				|  |  | +      var positions = attributes.position.array
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				|  |  | +      var widths = attributes.width.array
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				|  |  | +
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				|  |  | +      for (var i = 0, l = indices.length - 1; i < l; i += step) {
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				|  |  | +        var a = indices[i]
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				|  |  | +        var b = indices[i + 1]
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				|  |  | +
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				|  |  | +        vStart.fromArray(positions, a * 3)
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				|  |  | +        vEnd.fromArray(positions, b * 3)
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				|  |  | +        var width = widths[Math.floor(i / 3)] != undefined ? widths[Math.floor(i / 3)] : 1
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				|  |  | +        var precision = raycaster.params.Line.threshold + (this.material.lineWidth * width) / 2
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				|  |  | +        var precisionSq = precision * precision
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				|  |  | +
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				|  |  | +        var distSq = ray.distanceSqToSegment(vStart, vEnd, interRay, interSegment)
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				|  |  | +
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				|  |  | +        if (distSq > precisionSq) continue
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				|  |  | +
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				|  |  | +        interRay.applyMatrix4(this.matrixWorld) //Move back to world space for distance calculation
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				|  |  | +
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				|  |  | +        var distance = raycaster.ray.origin.distanceTo(interRay)
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				|  |  | +
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				|  |  | +        if (distance < raycaster.near || distance > raycaster.far) continue
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				|  |  | +
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				|  |  | +        intersects.push({
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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: interSegment.clone().applyMatrix4(this.matrixWorld),
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				|  |  | +          index: i,
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				|  |  | +          face: null,
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				|  |  | +          faceIndex: null,
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				|  |  | +          object: this,
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				|  |  | +        })
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				|  |  | +        // make event only fire once
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				|  |  | +        i = l
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				|  |  | +      }
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				|  |  | +    }
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				|  |  | +  }
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				|  |  | +  MeshLine.prototype.raycast = MeshLineRaycast
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				|  |  | +  MeshLine.prototype.compareV3 = function(a, b) {
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				|  |  | +    var aa = a * 6
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				|  |  | +    var ab = b * 6
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				|  |  | +    return (
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				|  |  | +      this.positions[aa] === this.positions[ab] &&
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				|  |  | +      this.positions[aa + 1] === this.positions[ab + 1] &&
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				|  |  | +      this.positions[aa + 2] === this.positions[ab + 2]
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				|  |  | +    )
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				|  |  | +  }
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				|  |  | +
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				|  |  | +  MeshLine.prototype.copyV3 = function(a) {
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				|  |  | +    var aa = a * 6
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				|  |  | +    return [this.positions[aa], this.positions[aa + 1], this.positions[aa + 2]]
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				|  |  | +  }
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				|  |  | +
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				|  |  | +  MeshLine.prototype.process = function() {
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				|  |  | +    var l = this.positions.length / 6
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				|  |  | +
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				|  |  | +    this.previous = []
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				|  |  | +    this.next = []
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				|  |  | +    this.side = []
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				|  |  | +    this.width = []
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				|  |  | +    this.indices_array = []
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				|  |  | +    this.uvs = []
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				|  |  | +
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				|  |  | +    var w
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				|  |  | +
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				|  |  | +    var v
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				|  |  | +    // initial previous points
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				|  |  | +    if (this.compareV3(0, l - 1)) {
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				|  |  | +      v = this.copyV3(l - 2)
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				|  |  | +    } else {
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				|  |  | +      v = this.copyV3(0)
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				|  |  | +    }
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				|  |  | +    this.previous.push(v[0], v[1], v[2])
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				|  |  | +    this.previous.push(v[0], v[1], v[2])
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				|  |  | +
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				|  |  | +    for (var j = 0; j < l; j++) {
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				|  |  | +      // sides
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				|  |  | +      this.side.push(1)
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				|  |  | +      this.side.push(-1)
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				|  |  | +
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				|  |  | +      // widths
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				|  |  | +      if (this.widthCallback) w = this.widthCallback(j / (l - 1))
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				|  |  | +      else w = 1
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				|  |  | +      this.width.push(w)
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				|  |  | +      this.width.push(w)
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				|  |  | +
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				|  |  | +      // uvs
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				|  |  | +      this.uvs.push(j / (l - 1), 0)
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				|  |  | +      this.uvs.push(j / (l - 1), 1)
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				|  |  | +
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				|  |  | +      if (j < l - 1) {
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				|  |  | +        // points previous to poisitions
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				|  |  | +        v = this.copyV3(j)
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				|  |  | +        this.previous.push(v[0], v[1], v[2])
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				|  |  | +        this.previous.push(v[0], v[1], v[2])
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				|  |  | +
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				|  |  | +        // indices
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				|  |  | +        var n = j * 2
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				|  |  | +        this.indices_array.push(n, n + 1, n + 2)
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				|  |  | +        this.indices_array.push(n + 2, n + 1, n + 3)
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				|  |  | +      }
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				|  |  | +      if (j > 0) {
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				|  |  | +        // points after poisitions
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				|  |  | +        v = this.copyV3(j)
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				|  |  | +        this.next.push(v[0], v[1], v[2])
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				|  |  | +        this.next.push(v[0], v[1], v[2])
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				|  |  | +      }
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				|  |  | +    }
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				|  |  | +
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				|  |  | +    // last next point
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				|  |  | +    if (this.compareV3(l - 1, 0)) {
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				|  |  | +      v = this.copyV3(1)
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				|  |  | +    } else {
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				|  |  | +      v = this.copyV3(l - 1)
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				|  |  | +    }
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				|  |  | +    this.next.push(v[0], v[1], v[2])
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				|  |  | +    this.next.push(v[0], v[1], v[2])
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				|  |  | +
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				|  |  | +    // redefining the attribute seems to prevent range errors
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				|  |  | +    // if the user sets a differing number of vertices
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				|  |  | +    if (!this._attributes || this._attributes.position.count !== this.positions.length) {
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				|  |  | +      this._attributes = {
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				|  |  | +        position: new THREE.BufferAttribute(new Float32Array(this.positions), 3),
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				|  |  | +        previous: new THREE.BufferAttribute(new Float32Array(this.previous), 3),
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				|  |  | +        next: new THREE.BufferAttribute(new Float32Array(this.next), 3),
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				|  |  | +        side: new THREE.BufferAttribute(new Float32Array(this.side), 1),
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				|  |  | +        width: new THREE.BufferAttribute(new Float32Array(this.width), 1),
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				|  |  | +        uv: new THREE.BufferAttribute(new Float32Array(this.uvs), 2),
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				|  |  | +        index: new THREE.BufferAttribute(new Uint16Array(this.indices_array), 1),
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				|  |  | +        counters: new THREE.BufferAttribute(new Float32Array(this.counters), 1),
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				|  |  | +      }
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				|  |  | +    } else {
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				|  |  | +      this._attributes.position.copyArray(new Float32Array(this.positions))
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				|  |  | +      this._attributes.position.needsUpdate = true
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				|  |  | +      this._attributes.previous.copyArray(new Float32Array(this.previous))
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				|  |  | +      this._attributes.previous.needsUpdate = true
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				|  |  | +      this._attributes.next.copyArray(new Float32Array(this.next))
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				|  |  | +      this._attributes.next.needsUpdate = true
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				|  |  | +      this._attributes.side.copyArray(new Float32Array(this.side))
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				|  |  | +      this._attributes.side.needsUpdate = true
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				|  |  | +      this._attributes.width.copyArray(new Float32Array(this.width))
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				|  |  | +      this._attributes.width.needsUpdate = true
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				|  |  | +      this._attributes.uv.copyArray(new Float32Array(this.uvs))
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				|  |  | +      this._attributes.uv.needsUpdate = true
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				|  |  | +      this._attributes.index.copyArray(new Uint16Array(this.indices_array))
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				|  |  | +      this._attributes.index.needsUpdate = true
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				|  |  | +    }
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				|  |  | +
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				|  |  | +    this.setAttribute('position', this._attributes.position)
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				|  |  | +    this.setAttribute('previous', this._attributes.previous)
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				|  |  | +    this.setAttribute('next', this._attributes.next)
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				|  |  | +    this.setAttribute('side', this._attributes.side)
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				|  |  | +    this.setAttribute('width', this._attributes.width)
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				|  |  | +    this.setAttribute('uv', this._attributes.uv)
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				|  |  | +    this.setAttribute('counters', this._attributes.counters)
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				|  |  | +
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				|  |  | +    this.setIndex(this._attributes.index)
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				|  |  | +
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				|  |  | +    this.computeBoundingSphere()
 | 
	
		
			
				|  |  | +    this.computeBoundingBox()
 | 
	
		
			
				|  |  | +  }
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				|  |  | +
 | 
	
		
			
				|  |  | +  function memcpy(src, srcOffset, dst, dstOffset, length) {
 | 
	
		
			
				|  |  | +    var i
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    src = src.subarray || src.slice ? src : src.buffer
 | 
	
		
			
				|  |  | +    dst = dst.subarray || dst.slice ? dst : dst.buffer
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    src = srcOffset
 | 
	
		
			
				|  |  | +      ? src.subarray
 | 
	
		
			
				|  |  | +        ? src.subarray(srcOffset, length && srcOffset + length)
 | 
	
		
			
				|  |  | +        : src.slice(srcOffset, length && srcOffset + length)
 | 
	
		
			
				|  |  | +      : src
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    if (dst.set) {
 | 
	
		
			
				|  |  | +      dst.set(src, dstOffset)
 | 
	
		
			
				|  |  | +    } else {
 | 
	
		
			
				|  |  | +      for (i = 0; i < src.length; i++) {
 | 
	
		
			
				|  |  | +        dst[i + dstOffset] = src[i]
 | 
	
		
			
				|  |  | +      }
 | 
	
		
			
				|  |  | +    }
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    return dst
 | 
	
		
			
				|  |  | +  }
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +  /**
 | 
	
		
			
				|  |  | +   * Fast method to advance the line by one position.  The oldest position is removed.
 | 
	
		
			
				|  |  | +   * @param position
 | 
	
		
			
				|  |  | +   */
 | 
	
		
			
				|  |  | +  MeshLine.prototype.advance = function(position) {
 | 
	
		
			
				|  |  | +    var positions = this._attributes.position.array
 | 
	
		
			
				|  |  | +    var previous = this._attributes.previous.array
 | 
	
		
			
				|  |  | +    var next = this._attributes.next.array
 | 
	
		
			
				|  |  | +    var l = positions.length
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    // PREVIOUS
 | 
	
		
			
				|  |  | +    memcpy(positions, 0, previous, 0, l)
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    // POSITIONS
 | 
	
		
			
				|  |  | +    memcpy(positions, 6, positions, 0, l - 6)
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    positions[l - 6] = position.x
 | 
	
		
			
				|  |  | +    positions[l - 5] = position.y
 | 
	
		
			
				|  |  | +    positions[l - 4] = position.z
 | 
	
		
			
				|  |  | +    positions[l - 3] = position.x
 | 
	
		
			
				|  |  | +    positions[l - 2] = position.y
 | 
	
		
			
				|  |  | +    positions[l - 1] = position.z
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    // NEXT
 | 
	
		
			
				|  |  | +    memcpy(positions, 6, next, 0, l - 6)
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    next[l - 6] = position.x
 | 
	
		
			
				|  |  | +    next[l - 5] = position.y
 | 
	
		
			
				|  |  | +    next[l - 4] = position.z
 | 
	
		
			
				|  |  | +    next[l - 3] = position.x
 | 
	
		
			
				|  |  | +    next[l - 2] = position.y
 | 
	
		
			
				|  |  | +    next[l - 1] = position.z
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    this._attributes.position.needsUpdate = true
 | 
	
		
			
				|  |  | +    this._attributes.previous.needsUpdate = true
 | 
	
		
			
				|  |  | +    this._attributes.next.needsUpdate = true
 | 
	
		
			
				|  |  | +  }
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +  THREE.ShaderChunk['meshline_vert'] = [
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    THREE.ShaderChunk.logdepthbuf_pars_vertex,
 | 
	
		
			
				|  |  | +    THREE.ShaderChunk.fog_pars_vertex,
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    'attribute vec3 previous;',
 | 
	
		
			
				|  |  | +    'attribute vec3 next;',
 | 
	
		
			
				|  |  | +    'attribute float side;',
 | 
	
		
			
				|  |  | +    'attribute float width;',
 | 
	
		
			
				|  |  | +    'attribute float counters;',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    'uniform vec2 resolution;',
 | 
	
		
			
				|  |  | +    'uniform float lineWidth;',
 | 
	
		
			
				|  |  | +    'uniform vec3 color;',
 | 
	
		
			
				|  |  | +    'uniform float opacity;',
 | 
	
		
			
				|  |  | +    'uniform float sizeAttenuation;',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    'varying vec2 vUV;',
 | 
	
		
			
				|  |  | +    'varying vec4 vColor;',
 | 
	
		
			
				|  |  | +    'varying float vCounters;',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    'vec2 fix( vec4 i, float aspect ) {',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    '    vec2 res = i.xy / i.w;',
 | 
	
		
			
				|  |  | +    '    res.x *= aspect;',
 | 
	
		
			
				|  |  | +    '	 vCounters = counters;',
 | 
	
		
			
				|  |  | +    '    return res;',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    '}',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    'void main() {',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    '    float aspect = resolution.x / resolution.y;',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    '    vColor = vec4( color, opacity );',
 | 
	
		
			
				|  |  | +    '    vUV = uv;',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    '    mat4 m = projectionMatrix * modelViewMatrix;',
 | 
	
		
			
				|  |  | +    '    vec4 finalPosition = m * vec4( position, 1.0 );',
 | 
	
		
			
				|  |  | +    '    vec4 prevPos = m * vec4( previous, 1.0 );',
 | 
	
		
			
				|  |  | +    '    vec4 nextPos = m * vec4( next, 1.0 );',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    '    vec2 currentP = fix( finalPosition, aspect );',
 | 
	
		
			
				|  |  | +    '    vec2 prevP = fix( prevPos, aspect );',
 | 
	
		
			
				|  |  | +    '    vec2 nextP = fix( nextPos, aspect );',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    '    float w = lineWidth * width;',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    '    vec2 dir;',
 | 
	
		
			
				|  |  | +    '    if( nextP == currentP ) dir = normalize( currentP - prevP );',
 | 
	
		
			
				|  |  | +    '    else if( prevP == currentP ) dir = normalize( nextP - currentP );',
 | 
	
		
			
				|  |  | +    '    else {',
 | 
	
		
			
				|  |  | +    '        vec2 dir1 = normalize( currentP - prevP );',
 | 
	
		
			
				|  |  | +    '        vec2 dir2 = normalize( nextP - currentP );',
 | 
	
		
			
				|  |  | +    '        dir = normalize( dir1 + dir2 );',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    '        vec2 perp = vec2( -dir1.y, dir1.x );',
 | 
	
		
			
				|  |  | +    '        vec2 miter = vec2( -dir.y, dir.x );',
 | 
	
		
			
				|  |  | +    '        //w = clamp( w / dot( miter, perp ), 0., 4. * lineWidth * width );',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    '    }',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    '    //vec2 normal = ( cross( vec3( dir, 0. ), vec3( 0., 0., 1. ) ) ).xy;',
 | 
	
		
			
				|  |  | +    '    vec4 normal = vec4( -dir.y, dir.x, 0., 1. );',
 | 
	
		
			
				|  |  | +    '    normal.xy *= .5 * w;',
 | 
	
		
			
				|  |  | +    '    normal *= projectionMatrix;',
 | 
	
		
			
				|  |  | +    '    if( sizeAttenuation == 0. ) {',
 | 
	
		
			
				|  |  | +    '        normal.xy *= finalPosition.w;',
 | 
	
		
			
				|  |  | +    '        normal.xy /= ( vec4( resolution, 0., 1. ) * projectionMatrix ).xy;',
 | 
	
		
			
				|  |  | +    '    }',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    '    finalPosition.xy += normal.xy * side;',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    '    gl_Position = finalPosition;',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    THREE.ShaderChunk.logdepthbuf_vertex,
 | 
	
		
			
				|  |  | +    THREE.ShaderChunk.fog_vertex && '    vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );',
 | 
	
		
			
				|  |  | +    THREE.ShaderChunk.fog_vertex,
 | 
	
		
			
				|  |  | +    '}',
 | 
	
		
			
				|  |  | +  ].join('\n')
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +  THREE.ShaderChunk['meshline_frag'] = [
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    THREE.ShaderChunk.fog_pars_fragment,
 | 
	
		
			
				|  |  | +    THREE.ShaderChunk.logdepthbuf_pars_fragment,
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    'uniform sampler2D map;',
 | 
	
		
			
				|  |  | +    'uniform sampler2D alphaMap;',
 | 
	
		
			
				|  |  | +    'uniform float useMap;',
 | 
	
		
			
				|  |  | +    'uniform float useAlphaMap;',
 | 
	
		
			
				|  |  | +    'uniform float useDash;',
 | 
	
		
			
				|  |  | +    'uniform float dashArray;',
 | 
	
		
			
				|  |  | +    'uniform float dashOffset;',
 | 
	
		
			
				|  |  | +    'uniform float dashRatio;',
 | 
	
		
			
				|  |  | +    'uniform float visibility;',
 | 
	
		
			
				|  |  | +    'uniform float alphaTest;',
 | 
	
		
			
				|  |  | +    'uniform vec2 repeat;',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    'varying vec2 vUV;',
 | 
	
		
			
				|  |  | +    'varying vec4 vColor;',
 | 
	
		
			
				|  |  | +    'varying float vCounters;',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    'void main() {',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    THREE.ShaderChunk.logdepthbuf_fragment,
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    '    vec4 c = vColor;',
 | 
	
		
			
				|  |  | +    '    if( useMap == 1. ) c *= texture2D( map, vUV * repeat );',
 | 
	
		
			
				|  |  | +    '    if( useAlphaMap == 1. ) c.a *= texture2D( alphaMap, vUV * repeat ).a;',
 | 
	
		
			
				|  |  | +    '    if( c.a < alphaTest ) discard;',
 | 
	
		
			
				|  |  | +    '    if( useDash == 1. ){',
 | 
	
		
			
				|  |  | +    '        c.a *= ceil(mod(vCounters + dashOffset, dashArray) - (dashArray * dashRatio));',
 | 
	
		
			
				|  |  | +    '    }',
 | 
	
		
			
				|  |  | +    '    gl_FragColor = c;',
 | 
	
		
			
				|  |  | +    '    gl_FragColor.a *= step(vCounters, visibility);',
 | 
	
		
			
				|  |  | +    '',
 | 
	
		
			
				|  |  | +    THREE.ShaderChunk.fog_fragment,
 | 
	
		
			
				|  |  | +    '}',
 | 
	
		
			
				|  |  | +  ].join('\n')
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +  function MeshLineMaterial(parameters) {
 | 
	
		
			
				|  |  | +    THREE.ShaderMaterial.call(this, {
 | 
	
		
			
				|  |  | +      uniforms: Object.assign({}, THREE.UniformsLib.fog, {
 | 
	
		
			
				|  |  | +        lineWidth: { value: 1 },
 | 
	
		
			
				|  |  | +        map: { value: null },
 | 
	
		
			
				|  |  | +        useMap: { value: 0 },
 | 
	
		
			
				|  |  | +        alphaMap: { value: null },
 | 
	
		
			
				|  |  | +        useAlphaMap: { value: 0 },
 | 
	
		
			
				|  |  | +        color: { value: new THREE.Color(0xffffff) },
 | 
	
		
			
				|  |  | +        opacity: { value: 1 },
 | 
	
		
			
				|  |  | +        resolution: { value: new THREE.Vector2(1, 1) },
 | 
	
		
			
				|  |  | +        sizeAttenuation: { value: 1 },
 | 
	
		
			
				|  |  | +        dashArray: { value: 0 },
 | 
	
		
			
				|  |  | +        dashOffset: { value: 0 },
 | 
	
		
			
				|  |  | +        dashRatio: { value: 0.5 },
 | 
	
		
			
				|  |  | +        useDash: { value: 0 },
 | 
	
		
			
				|  |  | +        visibility: { value: 1 },
 | 
	
		
			
				|  |  | +        alphaTest: { value: 0 },
 | 
	
		
			
				|  |  | +        repeat: { value: new THREE.Vector2(1, 1) },
 | 
	
		
			
				|  |  | +      }),
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +      vertexShader: THREE.ShaderChunk.meshline_vert,
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +      fragmentShader: THREE.ShaderChunk.meshline_frag,
 | 
	
		
			
				|  |  | +    })
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    this.type = 'MeshLineMaterial'
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    Object.defineProperties(this, {
 | 
	
		
			
				|  |  | +      lineWidth: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.lineWidth.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.lineWidth.value = value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +      map: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.map.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.map.value = value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +      useMap: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.useMap.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.useMap.value = value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +      alphaMap: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.alphaMap.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.alphaMap.value = value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +      useAlphaMap: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.useAlphaMap.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.useAlphaMap.value = value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +      color: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.color.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.color.value = value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +      opacity: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.opacity.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.opacity.value = value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +      resolution: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.resolution.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.resolution.value.copy(value)
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +      sizeAttenuation: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.sizeAttenuation.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.sizeAttenuation.value = value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +      dashArray: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.dashArray.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.dashArray.value = value
 | 
	
		
			
				|  |  | +          this.useDash = value !== 0 ? 1 : 0
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +      dashOffset: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.dashOffset.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.dashOffset.value = value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +      dashRatio: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.dashRatio.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.dashRatio.value = value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +      useDash: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.useDash.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.useDash.value = value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +      visibility: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.visibility.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.visibility.value = value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +      alphaTest: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.alphaTest.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.alphaTest.value = value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +      repeat: {
 | 
	
		
			
				|  |  | +        enumerable: true,
 | 
	
		
			
				|  |  | +        get: function() {
 | 
	
		
			
				|  |  | +          return this.uniforms.repeat.value
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +        set: function(value) {
 | 
	
		
			
				|  |  | +          this.uniforms.repeat.value.copy(value)
 | 
	
		
			
				|  |  | +        },
 | 
	
		
			
				|  |  | +      },
 | 
	
		
			
				|  |  | +    })
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    this.setValues(parameters)
 | 
	
		
			
				|  |  | +  }
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +  MeshLineMaterial.prototype = Object.create(THREE.ShaderMaterial.prototype)
 | 
	
		
			
				|  |  | +  MeshLineMaterial.prototype.constructor = MeshLineMaterial
 | 
	
		
			
				|  |  | +  MeshLineMaterial.prototype.isMeshLineMaterial = true
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +  MeshLineMaterial.prototype.copy = function(source) {
 | 
	
		
			
				|  |  | +    THREE.ShaderMaterial.prototype.copy.call(this, source)
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    this.lineWidth = source.lineWidth
 | 
	
		
			
				|  |  | +    this.map = source.map
 | 
	
		
			
				|  |  | +    this.useMap = source.useMap
 | 
	
		
			
				|  |  | +    this.alphaMap = source.alphaMap
 | 
	
		
			
				|  |  | +    this.useAlphaMap = source.useAlphaMap
 | 
	
		
			
				|  |  | +    this.color.copy(source.color)
 | 
	
		
			
				|  |  | +    this.opacity = source.opacity
 | 
	
		
			
				|  |  | +    this.resolution.copy(source.resolution)
 | 
	
		
			
				|  |  | +    this.sizeAttenuation = source.sizeAttenuation
 | 
	
		
			
				|  |  | +    this.dashArray.copy(source.dashArray)
 | 
	
		
			
				|  |  | +    this.dashOffset.copy(source.dashOffset)
 | 
	
		
			
				|  |  | +    this.dashRatio.copy(source.dashRatio)
 | 
	
		
			
				|  |  | +    this.useDash = source.useDash
 | 
	
		
			
				|  |  | +    this.visibility = source.visibility
 | 
	
		
			
				|  |  | +    this.alphaTest = source.alphaTest
 | 
	
		
			
				|  |  | +    this.repeat.copy(source.repeat)
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +    return this
 | 
	
		
			
				|  |  | +  }
 | 
	
		
			
				|  |  | +
 | 
	
		
			
				|  |  | +  if (typeof exports !== 'undefined') {
 | 
	
		
			
				|  |  | +    if (typeof module !== 'undefined' && module.exports) {
 | 
	
		
			
				|  |  | +      exports = module.exports = {
 | 
	
		
			
				|  |  | +        MeshLine: MeshLine,
 | 
	
		
			
				|  |  | +        MeshLineMaterial: MeshLineMaterial,
 | 
	
		
			
				|  |  | +        MeshLineRaycast: MeshLineRaycast,
 | 
	
		
			
				|  |  | +      }
 | 
	
		
			
				|  |  | +    }
 | 
	
		
			
				|  |  | +    exports.MeshLine = MeshLine
 | 
	
		
			
				|  |  | +    exports.MeshLineMaterial = MeshLineMaterial
 | 
	
		
			
				|  |  | +    exports.MeshLineRaycast = MeshLineRaycast
 | 
	
		
			
				|  |  | +  } else {
 | 
	
		
			
				|  |  | +    root.MeshLine = MeshLine
 | 
	
		
			
				|  |  | +    root.MeshLineMaterial = MeshLineMaterial
 | 
	
		
			
				|  |  | +    root.MeshLineRaycast = MeshLineRaycast
 | 
	
		
			
				|  |  | +  }
 | 
	
		
			
				|  |  | +}.call(this))
 |