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meshline - npm Package Compare versions

Comparing version 3.0.4 to 3.1.0

7

dist/index.d.ts

@@ -6,6 +6,9 @@ import * as THREE from 'three'

geometry: THREE.BufferGeometry
points: Float32Array | Array<number>
points: Float32Array | Array<THREE.Vector3 | THREE.Vector2 | [number, number, number] | [number, number] | number>
isMeshLine: boolean
setPoints(points: Float32Array | Array<number>, wcb?: (p: number) => any): void
setPoints(
points: Float32Array | Array<THREE.Vector3 | THREE.Vector2 | [number, number, number] | [number, number] | number>,
wcb?: (p: number) => any,
): void
setMatrixWorld(matrixWorld: THREE.Matrix4): void

@@ -12,0 +15,0 @@ setGeometry(g: THREE.BufferGeometry, c: (p: number) => any): void

@@ -11,3 +11,9 @@ import * as r from "three";

}
class S extends r.BufferGeometry {
function C(a) {
return a instanceof Float32Array ? a : a.map((t) => {
const e = Array.isArray(t);
return t instanceof r.Vector3 ? [t.x, t.y, t.z] : t instanceof r.Vector2 ? [t.x, t.y, 0] : e && t.length === 3 ? [t[0], t[1], t[2]] : e && t.length === 2 ? [t[0], t[1], 0] : t;
}).flat();
}
class V extends r.BufferGeometry {
constructor() {

@@ -42,3 +48,3 @@ super(), this.type = "MeshLine", this.isMeshLine = !0, this.positions = [], this.previous = [], this.next = [], this.side = [], this.width = [], this.indices_array = [], this.uvs = [], this.counters = [], this._points = [], this._geom = null, this.widthCallback = null, this.matrixWorld = new r.Matrix4(), Object.defineProperties(this, {

setPoints(t, e) {
if (!(t instanceof Float32Array) && !(t instanceof Array)) {
if (t = C(t), !(t instanceof Float32Array) && !(t instanceof Array)) {
console.error("ERROR: The BufferArray of points is not instancied correctly.");

@@ -205,3 +211,3 @@ return;

}`;
class V extends r.ShaderMaterial {
class k extends r.ShaderMaterial {
constructor(t) {

@@ -380,3 +386,3 @@ super({

}
function k(a, t) {
function U(a, t) {
const e = new r.Matrix4(), i = new r.Ray(), s = new r.Sphere(), n = new r.Vector3(), u = this.geometry;

@@ -392,4 +398,4 @@ if (s.copy(u.boundingSphere), s.applyMatrix4(this.matrixWorld), a.ray.intersectSphere(s, n) === !1)

o.fromArray(y, w * 3), f.fromArray(y, _ * 3);
const M = b[Math.floor(h / 3)] != null ? b[Math.floor(h / 3)] : 1, g = a.params.Line.threshold + this.material.lineWidth * M / 2, C = g * g;
if (i.distanceSqToSegment(o, f, n, d) > C)
const M = b[Math.floor(h / 3)] != null ? b[Math.floor(h / 3)] : 1, g = a.params.Line.threshold + this.material.lineWidth * M / 2, P = g * g;
if (i.distanceSqToSegment(o, f, n, d) > P)
continue;

@@ -410,5 +416,5 @@ n.applyMatrix4(this.matrixWorld);

export {
S as MeshLineGeometry,
V as MeshLineMaterial,
k as raycast
V as MeshLineGeometry,
k as MeshLineMaterial,
U as raycast
};
{
"name": "meshline",
"version": "3.0.4",
"version": "3.1.0",
"author": "Jaume Sanchez <the.spite@gmail.com> (https://www.clicktorelease.com)",

@@ -5,0 +5,0 @@ "license": "MIT",

@@ -25,19 +25,22 @@ # MeshLine

##### Create an array of 3D coordinates
##### Create a MeshLine
First, create the list of numbers that will define the 3D points for the line.
Create a `MeshLineGeometry` instance.
```jsx
const points = []
for (let j = 0; j < Math.PI; j += (2 * Math.PI) / 100) {
points.push(Math.cos(j), Math.sin(j), 0)
}
const geometry = new MeshLineGeometry()
```
##### Create a MeshLine and assign the points
##### Create and assign points
Once you have that, you can create a new `MeshLineGeometry`, and call `.setPoints()` passing the list of points.
Pass a list of points into `.setPoints()`. Expected inputs are:
- `Float32Array`
- `Array<THREE.Vector3 | THREE.Vector2 | [number, number, number] | [number, number] | number>`
```jsx
const geometry = new MeshLineGeometry()
const points = []
for (let j = 0; j < Math.PI; j += (2 * Math.PI) / 100) {
points.push(Math.cos(j), Math.sin(j), 0)
}
geometry.setPoints(points)

@@ -44,0 +47,0 @@ ```

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