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2b7aae2 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 | 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 { PointsMaterial } from '../materials/PointsMaterial.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
const _inverseMatrix = /*@__PURE__*/ new Matrix4();
const _ray = /*@__PURE__*/ new Ray();
const _sphere = /*@__PURE__*/ new Sphere();
const _position = /*@__PURE__*/ new Vector3();
class Points extends Object3D {
constructor(geometry = new BufferGeometry(), material = new PointsMaterial()) {
super();
this.type = 'Points';
this.geometry = geometry;
this.material = material;
this.updateMorphTargets();
}
copy(source) {
super.copy(source);
this.material = source.material;
this.geometry = source.geometry;
return this;
}
raycast(raycaster, intersects) {
const geometry = this.geometry;
const matrixWorld = this.matrixWorld;
const threshold = raycaster.params.Points.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;
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, il = end; i < il; i++) {
const a = index.getX(i);
_position.fromBufferAttribute(positionAttribute, a);
testPoint(_position, a, localThresholdSq, matrixWorld, raycaster, intersects, 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; i < l; i++) {
_position.fromBufferAttribute(positionAttribute, i);
testPoint(_position, i, localThresholdSq, matrixWorld, raycaster, intersects, this);
}
}
} else {
console.error('THREE.Points.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.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.');
}
}
}
}
Points.prototype.isPoints = true;
function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) {
const rayPointDistanceSq = _ray.distanceSqToPoint(point);
if (rayPointDistanceSq < localThresholdSq) {
const intersectPoint = new Vector3();
_ray.closestPointToPoint(point, intersectPoint);
intersectPoint.applyMatrix4(matrixWorld);
const distance = raycaster.ray.origin.distanceTo(intersectPoint);
if (distance < raycaster.near || distance > raycaster.far) return;
intersects.push({
distance: distance,
distanceToRay: Math.sqrt(rayPointDistanceSq),
point: intersectPoint,
index: index,
face: null,
object: object,
});
}
}
export { Points };
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