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| 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 }; | |