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 };