| 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'; |
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| |
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|
| function Points( geometry, material ) { |
|
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| Object3D.call( this ); |
|
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| this.type = 'Points'; |
|
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| this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); |
| this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); |
|
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| } |
|
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| Points.prototype = Object.assign( Object.create( Object3D.prototype ), { |
|
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| constructor: Points, |
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| isPoints: true, |
|
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| raycast: ( function () { |
|
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| var inverseMatrix = new Matrix4(); |
| var ray = new Ray(); |
| var sphere = new Sphere(); |
|
|
| return function raycast( raycaster, intersects ) { |
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| var object = this; |
| var geometry = this.geometry; |
| var matrixWorld = this.matrixWorld; |
| var threshold = raycaster.params.Points.threshold; |
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| |
|
|
| if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); |
|
|
| sphere.copy( geometry.boundingSphere ); |
| sphere.applyMatrix4( matrixWorld ); |
| sphere.radius += threshold; |
|
|
| if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; |
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| |
|
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| inverseMatrix.getInverse( matrixWorld ); |
| ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); |
|
|
| var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); |
| var localThresholdSq = localThreshold * localThreshold; |
| var position = new Vector3(); |
| var intersectPoint = new Vector3(); |
|
|
| function testPoint( point, index ) { |
|
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| var rayPointDistanceSq = ray.distanceSqToPoint( point ); |
|
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| if ( rayPointDistanceSq < localThresholdSq ) { |
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| ray.closestPointToPoint( point, intersectPoint ); |
| intersectPoint.applyMatrix4( matrixWorld ); |
|
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| var distance = raycaster.ray.origin.distanceTo( intersectPoint ); |
|
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| if ( distance < raycaster.near || distance > raycaster.far ) return; |
|
|
| intersects.push( { |
|
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| distance: distance, |
| distanceToRay: Math.sqrt( rayPointDistanceSq ), |
| point: intersectPoint.clone(), |
| index: index, |
| face: null, |
| object: object |
|
|
| } ); |
|
|
| } |
|
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| } |
|
|
| if ( geometry.isBufferGeometry ) { |
|
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| var index = geometry.index; |
| var attributes = geometry.attributes; |
| var positions = attributes.position.array; |
|
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| if ( index !== null ) { |
|
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| var indices = index.array; |
|
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| for ( var i = 0, il = indices.length; i < il; i ++ ) { |
|
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| var a = indices[ i ]; |
|
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| position.fromArray( positions, a * 3 ); |
|
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| testPoint( position, a ); |
|
|
| } |
|
|
| } else { |
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| for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { |
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| position.fromArray( positions, i * 3 ); |
|
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| testPoint( position, i ); |
|
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| } |
|
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| } |
|
|
| } else { |
|
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| var vertices = geometry.vertices; |
|
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| for ( var i = 0, l = vertices.length; i < l; i ++ ) { |
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| testPoint( vertices[ i ], i ); |
|
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| } |
|
|
| } |
|
|
| }; |
|
|
| }() ), |
|
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| clone: function () { |
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| return new this.constructor( this.geometry, this.material ).copy( this ); |
|
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| } |
|
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| } ); |
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|
| export { Points }; |
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|