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'; /** * @author alteredq / http://alteredqualia.com/ */ var _inverseMatrix = new Matrix4(); var _ray = new Ray(); var _sphere = new Sphere(); var _position = new Vector3(); function Points( geometry, material ) { Object3D.call( this ); this.type = 'Points'; this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); this.material = material !== undefined ? material : new PointsMaterial(); this.updateMorphTargets(); } Points.prototype = Object.assign( Object.create( Object3D.prototype ), { constructor: Points, isPoints: true, raycast: function ( raycaster, intersects ) { var geometry = this.geometry; var matrixWorld = this.matrixWorld; var threshold = raycaster.params.Points.threshold; // 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.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; if ( geometry.isBufferGeometry ) { var index = geometry.index; var attributes = geometry.attributes; var positions = attributes.position.array; if ( index !== null ) { var indices = index.array; for ( var i = 0, il = indices.length; i < il; i ++ ) { var a = indices[ i ]; _position.fromArray( positions, a * 3 ); testPoint( _position, a, localThresholdSq, matrixWorld, raycaster, intersects, this ); } } else { for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { _position.fromArray( positions, i * 3 ); testPoint( _position, i, localThresholdSq, matrixWorld, raycaster, intersects, this ); } } } else { var vertices = geometry.vertices; for ( var i = 0, l = vertices.length; i < l; i ++ ) { testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this ); } } }, updateMorphTargets: function () { var geometry = this.geometry; var m, ml, name; if ( geometry.isBufferGeometry ) { var morphAttributes = geometry.morphAttributes; var keys = Object.keys( morphAttributes ); if ( keys.length > 0 ) { var morphAttribute = morphAttributes[ keys[ 0 ] ]; if ( morphAttribute !== undefined ) { this.morphTargetInfluences = []; this.morphTargetDictionary = {}; for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) { name = morphAttribute[ m ].name || String( m ); this.morphTargetInfluences.push( 0 ); this.morphTargetDictionary[ name ] = m; } } } } else { var morphTargets = geometry.morphTargets; if ( morphTargets !== undefined && morphTargets.length > 0 ) { console.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' ); } } }, clone: function () { return new this.constructor( this.geometry, this.material ).copy( this ); } } ); function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { var rayPointDistanceSq = _ray.distanceSqToPoint( point ); if ( rayPointDistanceSq < localThresholdSq ) { var intersectPoint = new Vector3(); _ray.closestPointToPoint( point, intersectPoint ); intersectPoint.applyMatrix4( matrixWorld ); var 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 };