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awv3

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'use strict'; Object.defineProperty(exports, "__esModule", { value: true }); exports.default = undefined; var _getPrototypeOf = require('babel-runtime/core-js/object/get-prototype-of'); var _getPrototypeOf2 = _interopRequireDefault(_getPrototypeOf); var _classCallCheck2 = require('babel-runtime/helpers/classCallCheck'); var _classCallCheck3 = _interopRequireDefault(_classCallCheck2); var _createClass2 = require('babel-runtime/helpers/createClass'); var _createClass3 = _interopRequireDefault(_createClass2); var _possibleConstructorReturn2 = require('babel-runtime/helpers/possibleConstructorReturn'); var _possibleConstructorReturn3 = _interopRequireDefault(_possibleConstructorReturn2); var _inherits2 = require('babel-runtime/helpers/inherits'); var _inherits3 = _interopRequireDefault(_inherits2); var _three = require('three'); var THREE = _interopRequireWildcard(_three); function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } /** * @class Region contains vertices from ClassCAD, which are not visible, but * can be selected through raycasting and then be created with the given * information {id, point, meta}. */ var Region = function (_THREE$Object3D) { (0, _inherits3.default)(Region, _THREE$Object3D); function Region() { (0, _classCallCheck3.default)(this, Region); var _this = (0, _possibleConstructorReturn3.default)(this, (Region.__proto__ || (0, _getPrototypeOf2.default)(Region)).call(this)); _this.type = 'Region'; _this.boundingSphere = null; _this.points = []; // structure: { id, point, meta } _this.radiussq = 0; return _this; } /** * This code is mostly copied form THREE.Points.js and adjusted to the fact * that Region does not have geometry or graphical representation */ (0, _createClass3.default)(Region, [{ key: 'raycast', value: function raycast(raycaster, intersects) { var inverseMatrix = new THREE.Matrix4(); var ray = new THREE.Ray(); var sphere = new THREE.Sphere(); var object = this; var matrixWorld = this.matrixWorld; var threshold = raycaster.params.Points.threshold; // Checking boundingSphere distance to ray if (this.boundingSphere === null) this.computeBoundingSphere(); sphere.copy(this.boundingSphere); // sphere.applyMatrix4(matrixWorld); //TODO if (raycaster.ray.intersectsSphere(sphere) === false) return; // inverseMatrix.getInverse(matrixWorld);//TODO ray.copy(raycaster.ray); //.applyMatrix4(inverseMatrix);//TODO var localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3); var localThresholdSq = localThreshold * localThreshold; //test each point for (var i = 0; i < this.points.length; i++) { var entry = this.points[i]; if (entry.point) { var point = entry.point; var rayPointDistanceSq = ray.distanceSqToPoint(point); if (rayPointDistanceSq < localThresholdSq + this.radiussq) { var intersectPoint = ray.closestPointToPoint(point); // intersectPoint.applyMatrix4(matrixWorld);//TODO 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.clone(), index: i, face: null, object: object, ref: entry }); } } } } /** * Computes the bounding sphere of the points (in model coordinates). */ }, { key: 'computeBoundingSphere', value: function computeBoundingSphere() { if (this.boundingSphere === null) { this.boundingSphere = new THREE.Sphere(); } var positions = []; this.points.forEach(function (entry) { positions.push(entry.meta.position); }); this.boundingSphere.setFromPoints(positions); } }]); return Region; }(THREE.Object3D); exports.default = Region;