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import * as THREE from 'three'; /** * @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}. */ export default class Region extends THREE.Object3D { constructor() { super(); this.type = 'Region'; this.boundingSphere = null; this.points = []; // structure: { id, point, meta } this.radiussq = 0; } /** * This code is mostly copied form THREE.Points.js and adjusted to the fact * that Region does not have geometry or graphical representation */ 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 (let i = 0; i < this.points.length; i++) { let entry = this.points[i]; if (entry.point) { let 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). */ computeBoundingSphere() { if (this.boundingSphere === null) { this.boundingSphere = new THREE.Sphere(); } let positions = []; this.points.forEach(entry => { positions.push(entry.meta.position); }); this.boundingSphere.setFromPoints(positions); } }