three
Version:
JavaScript 3D library
192 lines (110 loc) • 4.33 kB
JavaScript
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 = new Matrix4();
const _ray = new Ray();
const _sphere = new Sphere();
const _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,
copy: function ( source ) {
Object3D.prototype.copy.call( this, source );
this.material = source.material;
this.geometry = source.geometry;
return this;
},
raycast: function ( raycaster, intersects ) {
const geometry = this.geometry;
const matrixWorld = this.matrixWorld;
const 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 );
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 positions = attributes.position.array;
if ( index !== null ) {
const indices = index.array;
for ( let i = 0, il = indices.length; i < il; i ++ ) {
const a = indices[ i ];
_position.fromArray( positions, a * 3 );
testPoint( _position, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
}
} else {
for ( let i = 0, l = positions.length / 3; i < l; i ++ ) {
_position.fromArray( positions, i * 3 );
testPoint( _position, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
}
}
} else {
const vertices = geometry.vertices;
for ( let i = 0, l = vertices.length; i < l; i ++ ) {
testPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );
}
}
},
updateMorphTargets: function () {
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.' );
}
}
}
} );
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 };