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import { Ray } from '../math/Ray.js';
/**
* @author mrdoob / http://mrdoob.com/
* @author bhouston / http://clara.io/
* @author stephomi / http://stephaneginier.com/
*/
function Raycaster( origin, direction, near, far ) {
this.ray = new Ray( origin, direction );
// direction is assumed to be normalized (for accurate distance calculations)
this.near = near || 0;
this.far = far || Infinity;
this.params = {
Mesh: {},
Line: {},
LOD: {},
Points: { threshold: 1 },
Sprite: {}
};
Object.defineProperties( this.params, {
PointCloud: {
get: function () {
console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
return this.Points;
}
}
} );
}
function ascSort( a, b ) {
return a.distance - b.distance;
}
function intersectObject( object, raycaster, intersects, recursive ) {
if ( object.visible === false ) return;
object.raycast( raycaster, intersects );
if ( recursive === true ) {
var children = object.children;
for ( var i = 0, l = children.length; i < l; i ++ ) {
intersectObject( children[ i ], raycaster, intersects, true );
}
}
}
Object.assign( Raycaster.prototype, {
linePrecision: 1,
set: function ( origin, direction ) {
// direction is assumed to be normalized (for accurate distance calculations)
this.ray.set( origin, direction );
},
setFromCamera: function ( coords, camera ) {
if ( ( camera && camera.isPerspectiveCamera ) ) {
this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
} else if ( ( camera && camera.isOrthographicCamera ) ) {
this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
} else {
console.error( 'THREE.Raycaster: Unsupported camera type.' );
}
},
intersectObject: function ( object, recursive, optionalTarget ) {
var intersects = optionalTarget || [];
intersectObject( object, this, intersects, recursive );
intersects.sort( ascSort );
return intersects;
},
intersectObjects: function ( objects, recursive, optionalTarget ) {
var intersects = optionalTarget || [];
if ( Array.isArray( objects ) === false ) {
console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
return intersects;
}
for ( var i = 0, l = objects.length; i < l; i ++ ) {
intersectObject( objects[ i ], this, intersects, recursive );
}
intersects.sort( ascSort );
return intersects;
}
} );
export { Raycaster };
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