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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/ | |
*/ | |
function Points( geometry, material ) { | |
Object3D.call( this ); | |
this.type = 'Points'; | |
this.geometry = geometry !== undefined ? geometry : new BufferGeometry(); | |
this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } ); | |
} | |
Points.prototype = Object.assign( Object.create( Object3D.prototype ), { | |
constructor: Points, | |
isPoints: true, | |
raycast: ( function () { | |
var inverseMatrix = new Matrix4(); | |
var ray = new Ray(); | |
var sphere = new Sphere(); | |
return function raycast( raycaster, intersects ) { | |
var object = this; | |
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; | |
var position = new Vector3(); | |
var intersectPoint = new Vector3(); | |
function testPoint( point, index ) { | |
var rayPointDistanceSq = ray.distanceSqToPoint( point ); | |
if ( rayPointDistanceSq < localThresholdSq ) { | |
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.clone(), | |
index: index, | |
face: null, | |
object: object | |
} ); | |
} | |
} | |
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 ); | |
} | |
} else { | |
for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { | |
position.fromArray( positions, i * 3 ); | |
testPoint( position, i ); | |
} | |
} | |
} else { | |
var vertices = geometry.vertices; | |
for ( var i = 0, l = vertices.length; i < l; i ++ ) { | |
testPoint( vertices[ i ], i ); | |
} | |
} | |
}; | |
}() ), | |
clone: function () { | |
return new this.constructor( this.geometry, this.material ).copy( this ); | |
} | |
} ); | |
export { Points }; | |