Buckets:
| 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 = /*@__PURE__*/ new Matrix4(); | |
| const _ray = /*@__PURE__*/ new Ray(); | |
| const _sphere = /*@__PURE__*/ new Sphere(); | |
| const _position = /*@__PURE__*/ new Vector3(); | |
| /** | |
| * A class for displaying points or point clouds. | |
| * | |
| * @augments Object3D | |
| */ | |
| class Points extends Object3D { | |
| /** | |
| * Constructs a new point cloud. | |
| * | |
| * @param {BufferGeometry} [geometry] - The points geometry. | |
| * @param {Material|Array<Material>} [material] - The points material. | |
| */ | |
| constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) { | |
| super(); | |
| /** | |
| * This flag can be used for type testing. | |
| * | |
| * @type {boolean} | |
| * @readonly | |
| * @default true | |
| */ | |
| this.isPoints = true; | |
| this.type = 'Points'; | |
| /** | |
| * The points geometry. | |
| * | |
| * @type {BufferGeometry} | |
| */ | |
| this.geometry = geometry; | |
| /** | |
| * The line material. | |
| * | |
| * @type {Material|Array<Material>} | |
| * @default PointsMaterial | |
| */ | |
| this.material = material; | |
| /** | |
| * A dictionary representing the morph targets in the geometry. The key is the | |
| * morph targets name, the value its attribute index. This member is `undefined` | |
| * by default and only set when morph targets are detected in the geometry. | |
| * | |
| * @type {Object<String,number>|undefined} | |
| * @default undefined | |
| */ | |
| this.morphTargetDictionary = undefined; | |
| /** | |
| * An array of weights typically in the range `[0,1]` that specify how much of the morph | |
| * is applied. This member is `undefined` by default and only set when morph targets are | |
| * detected in the geometry. | |
| * | |
| * @type {Array<number>|undefined} | |
| * @default undefined | |
| */ | |
| this.morphTargetInfluences = undefined; | |
| this.updateMorphTargets(); | |
| } | |
| copy( source, recursive ) { | |
| super.copy( source, recursive ); | |
| this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; | |
| this.geometry = source.geometry; | |
| return this; | |
| } | |
| /** | |
| * Computes intersection points between a casted ray and this point cloud. | |
| * | |
| * @param {Raycaster} raycaster - The raycaster. | |
| * @param {Array<Object>} intersects - The target array that holds the intersection points. | |
| */ | |
| raycast( raycaster, intersects ) { | |
| const geometry = this.geometry; | |
| const matrixWorld = this.matrixWorld; | |
| const threshold = raycaster.params.Points.threshold; | |
| const drawRange = geometry.drawRange; | |
| // 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.copy( matrixWorld ).invert(); | |
| _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix ); | |
| const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); | |
| const localThresholdSq = localThreshold * localThreshold; | |
| const index = geometry.index; | |
| const attributes = geometry.attributes; | |
| const positionAttribute = attributes.position; | |
| if ( index !== null ) { | |
| const start = Math.max( 0, drawRange.start ); | |
| const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); | |
| for ( let i = start, il = end; i < il; i ++ ) { | |
| const a = index.getX( i ); | |
| _position.fromBufferAttribute( positionAttribute, a ); | |
| testPoint( _position, a, localThresholdSq, matrixWorld, raycaster, intersects, this ); | |
| } | |
| } else { | |
| const start = Math.max( 0, drawRange.start ); | |
| const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); | |
| for ( let i = start, l = end; i < l; i ++ ) { | |
| _position.fromBufferAttribute( positionAttribute, i ); | |
| testPoint( _position, i, localThresholdSq, matrixWorld, raycaster, intersects, this ); | |
| } | |
| } | |
| } | |
| /** | |
| * Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences} | |
| * to make sure existing morph targets can influence this 3D object. | |
| */ | |
| updateMorphTargets() { | |
| const geometry = this.geometry; | |
| 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; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| 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, | |
| faceIndex: null, | |
| barycoord: null, | |
| object: object | |
| } ); | |
| } | |
| } | |
| export { Points }; | |
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