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[READ-ONLY] Mirror of https://github.com/flo-bit/shapecraft. flo-bit.dev/shapecraft
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4.0 kB · 168 lines
JavaScript
at commit da69385e
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169import { 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();
class Points extends Object3D {
constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
super();
this.isPoints = true;
this.type = 'Points';
this.geometry = geometry; this.material = material;
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;
}
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 );
}
}
}
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 };