mirror of
https://github.com/jiawanlong/Cesium-Examples.git
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167 lines
3.8 KiB
JavaScript
167 lines
3.8 KiB
JavaScript
import { Sphere } from '../math/Sphere.js';
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import { Ray } from '../math/Ray.js';
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import { Matrix4 } from '../math/Matrix4.js';
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import { Object3D } from '../core/Object3D.js';
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import { Vector3 } from '../math/Vector3.js';
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import { PointsMaterial } from '../materials/PointsMaterial.js';
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import { BufferGeometry } from '../core/BufferGeometry.js';
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const _inverseMatrix = /*@__PURE__*/ new Matrix4();
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const _ray = /*@__PURE__*/ new Ray();
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const _sphere = /*@__PURE__*/ new Sphere();
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const _position = /*@__PURE__*/ new Vector3();
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class Points extends Object3D {
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constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) {
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super();
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this.isPoints = true;
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this.type = 'Points';
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this.geometry = geometry;
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this.material = material;
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this.updateMorphTargets();
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}
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copy( source, recursive ) {
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super.copy( source, recursive );
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this.material = source.material;
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this.geometry = source.geometry;
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return this;
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}
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raycast( raycaster, intersects ) {
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const geometry = this.geometry;
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const matrixWorld = this.matrixWorld;
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const threshold = raycaster.params.Points.threshold;
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const drawRange = geometry.drawRange;
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// Checking boundingSphere distance to ray
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if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
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_sphere.copy( geometry.boundingSphere );
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_sphere.applyMatrix4( matrixWorld );
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_sphere.radius += threshold;
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if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;
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//
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_inverseMatrix.copy( matrixWorld ).invert();
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_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );
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const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
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const localThresholdSq = localThreshold * localThreshold;
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const index = geometry.index;
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const attributes = geometry.attributes;
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const positionAttribute = attributes.position;
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if ( index !== null ) {
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const start = Math.max( 0, drawRange.start );
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const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
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for ( let i = start, il = end; i < il; i ++ ) {
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const a = index.getX( i );
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_position.fromBufferAttribute( positionAttribute, a );
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testPoint( _position, a, localThresholdSq, matrixWorld, raycaster, intersects, this );
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}
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} else {
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const start = Math.max( 0, drawRange.start );
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const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
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for ( let i = start, l = end; i < l; i ++ ) {
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_position.fromBufferAttribute( positionAttribute, i );
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testPoint( _position, i, localThresholdSq, matrixWorld, raycaster, intersects, this );
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}
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}
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}
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updateMorphTargets() {
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const geometry = this.geometry;
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const morphAttributes = geometry.morphAttributes;
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const keys = Object.keys( morphAttributes );
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if ( keys.length > 0 ) {
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const morphAttribute = morphAttributes[ keys[ 0 ] ];
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if ( morphAttribute !== undefined ) {
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this.morphTargetInfluences = [];
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this.morphTargetDictionary = {};
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for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
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const name = morphAttribute[ m ].name || String( m );
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this.morphTargetInfluences.push( 0 );
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this.morphTargetDictionary[ name ] = m;
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}
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}
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}
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}
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}
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function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {
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const rayPointDistanceSq = _ray.distanceSqToPoint( point );
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if ( rayPointDistanceSq < localThresholdSq ) {
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const intersectPoint = new Vector3();
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_ray.closestPointToPoint( point, intersectPoint );
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intersectPoint.applyMatrix4( matrixWorld );
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const distance = raycaster.ray.origin.distanceTo( intersectPoint );
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if ( distance < raycaster.near || distance > raycaster.far ) return;
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intersects.push( {
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distance: distance,
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distanceToRay: Math.sqrt( rayPointDistanceSq ),
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point: intersectPoint,
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index: index,
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face: null,
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object: object
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} );
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}
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}
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export { Points };
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