itowns 2.43.2-next.3 → 2.43.2-next.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/debug.js +1 -1
- package/dist/debug.js.map +1 -1
- package/dist/itowns.js +1 -1
- package/dist/itowns.js.map +1 -1
- package/examples/3dtiles_25d.html +1 -1
- package/examples/3dtiles_basic.html +2 -2
- package/examples/3dtiles_batch_table.html +1 -3
- package/examples/3dtiles_pointcloud.html +9 -15
- package/examples/copc_simple_loader.html +1 -1
- package/examples/entwine_3d_loader.html +1 -1
- package/examples/entwine_simple_loader.html +1 -1
- package/examples/potree_25d_map.html +1 -1
- package/examples/potree_3d_map.html +1 -1
- package/lib/Layer/C3DTilesLayer.js +3 -1
- package/lib/Layer/PointCloudLayer.js +1 -1
- package/lib/Layer/ReferencingLayerProperties.js +4 -3
- package/lib/Provider/3dTilesProvider.js +1 -0
- package/lib/Renderer/PointsMaterial.js +14 -9
- package/package.json +1 -1
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@@ -114,7 +114,7 @@
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var menu = new GuiTools('menuDiv', view);
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var d = new debug.Debug(view, menu.gui);
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debug.createTileDebugUI(menu.gui, view, view.tileLayer, d);
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debug.create3dTilesDebugUI(menu.gui, view, $3dTilesLayer
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debug.create3dTilesDebugUI(menu.gui, view, $3dTilesLayer);
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</script>
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</body>
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</html>
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@@ -81,8 +81,8 @@
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// Add the UI Debug
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var d = new debug.Debug(view, menuGlobe.gui);
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debug.createTileDebugUI(menuGlobe.gui, view, view.tileLayer, d);
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debug.create3dTilesDebugUI(menuGlobe.gui, view, $3dTilesLayerDiscreteLOD
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debug.create3dTilesDebugUI(menuGlobe.gui, view, $3dTilesLayerRequestVolume
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debug.create3dTilesDebugUI(menuGlobe.gui, view, $3dTilesLayerDiscreteLOD);
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debug.create3dTilesDebugUI(menuGlobe.gui, view, $3dTilesLayerRequestVolume);
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d.zoom = function() {
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view.camera3D.position.set(1215013.9, -4736315.5, 4081597.5);
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view.camera3D.quaternion.set(0.9108514448729665, 0.13456816437801225, 0.1107206134840362, 0.3741416847378546);
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@@ -80,9 +80,7 @@
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// Add a debug UI
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var d = new debug.Debug(view, menuGlobe.gui);
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debug.createTileDebugUI(menuGlobe.gui, view, view.tileLayer, d);
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debug.create3dTilesDebugUI(menuGlobe.gui, view,
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$3dTilesLayerBTHierarchy,
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d);
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debug.create3dTilesDebugUI(menuGlobe.gui, view, $3dTilesLayerBTHierarchy);
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</script>
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</body>
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</html>
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@@ -58,14 +58,15 @@
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}
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// Create a new Layer 3d-tiles For Pointcloud
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// -------------------------------------------
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var $3dTilesSource = new itowns.C3DTilesSource({
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url: 'https://raw.githubusercontent.com/iTowns/iTowns2-sample-data/master/pointclouds/pnts-sete-2021-0756_6256/tileset.json',
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});
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var $3dTilesLayerSetePC = new itowns.C3DTilesLayer('3d-tiles-sete', {
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name: 'SetePC',
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sseThreshold: 5,
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pntsMode: itowns.PNTS_MODE.CLASSIFICATION,
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pntsShape : itowns.PNTS_SHAPE.CIRCLE,
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source:
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url: 'https://raw.githubusercontent.com/iTowns/iTowns2-sample-data/master/pointclouds/pnts-sete-2021-0756_6256/tileset.json',
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}),
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source: $3dTilesSource,
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}, view);
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$3dTilesLayerSetePC.addEventListener(
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@@ -84,18 +85,11 @@
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// Add the UI Debug
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var d = new debug.Debug(view, menuGlobe.gui);
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}
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menuGlobe.gui.add(d, 'switch').name('Mode Switch');
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$3dTilesLayerSetePC.whenReady
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.then(() => {
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debug.createTileDebugUI(menuGlobe.gui, view, view.tileLayer, d);
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debug.create3dTilesDebugUI(menuGlobe.gui, view, $3dTilesLayerSetePC);
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});
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</script>
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</body>
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</html>
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@@ -104,7 +104,7 @@
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view.addLayer(eptLayer).then(onLayerReady);
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eptLayer.whenReady
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.then(() => debug.
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.then(() => debug.PointCloudDebug.initTools(view, eptLayer, debugGui));
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function dblClickHandler(event) {
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var pick = view.pickObjectsAt(event, 5, eptLayer);
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@@ -102,7 +102,7 @@
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potreeLayer.root.bbox.getSize(size);
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potreeLayer.root.bbox.getCenter(lookAt);
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debug.
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debug.PointCloudDebug.initTools(view, potreeLayer, debugGui);
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view.camera3D.far = 2.0 * size.length();
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@@ -71,7 +71,7 @@
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// add potreeLayer to scene
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function onLayerReady() {
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debug.
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debug.PointCloudDebug.initTools(view, potreeLayer, debugGui);
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// update stats window
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var info = document.getElementById('info');
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@@ -92,7 +92,9 @@ class C3DTilesLayer extends GeometryLayer {
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* @param {Number} [config.cleanupDelay=1000] The time (in ms) after which a tile content (and its children) are
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* removed from the scene.
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* @param {C3DTExtensions} [config.registeredExtensions] 3D Tiles extensions managers registered for this tileset.
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* @param {String} [config.pntsMode= PNTS_MODE.COLOR] {@link PointsMaterials} Point cloud coloring mode.
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* @param {String} [config.pntsMode= PNTS_MODE.COLOR] {@link PointsMaterials} Point cloud coloring mode.
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* Only 'COLOR' or 'CLASSIFICATION' are possible. COLOR uses RGB colors of the points,
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* CLASSIFICATION uses a classification property of the batch table to color points.
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* @param {String} [config.pntsShape= PNTS_SHAPE.CIRCLE] Point cloud point shape. Only 'CIRCLE' or 'SQUARE' are possible.
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* @param {String} [config.pntsSizeMode= PNTS_SIZE_MODE.VALUE] {@link PointsMaterials} Point cloud size mode. Only 'VALUE' or 'ATTENUATED' are possible. VALUE use constant size, ATTENUATED compute size depending on distance from point to camera.
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* @param {Number} [config.pntsMinAttenuatedSize=3] Minimum scale used by 'ATTENUATED' size mode
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@@ -176,7 +176,7 @@ class PointCloudLayer extends GeometryLayer {
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if (this.material) {
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this.material.visible = this.visible;
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this.material.opacity = this.opacity;
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this.material.transparent = this.opacity < 1;
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this.material.transparent = this.opacity < 1 || this.material.userData.needTransparency[this.material.mode];
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this.material.size = this.pointSize;
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this.material.scale = context.camera.preSSE;
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if (this.material.updateUniforms) {
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@@ -1,6 +1,5 @@
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// next step is move these properties to Style class
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// and hide transparent mechanism
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function ReferLayerProperties(material, layer) {
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if (layer && layer.isGeometryLayer) {
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let transparent = material.transparent;
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@@ -44,9 +43,11 @@ function ReferLayerProperties(material, layer) {
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});
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Object.defineProperty(material, 'transparent', {
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get: () => {
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var _material$userData$ne;
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const needTransparency = ((_material$userData$ne = material.userData.needTransparency) === null || _material$userData$ne === void 0 ? void 0 : _material$userData$ne[material.mode]) || material.layer.opacity < 1.0;
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if (transparent != needTransparency) {
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material.needsUpdate = true;
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transparent =
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transparent = needTransparency;
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}
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return transparent;
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}
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} else if (magic == 'b3dm') {
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func = supportedFormats.b3dm;
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} else if (magic == 'pnts') {
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layer.hasPnts = true;
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func = supportedFormats.pnts;
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} else if (magic == 'glTF') {
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func = supportedFormats.gltf;
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import * as THREE from 'three';
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/* babel-plugin-inline-import './Shader/PointsVS.glsl' */
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const PointsVS = "#include <itowns/precision_qualifier>\n#if defined(USE_TEXTURES_PROJECTIVE)\n#include <itowns/projective_texturing_pars_vertex>\n#endif\n#include <common>\n#include <logdepthbuf_pars_vertex>\n\n#define NB_CLASS 8.\n\nuniform float size;\nuniform float scale;\n\nuniform bool picking;\nuniform int mode;\nuniform float opacity;\nuniform vec4 overlayColor;\n\nuniform vec2 elevationRange;\nuniform vec2 intensityRange;\nuniform vec2 angleRange;\n\nuniform
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const PointsVS = "#include <itowns/precision_qualifier>\n#if defined(USE_TEXTURES_PROJECTIVE)\n#include <itowns/projective_texturing_pars_vertex>\n#endif\n#include <common>\n#include <logdepthbuf_pars_vertex>\n\n#define NB_CLASS 8.\n\nuniform float size;\nuniform float scale;\n\nuniform bool picking;\nuniform int mode;\nuniform float opacity;\nuniform vec4 overlayColor;\n\nuniform vec2 elevationRange;\nuniform vec2 intensityRange;\nuniform vec2 angleRange;\n\nuniform sampler2D classificationTexture;\nuniform sampler2D discreteTexture;\nuniform sampler2D gradientTexture;\nuniform int sizeMode;\nuniform float minAttenuatedSize;\nuniform float maxAttenuatedSize;\n\nattribute vec3 color;\nattribute vec2 range;\nattribute vec4 unique_id;\nattribute float intensity;\nattribute float classification;\nattribute float pointSourceID;\n\nattribute float returnNumber;\nattribute float numberOfReturns;\nattribute float scanAngle;\n\n#if defined(NORMAL_OCT16)\nattribute vec2 oct16Normal;\n#elif defined(NORMAL_SPHEREMAPPED)\nattribute vec2 sphereMappedNormal;\n#endif\n\nvarying vec4 vColor;\n\n// see https://web.archive.org/web/20150303053317/http://lgdv.cs.fau.de/get/1602\n// and implementation in PotreeConverter (BINPointReader.cpp) and potree (BinaryDecoderWorker.js)\n#if defined(NORMAL_OCT16)\nvec3 decodeOct16Normal(vec2 encodedNormal) {\n vec2 nNorm = 2. * (encodedNormal / 255.) - 1.;\n vec3 n;\n n.z = 1. - abs(nNorm.x) - abs(nNorm.y);\n if (n.z >= 0.) {\n n.x = nNorm.x;\n n.y = nNorm.y;\n } else {\n n.x = sign(nNorm.x) - sign(nNorm.x) * sign(nNorm.y) * nNorm.y;\n n.y = sign(nNorm.y) - sign(nNorm.y) * sign(nNorm.x) * nNorm.x;\n }\n return normalize(n);\n}\n#elif defined(NORMAL_SPHEREMAPPED)\n// see http://aras-p.info/texts/CompactNormalStorage.html method #4\n// or see potree's implementation in BINPointReader.cpp\nvec3 decodeSphereMappedNormal(vec2 encodedNormal) {\n vec2 fenc = 2. * encodedNormal / 255. - 1.;\n float f = dot(fenc,fenc);\n float g = 2. * sqrt(1. - f);\n vec3 n;\n n.xy = fenc * g;\n n.z = 1. - 2. * f;\n return n;\n}\n#endif\n\nvoid main() {\n\n#if defined(NORMAL_OCT16)\n vec3 normal = decodeOct16Normal(oct16Normal);\n#elif defined(NORMAL_SPHEREMAPPED)\n vec3 normal = decodeSphereMappedNormal(sphereMappedNormal);\n#elif defined(NORMAL)\n // nothing to do\n#else\n // default to color\n vec3 normal = color;\n#endif\n\n if (picking) {\n vColor = unique_id;\n } else {\n vColor.a = 1.0;\n if (mode == PNTS_MODE_CLASSIFICATION) {\n vec2 uv = vec2(classification/255., 0.5);\n vColor = texture2D(classificationTexture, uv);\n } else if (mode == PNTS_MODE_NORMAL) {\n vColor.rgb = abs(normal);\n } else if (mode == PNTS_MODE_COLOR) {\n // default to color mode\n vColor.rgb = mix(color, overlayColor.rgb, overlayColor.a);\n } else if (mode == PNTS_MODE_RETURN_NUMBER) {\n vec2 uv = vec2(returnNumber/255., 0.5);\n vColor = texture2D(discreteTexture, uv);\n } else if (mode == PNTS_MODE_RETURN_TYPE) {\n float returnType;\n if (returnNumber > numberOfReturns) {\n returnType = 4.;\n } else if (returnNumber == 1.) {\n if (numberOfReturns == 1.) {\n // single\n returnType = 0.;\n } else {\n // first\n returnType = 1.;\n }\n } else {\n if (returnNumber == numberOfReturns) {\n // last\n returnType = 3.;\n } else {\n // intermediate\n returnType = 2.;\n }\n }\n vec2 uv = vec2(returnType/255., 0.5);\n vColor = texture2D(discreteTexture, uv);\n } else if (mode == PNTS_MODE_RETURN_COUNT) {\n vec2 uv = vec2(numberOfReturns/255., 0.5);\n vColor = texture2D(discreteTexture, uv);\n } else if (mode == PNTS_MODE_POINT_SOURCE_ID) {\n vec2 uv = vec2(mod(pointSourceID, NB_CLASS)/255., 0.5);\n vColor = texture2D(discreteTexture, uv);\n } else if (mode == PNTS_MODE_SCAN_ANGLE) {\n float i = (scanAngle - angleRange.x) / (angleRange.y - angleRange.x);\n vec2 uv = vec2(i, (1. - i));\n vColor = texture2D(gradientTexture, uv);\n } else if (mode == PNTS_MODE_INTENSITY) {\n float i = (intensity - intensityRange.x) / (intensityRange.y - intensityRange.x);\n vec2 uv = vec2(i, (1. - i));\n vColor = texture2D(gradientTexture, uv);\n } else if (mode == PNTS_MODE_ELEVATION) {\n float i = (position.z - elevationRange.x) / (elevationRange.y - elevationRange.x);\n vec2 uv = vec2(i, (1. - i));\n vColor = texture2D(gradientTexture, uv);\n }\n\n vColor.a *= opacity;\n }\n\n #include <begin_vertex>\n #include <project_vertex>\n\n gl_PointSize = size;\n\n if (sizeMode == PNTS_SIZE_MODE_ATTENUATED) {\n bool isPerspective = isPerspectiveMatrix(projectionMatrix);\n\n if (isPerspective) {\n gl_PointSize *= scale / -mvPosition.z;\n gl_PointSize = clamp(gl_PointSize, minAttenuatedSize, maxAttenuatedSize);\n }\n }\n\n#if defined(USE_TEXTURES_PROJECTIVE)\n #include <itowns/projective_texturing_vertex>\n#endif\n #include <logdepthbuf_vertex>\n}\n";
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/* babel-plugin-inline-import './Shader/PointsFS.glsl' */
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const PointsFS = "#include <itowns/precision_qualifier>\n#include <logdepthbuf_pars_fragment>\n#if defined(USE_TEXTURES_PROJECTIVE)\n#include <itowns/projective_texturing_pars_fragment>\n#endif\n\nvarying vec4 vColor;\nuniform bool picking;\nuniform int shape;\n\nvoid main() {\n #include <logdepthbuf_fragment>\n //square shape does not require any change.\n if (shape == PNTS_SHAPE_CIRCLE) {\n //circular rendering in glsl\n if ((length(gl_PointCoord - 0.5) > 0.5) || (vColor.a == 0.0)) {\n discard;\n }\n }\n\n#if defined(USE_TEXTURES_PROJECTIVE)\n vec4 color = vColor;\n if (!picking) {\n #pragma unroll_loop\n for (int i = 0; i < ORIENTED_IMAGES_COUNT; i++) {\n color = projectiveTextureColor(projectiveTextureCoords[ ORIENTED_IMAGES_COUNT - 1 - i ], projectiveTextureDistortion[ ORIENTED_IMAGES_COUNT - 1 - i ], projectiveTexture[ ORIENTED_IMAGES_COUNT - 1 - i ], mask[ORIENTED_IMAGES_COUNT - 1 - i], color);\n }\n gl_FragColor = vec4(color.rgb, color.a * opacity);\n } else {\n gl_FragColor = color;\n }\n#else\n gl_FragColor = vColor;\n#endif\n}\n";
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import ShaderUtils from "./Shader/ShaderUtils.js";
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name: 'default',
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color: new THREE.Color(0.3, 0.6, 0.6),
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opacity: 0
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}
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};
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name: 'default',
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color: white,
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opacity: 0
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opacity: 1.0
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}
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}
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};
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}
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function recomputeTexture(scheme, texture, nbClass) {
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const data = texture.image.data;
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const width = texture.image.width;
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if (!nbClass) {
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data[j + 1] = parseInt(255 * color.g, 10);
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data[j + 2] = parseInt(255 * color.b, 10);
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data[j + 3] = visible ? parseInt(255 * opacity, 10) : 0;
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needTransparency = needTransparency || opacity < 1;
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texture.needsUpdate = true;
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return needTransparency;
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}
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class PointsMaterial extends THREE.ShaderMaterial {
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/**
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* @param {THREE.Vector2} [options.intensityRange=new THREE.Vector2(1, 65536)] intensity range.
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* @param {THREE.Vector2} [options.elevationRange=new THREE.Vector2(0, 1000)] elevation range.
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* @param {THREE.Vector2} [options.angleRange=new THREE.Vector2(-90, 90)] scan angle range.
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* @param {boolean} [options.applyOpacityClassication=false] apply opacity classification on all display mode.
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* @param {Scheme} [options.classification] LUT for point classification colorization.
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* @param {Scheme} [options.discreteScheme] LUT for other discret point values colorization.
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* @param {string} [options.gradient] Descrition of the gradient to use for continuous point values.
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@@ -293,7 +295,6 @@ class PointsMaterial extends THREE.ShaderMaterial {
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const oiMaterial = options.orientedImageMaterial;
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const classificationScheme = options.classification || ClassificationScheme.DEFAULT;
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const discreteScheme = options.discreteScheme || DiscreteScheme.DEFAULT;
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-
const applyOpacityClassication = options.applyOpacityClassication == undefined ? false : options.applyOpacityClassication;
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const size = options.size || 0;
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const mode = options.mode || PNTS_MODE.COLOR;
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const shape = options.shape || PNTS_SHAPE.CIRCLE;
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@@ -313,7 +314,6 @@ class PointsMaterial extends THREE.ShaderMaterial {
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delete options.orientedImageMaterial;
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delete options.classification;
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delete options.discreteScheme;
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-
delete options.applyOpacityClassication;
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delete options.size;
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delete options.mode;
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delete options.shape;
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@@ -322,6 +322,7 @@ class PointsMaterial extends THREE.ShaderMaterial {
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delete options.maxAttenuatedSize;
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delete options.gradient;
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super(options);
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325
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+
this.userData.needTransparency = {};
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this.gradients = gradients;
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this.gradientTexture = new THREE.CanvasTexture();
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this.vertexShader = PointsVS;
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@@ -339,7 +340,6 @@ class PointsMaterial extends THREE.ShaderMaterial {
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339
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CommonMaterial.setUniformProperty(this, 'intensityRange', intensityRange);
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340
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CommonMaterial.setUniformProperty(this, 'elevationRange', elevationRange);
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341
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CommonMaterial.setUniformProperty(this, 'angleRange', angleRange);
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342
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-
CommonMaterial.setUniformProperty(this, 'applyOpacityClassication', applyOpacityClassication);
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343
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CommonMaterial.setUniformProperty(this, 'sizeMode', sizeMode);
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CommonMaterial.setUniformProperty(this, 'scale', scale);
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CommonMaterial.setUniformProperty(this, 'minAttenuatedSize', minAttenuatedSize);
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@@ -390,14 +390,19 @@ class PointsMaterial extends THREE.ShaderMaterial {
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390
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|
}
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391
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}
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392
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recomputeClassification() {
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393
|
-
recomputeTexture(this.classificationScheme, this.classificationTexture, 32);
|
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393
|
+
const needTransparency = recomputeTexture(this.classificationScheme, this.classificationTexture, 32);
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|
394
|
+
this.userData.needTransparency[PNTS_MODE.CLASSIFICATION] = needTransparency;
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394
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this.dispatchEvent({
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395
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type: 'material_property_changed',
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396
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target: this.uniforms
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397
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|
});
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398
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}
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399
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recomputeDiscreteTexture() {
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|
400
|
-
recomputeTexture(this.discreteScheme, this.discreteTexture);
|
|
401
|
+
const needTransparency = recomputeTexture(this.discreteScheme, this.discreteTexture);
|
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402
|
+
this.userData.needTransparency[PNTS_MODE.RETURN_NUMBER] = needTransparency;
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403
|
+
this.userData.needTransparency[PNTS_MODE.RETURN_TYPE] = needTransparency;
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404
|
+
this.userData.needTransparency[PNTS_MODE.RETURN_COUNT] = needTransparency;
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405
|
+
this.userData.needTransparency[PNTS_MODE.POINT_SOURCE_ID] = needTransparency;
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401
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|
this.dispatchEvent({
|
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402
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|
type: 'material_property_changed',
|
|
403
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|
target: this.uniforms
|