itowns 2.45.1-next.0 → 2.45.1-next.1
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/455.js +2 -0
- package/dist/455.js.map +1 -0
- package/dist/debug.js +3 -0
- package/dist/debug.js.LICENSE.txt +13 -0
- package/dist/debug.js.map +1 -0
- package/dist/itowns.js +3 -0
- package/dist/itowns.js.LICENSE.txt +5 -0
- package/dist/itowns.js.map +1 -0
- package/dist/itowns_lasparser.js +2 -0
- package/dist/itowns_lasparser.js.map +1 -0
- package/dist/itowns_lasworker.js +2 -0
- package/dist/itowns_lasworker.js.map +1 -0
- package/dist/itowns_potree2worker.js +2 -0
- package/dist/itowns_potree2worker.js.map +1 -0
- package/dist/itowns_widgets.js +2 -0
- package/dist/itowns_widgets.js.map +1 -0
- package/lib/Controls/FirstPersonControls.js +308 -0
- package/lib/Controls/FlyControls.js +175 -0
- package/lib/Controls/GlobeControls.js +1178 -0
- package/lib/Controls/PlanarControls.js +1025 -0
- package/lib/Controls/StateControl.js +432 -0
- package/lib/Controls/StreetControls.js +392 -0
- package/lib/Converter/Feature2Mesh.js +612 -0
- package/lib/Converter/Feature2Texture.js +174 -0
- package/lib/Converter/convertToTile.js +70 -0
- package/lib/Converter/textureConverter.js +43 -0
- package/lib/Core/3DTiles/C3DTBatchTable.js +131 -0
- package/lib/Core/3DTiles/C3DTBatchTableHierarchyExtension.js +96 -0
- package/lib/Core/3DTiles/C3DTBoundingVolume.js +156 -0
- package/lib/Core/3DTiles/C3DTExtensions.js +97 -0
- package/lib/Core/3DTiles/C3DTFeature.js +110 -0
- package/lib/Core/3DTiles/C3DTilesEnums.js +20 -0
- package/lib/Core/3DTiles/C3DTileset.js +99 -0
- package/lib/Core/3DTiles/utils/BinaryPropertyAccessor.js +100 -0
- package/lib/Core/AnimationPlayer.js +142 -0
- package/lib/Core/CopcNode.js +174 -0
- package/lib/Core/Deprecated/Undeprecator.js +74 -0
- package/lib/Core/EntwinePointTileNode.js +126 -0
- package/lib/Core/Feature.js +488 -0
- package/lib/Core/Geographic/GeoidGrid.js +108 -0
- package/lib/Core/Label.js +222 -0
- package/lib/Core/MainLoop.js +209 -0
- package/lib/Core/Picking.js +255 -0
- package/lib/Core/PointCloudNode.js +42 -0
- package/lib/Core/Potree2Node.js +206 -0
- package/lib/Core/Potree2PointAttributes.js +139 -0
- package/lib/Core/PotreeNode.js +101 -0
- package/lib/Core/Prefab/Globe/Atmosphere.js +293 -0
- package/lib/Core/Prefab/Globe/GlobeLayer.js +152 -0
- package/lib/Core/Prefab/Globe/GlobeTileBuilder.js +110 -0
- package/lib/Core/Prefab/Globe/SkyShader.js +78 -0
- package/lib/Core/Prefab/GlobeView.js +155 -0
- package/lib/Core/Prefab/Planar/PlanarLayer.js +59 -0
- package/lib/Core/Prefab/Planar/PlanarTileBuilder.js +71 -0
- package/lib/Core/Prefab/PlanarView.js +62 -0
- package/lib/Core/Prefab/TileBuilder.js +82 -0
- package/lib/Core/Prefab/computeBufferTileGeometry.js +248 -0
- package/lib/Core/Scheduler/Cache.js +17 -0
- package/lib/Core/Scheduler/CancelledCommandException.js +15 -0
- package/lib/Core/Scheduler/Scheduler.js +294 -0
- package/lib/Core/Style.js +660 -0
- package/lib/Core/StyleOptions.js +486 -0
- package/lib/Core/System/Capabilities.js +63 -0
- package/lib/Core/Tile/Tile.js +205 -0
- package/lib/Core/Tile/TileGrid.js +49 -0
- package/lib/Core/TileGeometry.js +124 -0
- package/lib/Core/TileMesh.js +108 -0
- package/lib/Core/View.js +1115 -0
- package/lib/Layer/C3DTilesLayer.js +459 -0
- package/lib/Layer/ColorLayer.js +154 -0
- package/lib/Layer/CopcLayer.js +63 -0
- package/lib/Layer/ElevationLayer.js +139 -0
- package/lib/Layer/EntwinePointTileLayer.js +71 -0
- package/lib/Layer/FeatureGeometryLayer.js +77 -0
- package/lib/Layer/GeoidLayer.js +80 -0
- package/lib/Layer/GeometryLayer.js +233 -0
- package/lib/Layer/InfoLayer.js +64 -0
- package/lib/Layer/LabelLayer.js +469 -0
- package/lib/Layer/Layer.js +335 -0
- package/lib/Layer/LayerUpdateState.js +89 -0
- package/lib/Layer/LayerUpdateStrategy.js +80 -0
- package/lib/Layer/OGC3DTilesLayer.js +543 -0
- package/lib/Layer/OrientedImageLayer.js +227 -0
- package/lib/Layer/PointCloudLayer.js +405 -0
- package/lib/Layer/Potree2Layer.js +171 -0
- package/lib/Layer/PotreeLayer.js +72 -0
- package/lib/Layer/RasterLayer.js +37 -0
- package/lib/Layer/ReferencingLayerProperties.js +62 -0
- package/lib/Layer/TiledGeometryLayer.js +459 -0
- package/lib/Loader/LASLoader.js +193 -0
- package/lib/Loader/Potree2BrotliLoader.js +261 -0
- package/lib/Loader/Potree2Loader.js +207 -0
- package/lib/Main.js +113 -0
- package/lib/MainBundle.js +4 -0
- package/lib/Parser/B3dmParser.js +174 -0
- package/lib/Parser/CameraCalibrationParser.js +94 -0
- package/lib/Parser/GDFParser.js +72 -0
- package/lib/Parser/GTXParser.js +75 -0
- package/lib/Parser/GeoJsonParser.js +212 -0
- package/lib/Parser/GpxParser.js +25 -0
- package/lib/Parser/ISGParser.js +71 -0
- package/lib/Parser/KMLParser.js +25 -0
- package/lib/Parser/LASParser.js +137 -0
- package/lib/Parser/MapBoxUrlParser.js +83 -0
- package/lib/Parser/PntsParser.js +131 -0
- package/lib/Parser/Potree2BinParser.js +92 -0
- package/lib/Parser/PotreeBinParser.js +106 -0
- package/lib/Parser/PotreeCinParser.js +29 -0
- package/lib/Parser/ShapefileParser.js +78 -0
- package/lib/Parser/VectorTileParser.js +215 -0
- package/lib/Parser/XbilParser.js +120 -0
- package/lib/Parser/deprecated/LegacyGLTFLoader.js +1386 -0
- package/lib/Parser/iGLTFLoader.js +168 -0
- package/lib/Process/3dTilesProcessing.js +304 -0
- package/lib/Process/FeatureProcessing.js +76 -0
- package/lib/Process/LayeredMaterialNodeProcessing.js +229 -0
- package/lib/Process/ObjectRemovalHelper.js +97 -0
- package/lib/Process/handlerNodeError.js +23 -0
- package/lib/Provider/3dTilesProvider.js +149 -0
- package/lib/Provider/DataSourceProvider.js +24 -0
- package/lib/Provider/Fetcher.js +233 -0
- package/lib/Provider/PointCloudProvider.js +45 -0
- package/lib/Provider/TileProvider.js +16 -0
- package/lib/Provider/URLBuilder.js +116 -0
- package/lib/Renderer/Camera.js +281 -0
- package/lib/Renderer/Color.js +56 -0
- package/lib/Renderer/ColorLayersOrdering.js +115 -0
- package/lib/Renderer/CommonMaterial.js +31 -0
- package/lib/Renderer/Label2DRenderer.js +192 -0
- package/lib/Renderer/LayeredMaterial.js +243 -0
- package/lib/Renderer/OBB.js +150 -0
- package/lib/Renderer/OrientedImageCamera.js +118 -0
- package/lib/Renderer/OrientedImageMaterial.js +167 -0
- package/lib/Renderer/PointsMaterial.js +485 -0
- package/lib/Renderer/RasterTile.js +243 -0
- package/lib/Renderer/RenderMode.js +31 -0
- package/lib/Renderer/Shader/ShaderChunk.js +160 -0
- package/lib/Renderer/Shader/ShaderUtils.js +47 -0
- package/lib/Renderer/SphereHelper.js +17 -0
- package/lib/Renderer/WebXR.js +51 -0
- package/lib/Renderer/c3DEngine.js +214 -0
- package/lib/Source/C3DTilesGoogleSource.js +74 -0
- package/lib/Source/C3DTilesIonSource.js +54 -0
- package/lib/Source/C3DTilesSource.js +30 -0
- package/lib/Source/CopcSource.js +126 -0
- package/lib/Source/EntwinePointTileSource.js +72 -0
- package/lib/Source/FileSource.js +188 -0
- package/lib/Source/OGC3DTilesGoogleSource.js +29 -0
- package/lib/Source/OGC3DTilesIonSource.js +34 -0
- package/lib/Source/OGC3DTilesSource.js +21 -0
- package/lib/Source/OrientedImageSource.js +59 -0
- package/lib/Source/Potree2Source.js +167 -0
- package/lib/Source/PotreeSource.js +82 -0
- package/lib/Source/Source.js +202 -0
- package/lib/Source/TMSSource.js +144 -0
- package/lib/Source/VectorTilesSource.js +182 -0
- package/lib/Source/WFSSource.js +170 -0
- package/lib/Source/WMSSource.js +167 -0
- package/lib/Source/WMTSSource.js +92 -0
- package/lib/ThreeExtended/capabilities/WebGL.js +69 -0
- package/lib/ThreeExtended/libs/ktx-parse.module.js +506 -0
- package/lib/ThreeExtended/libs/zstddec.module.js +29 -0
- package/lib/ThreeExtended/loaders/DDSLoader.js +200 -0
- package/lib/ThreeExtended/loaders/DRACOLoader.js +400 -0
- package/lib/ThreeExtended/loaders/GLTFLoader.js +2879 -0
- package/lib/ThreeExtended/loaders/KTX2Loader.js +709 -0
- package/lib/ThreeExtended/math/ColorSpaces.js +59 -0
- package/lib/ThreeExtended/utils/BufferGeometryUtils.js +846 -0
- package/lib/ThreeExtended/utils/WorkerPool.js +70 -0
- package/lib/Utils/CameraUtils.js +554 -0
- package/lib/Utils/DEMUtils.js +350 -0
- package/lib/Utils/FeaturesUtils.js +156 -0
- package/lib/Utils/Gradients.js +16 -0
- package/lib/Utils/ThreeUtils.js +115 -0
- package/lib/Utils/gui/C3DTilesStyle.js +218 -0
- package/lib/Utils/gui/Main.js +7 -0
- package/lib/Utils/gui/Minimap.js +152 -0
- package/lib/Utils/gui/Navigation.js +245 -0
- package/lib/Utils/gui/Scale.js +104 -0
- package/lib/Utils/gui/Searchbar.js +234 -0
- package/lib/Utils/gui/Widget.js +80 -0
- package/lib/Utils/placeObjectOnGround.js +136 -0
- package/lib/Worker/LASLoaderWorker.js +19 -0
- package/lib/Worker/Potree2Worker.js +21 -0
- package/package.json +2 -2
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import * as THREE from 'three';
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import DEMUtils from "../Utils/DEMUtils.js";
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import { Coordinates } from '@itowns/geographic';
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const coord = new Coordinates('EPSG:4326');
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let rect;
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// set it once
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let STYLE_TRANSFORM = '';
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if (document.documentElement.style.transform !== undefined) {
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STYLE_TRANSFORM = 'transform';
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} else if (document.documentElement.style.webkitTransform !== undefined) {
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STYLE_TRANSFORM = 'webkitTransform';
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} else if (document.documentElement.style.mozTransform !== undefined) {
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STYLE_TRANSFORM = 'mozTransform';
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} else if (document.documentElement.style.oTransform !== undefined) {
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STYLE_TRANSFORM = 'oTransform';
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} else {
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STYLE_TRANSFORM = 'transform';
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}
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/**
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* An object that handles the display of a text and/or an icon, linked to a 3D
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* position. The content of the `Label` is managed through a DOM object, in a
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* `<div>` handled by the `Label2DRenderer`.
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*
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* @property {boolean} isLabel - Used to checkout whether this object is a
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* Label. Default is true. You should not change this, as it is used internally
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* for optimisation.
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* @property {Element} content - The DOM object that contains the content of the
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* label. The style and the position are applied on this object. All labels
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* contain the `itowns-label` class, as well as a specific class related to the
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* layer linked to it: `itowns-label-[layer-id]` (replace `[layer-id]` by the
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* correct string).
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* @property {THREE.Vector3} position - The position in the 3D world of the
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* label.
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* @property {number} padding - sets the padding area on all four sides of an element at once.
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* @property {Coordinates} coordinates - The coordinates of the label.
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* @property {number} order - Order of the label that will be read from the
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* style. It helps sorting and prioritizing a Label during render.
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*/
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class Label extends THREE.Object3D {
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/**
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* @param {Element|string} content - The content; can be a
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* string, with or without HTML tags in it, or it can be an Element.
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* @param {Coordinates} coordinates - The world coordinates, where to place
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* the Label.
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* @param {Style} style - The style to apply to the content. Once the style
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* is applied, it cannot be changed directly. However, if it really needed,
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* it can be accessed through `label.content.style`, but it is highly
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* discouraged to do so.
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*/
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constructor() {
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let content = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : '';
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let coordinates = arguments.length > 1 ? arguments[1] : undefined;
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let style = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};
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if (coordinates == undefined) {
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throw new Error('coordinates are mandatory to add a Label');
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}
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if (arguments.length > 3) {
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console.warn('Deprecated argument sprites in Label constructor. Sprites must be configured in style argument.');
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}
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super();
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let _visible = this.visible;
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// can't do an ES6 setter/getter here
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Object.defineProperty(this, 'visible', {
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set(v) {
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if (v != _visible) {
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// avoid changing the style
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_visible = v;
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this.content.style.display = v ? 'block' : 'none';
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// TODO: add smooth transition for fade in/out
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}
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},
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get() {
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return _visible;
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}
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});
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this.isLabel = true;
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this.coordinates = coordinates;
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this.projectedPosition = {
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x: 0,
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y: 0
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};
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this.boundaries = {
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left: 0,
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right: 0,
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top: 0,
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bottom: 0
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};
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if (typeof content === 'string') {
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this.content = document.createElement('div');
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this.content.textContent = style.text.field;
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} else {
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this.content = content.cloneNode(true);
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}
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this.content.classList.add('itowns-label');
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this.content.style.userSelect = 'none';
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this.content.style.position = 'absolute';
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if (style.isStyle) {
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this.anchor = style.getTextAnchorPosition();
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this.styleOffset = style.text.offset;
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if (typeof content === 'string') {
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if (style.text.haloWidth > 0) {
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this.content.classList.add('itowns-stroke-single');
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}
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style.applyToHTML(this.content).then(icon => {
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if (icon) {
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// Not sure if that test is needed...
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this.icon = icon;
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}
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});
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}
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} else {
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this.anchor = [0, 0];
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this.styleOffset = [0, 0];
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}
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this.iconOffset = {
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left: 0,
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right: 0,
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top: 0,
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bottom: 0
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};
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this.zoom = {
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min: style.zoom && style.zoom.min != undefined ? style.zoom.min : 2,
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max: style.zoom && style.zoom.max != undefined ? style.zoom.max : 24
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};
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this.order = style.order || 0;
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// Padding value, to avoid labels being too close to each other.
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this.padding = 2;
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}
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/**
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* Moves a label on the screen, using screen coordinates. It updates the
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* boundaries as it moves it.
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*
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* @param {number} x - X coordinates in pixels, from left.
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* @param {number} y - Y coordinates in pixels, from top.
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*/
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updateProjectedPosition(x, y) {
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const X = Math.round(x);
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const Y = Math.round(y);
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if (X != this.projectedPosition.x || Y != this.projectedPosition.y) {
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this.projectedPosition.x = X;
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this.projectedPosition.y = Y;
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this.boundaries.left = x + this.offset.left - this.padding;
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this.boundaries.right = x + this.offset.right + this.padding;
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this.boundaries.top = y + this.offset.top - this.padding;
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this.boundaries.bottom = y + this.offset.bottom + this.padding;
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// The boundaries of the label are the union of the boundaries of the text
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// and the boundaries of the icon, if it exists.
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// Checking if this.icon is not only zeros is mandatory, to prevent case
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// when a boundary is set to x or y coordinate
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if (this.iconOffset.left !== 0 || this.iconOffset.right !== 0 || this.iconOffset.top !== 0 || this.iconOffset.bottom !== 0) {
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this.boundaries.left = Math.min(this.boundaries.left, x + this.iconOffset.left);
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this.boundaries.right = Math.max(this.boundaries.right, x + this.iconOffset.right);
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this.boundaries.top = Math.min(this.boundaries.top, y + this.iconOffset.top);
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this.boundaries.bottom = Math.max(this.boundaries.bottom, y + this.iconOffset.bottom);
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}
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}
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}
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updateCSSPosition() {
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// translate all content according to its given anchor
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this.content.style[STYLE_TRANSFORM] = `translate(${this.projectedPosition.x + this.offset.left}px, ${this.projectedPosition.y + this.offset.top}px)`;
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// translate possible icon inside content to cancel anchoring on it, so that it can later be positioned
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// according to its own anchor
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if (this.icon) {
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this.icon.style[STYLE_TRANSFORM] = `translate(${-this.offset.left}px, ${-this.offset.top}px)`;
|
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}
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}
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|
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|
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/**
|
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|
+
* Updates the screen dimensions of the label, using
|
|
175
|
+
* `getBoundingClientRect`. It updates `width` and `height` property of the
|
|
176
|
+
* label, and the boundaries.
|
|
177
|
+
*/
|
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|
+
initDimensions() {
|
|
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|
+
if (!this.offset) {
|
|
180
|
+
rect = this.content.getBoundingClientRect();
|
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|
+
const width = Math.round(rect.width);
|
|
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const height = Math.round(rect.height);
|
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this.offset = {
|
|
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|
+
left: width * this.anchor[0] + this.styleOffset[0],
|
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|
+
top: height * this.anchor[1] + this.styleOffset[1]
|
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+
};
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|
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|
+
this.offset.right = this.offset.left + width;
|
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|
+
this.offset.bottom = this.offset.top + height;
|
|
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|
+
if (this.icon) {
|
|
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|
+
rect = this.icon.getBoundingClientRect();
|
|
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|
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this.iconOffset = {
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|
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|
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left: Math.floor(rect.x),
|
|
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|
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top: Math.floor(rect.y),
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right: Math.ceil(rect.x + rect.width),
|
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|
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bottom: Math.ceil(rect.y + rect.height)
|
|
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|
+
};
|
|
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|
+
}
|
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|
+
}
|
|
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|
+
}
|
|
200
|
+
update3dPosition(crs) {
|
|
201
|
+
this.coordinates.as(crs, coord).toVector3(this.position);
|
|
202
|
+
this.updateMatrixWorld();
|
|
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|
+
}
|
|
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|
+
updateElevationFromLayer(layer, nodes) {
|
|
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|
+
if (layer.attachedLayers.filter(l => l.isElevationLayer).length == 0) {
|
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|
+
return;
|
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|
+
}
|
|
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|
+
let elevation = Math.max(0, DEMUtils.getElevationValueAt(layer, this.coordinates, DEMUtils.FAST_READ_Z, nodes));
|
|
209
|
+
if (isNaN(elevation)) {
|
|
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|
+
elevation = Math.max(0, DEMUtils.getElevationValueAt(layer, this.coordinates, DEMUtils.FAST_READ_Z));
|
|
211
|
+
}
|
|
212
|
+
if (!isNaN(elevation) && elevation != this.coordinates.z) {
|
|
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|
+
this.coordinates.z = elevation;
|
|
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|
+
}
|
|
215
|
+
}
|
|
216
|
+
updateHorizonCullingPoint() {
|
|
217
|
+
if (this.horizonCullingPoint) {
|
|
218
|
+
this.getWorldPosition(this.horizonCullingPoint);
|
|
219
|
+
}
|
|
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|
+
}
|
|
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|
+
}
|
|
222
|
+
export default Label;
|
|
@@ -0,0 +1,209 @@
|
|
|
1
|
+
import { EventDispatcher } from 'three';
|
|
2
|
+
export const RENDERING_PAUSED = 0;
|
|
3
|
+
export const RENDERING_SCHEDULED = 1;
|
|
4
|
+
|
|
5
|
+
/**
|
|
6
|
+
* MainLoop's update events list that are fired using
|
|
7
|
+
* {@link View#execFrameRequesters}.
|
|
8
|
+
*
|
|
9
|
+
* @property UPDATE_START {string} fired at the start of the update
|
|
10
|
+
* @property BEFORE_CAMERA_UPDATE {string} fired before the camera update
|
|
11
|
+
* @property AFTER_CAMERA_UPDATE {string} fired after the camera update
|
|
12
|
+
* @property BEFORE_LAYER_UPDATE {string} fired before the layer update
|
|
13
|
+
* @property AFTER_LAYER_UPDATE {string} fired after the layer update
|
|
14
|
+
* @property BEFORE_RENDER {string} fired before the render
|
|
15
|
+
* @property AFTER_RENDER {string} fired after the render
|
|
16
|
+
* @property UPDATE_END {string} fired at the end of the update
|
|
17
|
+
*/
|
|
18
|
+
|
|
19
|
+
export const MAIN_LOOP_EVENTS = {
|
|
20
|
+
UPDATE_START: 'update_start',
|
|
21
|
+
BEFORE_CAMERA_UPDATE: 'before_camera_update',
|
|
22
|
+
AFTER_CAMERA_UPDATE: 'after_camera_update',
|
|
23
|
+
BEFORE_LAYER_UPDATE: 'before_layer_update',
|
|
24
|
+
AFTER_LAYER_UPDATE: 'after_layer_update',
|
|
25
|
+
BEFORE_RENDER: 'before_render',
|
|
26
|
+
AFTER_RENDER: 'after_render',
|
|
27
|
+
UPDATE_END: 'update_end'
|
|
28
|
+
};
|
|
29
|
+
function updateElements(context, geometryLayer, elements) {
|
|
30
|
+
if (!elements) {
|
|
31
|
+
return;
|
|
32
|
+
}
|
|
33
|
+
for (const element of elements) {
|
|
34
|
+
// update element
|
|
35
|
+
// TODO find a way to notify attachedLayers when geometryLayer deletes some elements
|
|
36
|
+
// and then update Debug.js:addGeometryLayerDebugFeatures
|
|
37
|
+
const newElementsToUpdate = geometryLayer.update(context, geometryLayer, element);
|
|
38
|
+
const sub = geometryLayer.getObjectToUpdateForAttachedLayers(element);
|
|
39
|
+
if (sub) {
|
|
40
|
+
if (sub.element) {
|
|
41
|
+
// update attached layers
|
|
42
|
+
for (const attachedLayer of geometryLayer.attachedLayers) {
|
|
43
|
+
if (attachedLayer.ready) {
|
|
44
|
+
attachedLayer.update(context, attachedLayer, sub.element, sub.parent);
|
|
45
|
+
}
|
|
46
|
+
}
|
|
47
|
+
} else if (sub.elements) {
|
|
48
|
+
for (let i = 0; i < sub.elements.length; i++) {
|
|
49
|
+
if (!sub.elements[i].isObject3D) {
|
|
50
|
+
throw new Error(`
|
|
51
|
+
Invalid object for attached layer to update.
|
|
52
|
+
Must be a THREE.Object and have a THREE.Material`);
|
|
53
|
+
}
|
|
54
|
+
// update attached layers
|
|
55
|
+
for (const attachedLayer of geometryLayer.attachedLayers) {
|
|
56
|
+
if (attachedLayer.ready) {
|
|
57
|
+
attachedLayer.update(context, attachedLayer, sub.elements[i], sub.parent);
|
|
58
|
+
}
|
|
59
|
+
}
|
|
60
|
+
}
|
|
61
|
+
}
|
|
62
|
+
}
|
|
63
|
+
updateElements(context, geometryLayer, newElementsToUpdate);
|
|
64
|
+
}
|
|
65
|
+
}
|
|
66
|
+
function filterChangeSources(updateSources, geometryLayer) {
|
|
67
|
+
let fullUpdate = false;
|
|
68
|
+
const filtered = new Set();
|
|
69
|
+
updateSources.forEach(src => {
|
|
70
|
+
if (src === geometryLayer || src.isCamera) {
|
|
71
|
+
geometryLayer.info.clear();
|
|
72
|
+
fullUpdate = true;
|
|
73
|
+
} else if (src.layer === geometryLayer) {
|
|
74
|
+
filtered.add(src);
|
|
75
|
+
}
|
|
76
|
+
});
|
|
77
|
+
return fullUpdate ? new Set([geometryLayer]) : filtered;
|
|
78
|
+
}
|
|
79
|
+
class MainLoop extends EventDispatcher {
|
|
80
|
+
#needsRedraw = false;
|
|
81
|
+
#updateLoopRestarted = true;
|
|
82
|
+
#lastTimestamp = 0;
|
|
83
|
+
constructor(scheduler, engine) {
|
|
84
|
+
super();
|
|
85
|
+
this.renderingState = RENDERING_PAUSED;
|
|
86
|
+
this.scheduler = scheduler;
|
|
87
|
+
this.gfxEngine = engine; // TODO: remove me
|
|
88
|
+
}
|
|
89
|
+
scheduleViewUpdate(view, forceRedraw) {
|
|
90
|
+
this.#needsRedraw |= forceRedraw;
|
|
91
|
+
if (this.renderingState !== RENDERING_SCHEDULED) {
|
|
92
|
+
this.renderingState = RENDERING_SCHEDULED;
|
|
93
|
+
// TODO Fix asynchronization between xr and MainLoop render loops.
|
|
94
|
+
// WebGLRenderer#setAnimationLoop must be used for WebXR projects.
|
|
95
|
+
// (see WebXR#initializeWebXR).
|
|
96
|
+
if (!this.gfxEngine.renderer.xr.isPresenting) {
|
|
97
|
+
requestAnimationFrame(timestamp => {
|
|
98
|
+
this.step(view, timestamp);
|
|
99
|
+
});
|
|
100
|
+
}
|
|
101
|
+
}
|
|
102
|
+
}
|
|
103
|
+
#update(view, updateSources, dt) {
|
|
104
|
+
const context = {
|
|
105
|
+
camera: view.camera,
|
|
106
|
+
engine: this.gfxEngine,
|
|
107
|
+
scheduler: this.scheduler,
|
|
108
|
+
view
|
|
109
|
+
};
|
|
110
|
+
|
|
111
|
+
// replace layer with their parent where needed
|
|
112
|
+
updateSources.forEach(src => {
|
|
113
|
+
const layer = src.layer || src;
|
|
114
|
+
if (layer.isLayer && layer.parent) {
|
|
115
|
+
updateSources.add(layer.parent);
|
|
116
|
+
}
|
|
117
|
+
});
|
|
118
|
+
for (const geometryLayer of view.getLayers((x, y) => !y)) {
|
|
119
|
+
context.geometryLayer = geometryLayer;
|
|
120
|
+
if (geometryLayer.ready && geometryLayer.visible && !geometryLayer.frozen) {
|
|
121
|
+
view.execFrameRequesters(MAIN_LOOP_EVENTS.BEFORE_LAYER_UPDATE, dt, this.#updateLoopRestarted, geometryLayer);
|
|
122
|
+
|
|
123
|
+
// Filter updateSources that are relevant for the geometryLayer
|
|
124
|
+
const srcs = filterChangeSources(updateSources, geometryLayer);
|
|
125
|
+
if (srcs.size > 0) {
|
|
126
|
+
// pre update attached layer
|
|
127
|
+
for (const attachedLayer of geometryLayer.attachedLayers) {
|
|
128
|
+
if (attachedLayer.ready && attachedLayer.preUpdate) {
|
|
129
|
+
attachedLayer.preUpdate(context, srcs);
|
|
130
|
+
}
|
|
131
|
+
}
|
|
132
|
+
// `preUpdate` returns an array of elements to update
|
|
133
|
+
const elementsToUpdate = geometryLayer.preUpdate(context, srcs);
|
|
134
|
+
// `update` is called in `updateElements`.
|
|
135
|
+
updateElements(context, geometryLayer, elementsToUpdate);
|
|
136
|
+
// `postUpdate` is called when this geom layer update process is finished
|
|
137
|
+
geometryLayer.postUpdate(context, geometryLayer, updateSources);
|
|
138
|
+
}
|
|
139
|
+
|
|
140
|
+
// Clear the cache of expired resources
|
|
141
|
+
|
|
142
|
+
view.execFrameRequesters(MAIN_LOOP_EVENTS.AFTER_LAYER_UPDATE, dt, this.#updateLoopRestarted, geometryLayer);
|
|
143
|
+
}
|
|
144
|
+
}
|
|
145
|
+
}
|
|
146
|
+
step(view, timestamp) {
|
|
147
|
+
const dt = timestamp - this.#lastTimestamp;
|
|
148
|
+
view._executeFrameRequestersRemovals();
|
|
149
|
+
view.execFrameRequesters(MAIN_LOOP_EVENTS.UPDATE_START, dt, this.#updateLoopRestarted);
|
|
150
|
+
const willRedraw = this.#needsRedraw;
|
|
151
|
+
this.#lastTimestamp = timestamp;
|
|
152
|
+
|
|
153
|
+
// Reset internal state before calling _update (so future calls to View.notifyChange()
|
|
154
|
+
// can properly change it)
|
|
155
|
+
this.#needsRedraw = false;
|
|
156
|
+
this.renderingState = RENDERING_PAUSED;
|
|
157
|
+
const updateSources = new Set(view._changeSources);
|
|
158
|
+
view._changeSources.clear();
|
|
159
|
+
|
|
160
|
+
// update camera
|
|
161
|
+
const dim = this.gfxEngine.getWindowSize();
|
|
162
|
+
view.execFrameRequesters(MAIN_LOOP_EVENTS.BEFORE_CAMERA_UPDATE, dt, this.#updateLoopRestarted);
|
|
163
|
+
view.camera.update(dim.x, dim.y);
|
|
164
|
+
view.execFrameRequesters(MAIN_LOOP_EVENTS.AFTER_CAMERA_UPDATE, dt, this.#updateLoopRestarted);
|
|
165
|
+
|
|
166
|
+
// Disable camera's matrix auto update to make sure the camera's
|
|
167
|
+
// world matrix is never updated mid-update.
|
|
168
|
+
// Otherwise inconsistencies can appear because object visibility
|
|
169
|
+
// testing and object drawing could be performed using different
|
|
170
|
+
// camera matrixWorld.
|
|
171
|
+
// Note: this is required at least because WEBGLRenderer calls
|
|
172
|
+
// camera.updateMatrixWorld()
|
|
173
|
+
const oldAutoUpdate = view.camera3D.matrixAutoUpdate;
|
|
174
|
+
view.camera3D.matrixAutoUpdate = false;
|
|
175
|
+
|
|
176
|
+
// update data-structure
|
|
177
|
+
this.#update(view, updateSources, dt);
|
|
178
|
+
if (this.scheduler.commandsWaitingExecutionCount() == 0) {
|
|
179
|
+
this.dispatchEvent({
|
|
180
|
+
type: 'command-queue-empty'
|
|
181
|
+
});
|
|
182
|
+
}
|
|
183
|
+
|
|
184
|
+
// Redraw *only* if needed.
|
|
185
|
+
// (redraws only happen when this.#needsRedraw is true, which in turn only happens when
|
|
186
|
+
// view.notifyChange() is called with redraw=true)
|
|
187
|
+
// As such there's no continuous update-loop, instead we use a ad-hoc update/render
|
|
188
|
+
// mechanism.
|
|
189
|
+
if (willRedraw) {
|
|
190
|
+
this.#renderView(view, dt);
|
|
191
|
+
}
|
|
192
|
+
|
|
193
|
+
// next time, we'll consider that we've just started the loop if we are still PAUSED now
|
|
194
|
+
this.#updateLoopRestarted = this.renderingState === RENDERING_PAUSED;
|
|
195
|
+
view.camera3D.matrixAutoUpdate = oldAutoUpdate;
|
|
196
|
+
view.execFrameRequesters(MAIN_LOOP_EVENTS.UPDATE_END, dt, this.#updateLoopRestarted);
|
|
197
|
+
}
|
|
198
|
+
#renderView(view, dt) {
|
|
199
|
+
view.execFrameRequesters(MAIN_LOOP_EVENTS.BEFORE_RENDER, dt, this.#updateLoopRestarted);
|
|
200
|
+
if (view.render) {
|
|
201
|
+
view.render();
|
|
202
|
+
} else {
|
|
203
|
+
// use default rendering method
|
|
204
|
+
this.gfxEngine.renderView(view);
|
|
205
|
+
}
|
|
206
|
+
view.execFrameRequesters(MAIN_LOOP_EVENTS.AFTER_RENDER, dt, this.#updateLoopRestarted);
|
|
207
|
+
}
|
|
208
|
+
}
|
|
209
|
+
export default MainLoop;
|
|
@@ -0,0 +1,255 @@
|
|
|
1
|
+
import * as THREE from 'three';
|
|
2
|
+
import RenderMode from "../Renderer/RenderMode.js";
|
|
3
|
+
import { unpack1K } from "../Renderer/LayeredMaterial.js";
|
|
4
|
+
import { Coordinates } from '@itowns/geographic';
|
|
5
|
+
const depthRGBA = new THREE.Vector4();
|
|
6
|
+
// TileMesh picking support function
|
|
7
|
+
function screenCoordsToNodeId(view, tileLayer, viewCoords) {
|
|
8
|
+
let radius = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;
|
|
9
|
+
const dim = view.mainLoop.gfxEngine.getWindowSize();
|
|
10
|
+
viewCoords = viewCoords || new THREE.Vector2(Math.floor(dim.x / 2), Math.floor(dim.y / 2));
|
|
11
|
+
const restore = tileLayer.level0Nodes.map(n => RenderMode.push(n, RenderMode.MODES.ID));
|
|
12
|
+
const buffer = view.mainLoop.gfxEngine.renderViewToBuffer({
|
|
13
|
+
camera: view.camera,
|
|
14
|
+
scene: tileLayer.object3d
|
|
15
|
+
}, {
|
|
16
|
+
x: viewCoords.x - radius,
|
|
17
|
+
y: viewCoords.y - radius,
|
|
18
|
+
width: 1 + radius * 2,
|
|
19
|
+
height: 1 + radius * 2
|
|
20
|
+
});
|
|
21
|
+
restore.forEach(r => r());
|
|
22
|
+
const ids = [];
|
|
23
|
+
traversePickingCircle(radius, (x, y) => {
|
|
24
|
+
const idx = (y * 2 * radius + x) * 4;
|
|
25
|
+
const data = buffer.slice(idx, idx + 4 || undefined);
|
|
26
|
+
depthRGBA.fromArray(data).divideScalar(255.0);
|
|
27
|
+
const unpack = unpack1K(depthRGBA, 256 ** 3);
|
|
28
|
+
const _id = Math.round(unpack);
|
|
29
|
+
if (!ids.includes(_id)) {
|
|
30
|
+
ids.push(_id);
|
|
31
|
+
}
|
|
32
|
+
});
|
|
33
|
+
return ids;
|
|
34
|
+
}
|
|
35
|
+
function traversePickingCircle(radius, callback) {
|
|
36
|
+
// iterate on radius so we get closer to the mouse
|
|
37
|
+
// results first.
|
|
38
|
+
// Result traversal order for radius=2
|
|
39
|
+
// --3--
|
|
40
|
+
// -323-
|
|
41
|
+
// 32123
|
|
42
|
+
// -323
|
|
43
|
+
// --3--
|
|
44
|
+
let prevSq;
|
|
45
|
+
for (let r = 0; r <= radius; r++) {
|
|
46
|
+
const sq = r * r;
|
|
47
|
+
for (let x = -r; x <= r; x++) {
|
|
48
|
+
const sqx = x * x;
|
|
49
|
+
for (let y = -r; y <= r; y++) {
|
|
50
|
+
const dist = sqx + y * y;
|
|
51
|
+
// skip if too far
|
|
52
|
+
if (dist > sq) {
|
|
53
|
+
continue;
|
|
54
|
+
}
|
|
55
|
+
// skip if belongs to previous
|
|
56
|
+
if (dist <= prevSq) {
|
|
57
|
+
continue;
|
|
58
|
+
}
|
|
59
|
+
if (callback(x, y) === false) {
|
|
60
|
+
return;
|
|
61
|
+
}
|
|
62
|
+
}
|
|
63
|
+
}
|
|
64
|
+
prevSq = sq;
|
|
65
|
+
}
|
|
66
|
+
}
|
|
67
|
+
function findLayerInParent(obj) {
|
|
68
|
+
if (obj.layer) {
|
|
69
|
+
return obj.layer;
|
|
70
|
+
}
|
|
71
|
+
if (obj.parent) {
|
|
72
|
+
return findLayerInParent(obj.parent);
|
|
73
|
+
}
|
|
74
|
+
}
|
|
75
|
+
const raycaster = new THREE.Raycaster();
|
|
76
|
+
const normalized = new THREE.Vector2();
|
|
77
|
+
const pointPos = new THREE.Vector3();
|
|
78
|
+
const pointPosCoord = new Coordinates('EPSG:4978'); // default crs, will be set to view crs when used
|
|
79
|
+
const cameraPos = new THREE.Vector3();
|
|
80
|
+
const cameraPosCoord = new Coordinates('EPSG:4978'); // default crs, will be set to view crs when used
|
|
81
|
+
|
|
82
|
+
/**
|
|
83
|
+
* @module Picking
|
|
84
|
+
*
|
|
85
|
+
* Implement various picking methods for geometry layers.
|
|
86
|
+
* These methods are not meant to be used directly, see View.pickObjectsAt
|
|
87
|
+
* instead.
|
|
88
|
+
*
|
|
89
|
+
* All the methods here takes the same parameters:
|
|
90
|
+
* - the View instance
|
|
91
|
+
* - view coordinates (in pixels) where picking should be done
|
|
92
|
+
* - radius (in pixels) of the picking circle
|
|
93
|
+
* - layer: the geometry layer used for picking
|
|
94
|
+
*/
|
|
95
|
+
export default {
|
|
96
|
+
pickTilesAt(view, viewCoords, radius, layer) {
|
|
97
|
+
let results = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : [];
|
|
98
|
+
const _ids = screenCoordsToNodeId(view, layer, viewCoords, radius);
|
|
99
|
+
const extractResult = node => {
|
|
100
|
+
if (_ids.includes(node.id) && node.isTileMesh) {
|
|
101
|
+
results.push({
|
|
102
|
+
object: node,
|
|
103
|
+
layer
|
|
104
|
+
});
|
|
105
|
+
}
|
|
106
|
+
};
|
|
107
|
+
for (const n of layer.level0Nodes) {
|
|
108
|
+
n.traverse(extractResult);
|
|
109
|
+
}
|
|
110
|
+
return results;
|
|
111
|
+
},
|
|
112
|
+
pickPointsAt(view, viewCoords, radius, layer) {
|
|
113
|
+
let result = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : [];
|
|
114
|
+
if (!layer.root) {
|
|
115
|
+
return;
|
|
116
|
+
}
|
|
117
|
+
|
|
118
|
+
// enable picking mode for points material
|
|
119
|
+
layer.object3d.traverse(o => {
|
|
120
|
+
if (o.isPoints && o.baseId) {
|
|
121
|
+
o.material.enablePicking(true);
|
|
122
|
+
}
|
|
123
|
+
});
|
|
124
|
+
|
|
125
|
+
// render 1 pixel
|
|
126
|
+
// TODO: support more than 1 pixel selection
|
|
127
|
+
const buffer = view.mainLoop.gfxEngine.renderViewToBuffer({
|
|
128
|
+
camera: view.camera,
|
|
129
|
+
scene: layer.object3d
|
|
130
|
+
}, {
|
|
131
|
+
x: viewCoords.x - radius,
|
|
132
|
+
y: viewCoords.y - radius,
|
|
133
|
+
width: 1 + radius * 2,
|
|
134
|
+
height: 1 + radius * 2
|
|
135
|
+
});
|
|
136
|
+
const candidates = [];
|
|
137
|
+
traversePickingCircle(radius, (x, y) => {
|
|
138
|
+
const idx = (y * 2 * radius + x) * 4;
|
|
139
|
+
const data = buffer.slice(idx, idx + 4);
|
|
140
|
+
|
|
141
|
+
// see PotreeProvider and the construction of unique_id
|
|
142
|
+
const objId = data[0] << 8 | data[1];
|
|
143
|
+
const index = data[2] << 8 | data[3];
|
|
144
|
+
const r = {
|
|
145
|
+
objId,
|
|
146
|
+
index
|
|
147
|
+
};
|
|
148
|
+
for (let i = 0; i < candidates.length; i++) {
|
|
149
|
+
if (candidates[i].objId == r.objId && candidates[i].index == r.index) {
|
|
150
|
+
return;
|
|
151
|
+
}
|
|
152
|
+
}
|
|
153
|
+
candidates.push(r);
|
|
154
|
+
});
|
|
155
|
+
layer.object3d.traverse(o => {
|
|
156
|
+
if (o.isPoints && o.baseId) {
|
|
157
|
+
// disable picking mode
|
|
158
|
+
o.material.enablePicking(false);
|
|
159
|
+
|
|
160
|
+
// if baseId matches objId, the clicked point belongs to `o`
|
|
161
|
+
for (let i = 0; i < candidates.length; i++) {
|
|
162
|
+
if (candidates[i].objId == o.baseId) {
|
|
163
|
+
// Get point position: get the picked point from the buffer geometry and apply local to world
|
|
164
|
+
// transform of the picked object
|
|
165
|
+
pointPos.fromBufferAttribute(o.geometry.attributes.position, candidates[i].index);
|
|
166
|
+
o.localToWorld(pointPos);
|
|
167
|
+
// Compute distance to the camera
|
|
168
|
+
pointPosCoord.setCrs(view.referenceCrs);
|
|
169
|
+
pointPosCoord.setFromVector3(pointPos);
|
|
170
|
+
view.camera3D.getWorldPosition(cameraPos);
|
|
171
|
+
cameraPosCoord.setCrs(view.referenceCrs);
|
|
172
|
+
cameraPosCoord.setFromVector3(cameraPos);
|
|
173
|
+
const dist = pointPosCoord.spatialEuclideanDistanceTo(cameraPosCoord);
|
|
174
|
+
result.push({
|
|
175
|
+
object: o,
|
|
176
|
+
point: pointPos.clone(),
|
|
177
|
+
// the position of the point in the 3D view. Same name and value than what's returned by pickObjectsAt
|
|
178
|
+
index: candidates[i].index,
|
|
179
|
+
distance: dist,
|
|
180
|
+
layer
|
|
181
|
+
});
|
|
182
|
+
}
|
|
183
|
+
}
|
|
184
|
+
}
|
|
185
|
+
});
|
|
186
|
+
return result;
|
|
187
|
+
},
|
|
188
|
+
/*
|
|
189
|
+
* Default picking method. Uses THREE.Raycaster
|
|
190
|
+
*/
|
|
191
|
+
pickObjectsAt(view, viewCoords, radius, object) {
|
|
192
|
+
let target = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : [];
|
|
193
|
+
// Raycaster use NDC coordinate
|
|
194
|
+
view.viewToNormalizedCoords(viewCoords, normalized);
|
|
195
|
+
if (radius < 0) {
|
|
196
|
+
raycaster.setFromCamera(normalized, view.camera3D);
|
|
197
|
+
const intersects = raycaster.intersectObject(object, true);
|
|
198
|
+
for (const inter of intersects) {
|
|
199
|
+
inter.layer = findLayerInParent(inter.object);
|
|
200
|
+
target.push(inter);
|
|
201
|
+
}
|
|
202
|
+
return target;
|
|
203
|
+
}
|
|
204
|
+
// Instead of doing N raycast (1 per x,y returned by traversePickingCircle),
|
|
205
|
+
// we force render the zone of interest.
|
|
206
|
+
// Then we'll only do raycasting for the pixels where something was drawn.
|
|
207
|
+
const zone = {
|
|
208
|
+
x: viewCoords.x - radius,
|
|
209
|
+
y: viewCoords.y - radius,
|
|
210
|
+
width: 1 + radius * 2,
|
|
211
|
+
height: 1 + radius * 2
|
|
212
|
+
};
|
|
213
|
+
const pixels = view.mainLoop.gfxEngine.renderViewToBuffer({
|
|
214
|
+
scene: object,
|
|
215
|
+
camera: view.camera
|
|
216
|
+
}, zone);
|
|
217
|
+
const clearColor = new THREE.Color();
|
|
218
|
+
view.mainLoop.gfxEngine.renderer.getClearColor(clearColor);
|
|
219
|
+
const clearR = Math.round(255 * clearColor.r);
|
|
220
|
+
const clearG = Math.round(255 * clearColor.g);
|
|
221
|
+
const clearB = Math.round(255 * clearColor.b);
|
|
222
|
+
|
|
223
|
+
// Raycaster use NDC coordinate
|
|
224
|
+
const tmp = normalized.clone();
|
|
225
|
+
traversePickingCircle(radius, (x, y) => {
|
|
226
|
+
// x, y are offset from the center of the picking circle,
|
|
227
|
+
// and pixels is a square where 0, 0 is the top-left corner.
|
|
228
|
+
// So we need to shift x,y by radius.
|
|
229
|
+
|
|
230
|
+
const offset = ((y + radius) * (radius * 2 + 1) + (x + radius)) * 4;
|
|
231
|
+
const r = pixels[offset];
|
|
232
|
+
const g = pixels[offset + 1];
|
|
233
|
+
const b = pixels[offset + 2];
|
|
234
|
+
// Use approx. test to avoid rounding error or to behave
|
|
235
|
+
// differently depending on hardware rounding mode.
|
|
236
|
+
if (Math.abs(clearR - r) <= 1 && Math.abs(clearG - g) <= 1 && Math.abs(clearB - b) <= 1) {
|
|
237
|
+
// skip because nothing has been rendered here
|
|
238
|
+
return;
|
|
239
|
+
}
|
|
240
|
+
|
|
241
|
+
// Perform raycasting
|
|
242
|
+
tmp.setX(normalized.x + x / view.camera.width).setY(normalized.y + y / view.camera.height);
|
|
243
|
+
raycaster.setFromCamera(tmp, view.camera3D);
|
|
244
|
+
const intersects = raycaster.intersectObject(object, true);
|
|
245
|
+
for (const inter of intersects) {
|
|
246
|
+
inter.layer = findLayerInParent(inter.object);
|
|
247
|
+
target.push(inter);
|
|
248
|
+
}
|
|
249
|
+
|
|
250
|
+
// Stop at first hit
|
|
251
|
+
return target.length == 0;
|
|
252
|
+
});
|
|
253
|
+
return target;
|
|
254
|
+
}
|
|
255
|
+
};
|