import * as THREE from "three" ; import { PickingRaycaster } from "./PickingRaycaster" ; /**
 * `MapViewPoints` is a class to extend for the `"circles"` and `"squares"` techniques to
 * implement raycasting of `THREE.Points` as expected in  MapView ,
 * that are in screen space.
 *
 *  remarks It copies the behaviour of the `raycast` method in [[THREE.Points]] and dispatches it to its
 * children classes,  Circles and  Squares , who hold the intersection testing in the
 * `testPoint` method. This class also has the ability to dismiss the testing via the
 * `enableRayTesting` flag.
 *
 * Its main motivation is to handle the point styles of XYZ projects.
 *
 *  see https internal export abstract class MapViewPoints extends THREE . Points { /**
     * This allows to discard the ray testing.
     */ enableRayTesting : boolean = true ; remarks The drawing of the points being different between  Circles * and  Squares , this method is implemented in these child classes.
     *
     *  param point param screenPosition param pickCoordinates param index param distance param intersects abstract testPoint ( point , screenPosition , pickCoordinates , index , distance , intersects ) ; param raycaster param intersects raycast ( raycaster , intersects ) { if ( ! this . enableRayTesting ) { return ; } const geometry = this . geometry ; const matrixWorld = this . matrixWorld ; const ndc = raycaster . ray . origin . clone ( ) . add ( raycaster . ray . direction ) . project ( raycaster . camera ) ; const mouseCoords = ndcToScreen ( ndc , raycaster ) ; const testPoint = ( point , index ) => { const pointInfo = getPointInfo ( point , matrixWorld , raycaster ) ; if ( pointInfo . pointIsOnScreen ) { this . testPoint ( point , pointInfo . absoluteScreenPosition ! , mouseCoords , index , pointInfo . distance ! , intersects ) ; } } ; const point = new THREE . Vector3 ( ) ; const index = geometry . index ; const attributes = geometry . attributes ; const positions = attributes . position . array ; if ( index !== null ) { const indices = index . array ; for ( let i = 0 , il = indices . length ; i < il ; i ++ ) { testPoint ( point . fromArray ( positions as number [ ] , indices [ i ] * 3 ) , i ) ; } } else { for ( let i = 0 , l = positions . length / 3 ; i < l ; i ++ ) { testPoint ( point . fromArray ( positions as number [ ] , i * 3 ) , i ) ; } } } } function ndcToScreen ( ndc , raycaster ) { return new THREE . Vector2 ( ndc . x + 1 , 1 - ndc . y ) . divideScalar ( 2 ) . multiply ( raycaster . canvasSize ) . ceil ( ) ; } function getPointInfo ( point , matrixWorld , raycaster ) { const worldPosition = point . clone ( ) . applyMatrix4 ( matrixWorld ) ; const distance = worldPosition . distanceTo ( raycaster . ray . origin ) ; const ndc = worldPosition . project ( raycaster . camera ) ; const pointIsOnScreen = ndc . x < 1 && ndc . x > - 1 && ndc . y < 1 && ndc . y > - 1 ; if ( pointIsOnScreen ) { const absoluteScreenPosition = ndcToScreen ( ndc , raycaster ) ; return { absoluteScreenPosition , pointIsOnScreen , distance } ; } return { pointIsOnScreen } ; } internal export class Circles extends MapViewPoints { @override  testPoint ( point , screenPosition , pickCoordinates , index , distance , intersects ) { const dx = screenPosition . x - pickCoordinates . x ; const dy = screenPosition . y - pickCoordinates . y ; const dist = Math . sqrt ( dx * dx + dy * dy ) ; const radius = ( this . material as THREE . PointsMaterial ) . size / 2 ; if ( dist <= radius ) { intersects . push ( { point , distance , index , object : this } ) ; } } } internal export class Squares extends MapViewPoints { @override  testPoint ( point , screenPosition , pickCoordinates , index , distance , intersects ) { const dx = screenPosition . x - pickCoordinates . x ; const dy = screenPosition . y - pickCoordinates . y ; const halfSize = ( this . material as THREE . PointsMaterial ) . size / 2 ; if ( Math . abs ( dx ) <= halfSize && Math . abs ( dy ) <= halfSize ) { intersects . push ( { point , distance , index , object : this } ) ; } } }