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@@ -76441,7 +76441,7 @@ void main()
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let nearest = sorted1[0]; //return nearest.point; //直接用最近点 在点云稀疏时不太跟手,如地面上,最近点往往在鼠标下方
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let nearest = sorted1[0]; //return nearest.point; //直接用最近点 在点云稀疏时不太跟手,如地面上,最近点往往在鼠标下方
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- let ratio = 0.1; //系数越大越不跟手,但更容易pick近处的。 (当pick的点较远时,获取框内的点距离可能差别很大,就要所以除以disSquare)
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+ let ratio = 0.5;//0.1 //系数越大越不跟手,但更容易pick近处的。 (当pick的点较远时,获取框内的点距离可能差别很大,就要所以除以disSquare)
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let r = rSquare/Math.max(nearest.disSquare,0.001) * ratio;
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let r = rSquare/Math.max(nearest.disSquare,0.001) * ratio;
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hits.forEach( hit=>{
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hits.forEach( hit=>{
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let disDiff = hit.disSquare - nearest.disSquare; //和最近点的偏差
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let disDiff = hit.disSquare - nearest.disSquare; //和最近点的偏差
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@@ -76503,7 +76503,7 @@ void main()
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}
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}
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}
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}
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- //console.log('changePointSize:' + this.dataset_id + ' , num: ' + (num && num.toPrecision(3)) + ' , size: ' + size.toPrecision(3), 'nodeMaxLevel', nodeMaxLevel.toPrecision(3), 'testMaxNodeCount',viewer.testMaxNodeCount /* this.material.spacing */)
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+ //console.log('changePointSize:' + this.dataset_id + ' , num: ' + (num && num.toPrecision(3)) + ' , size: ' + size.toPrecision(3), 'nodeMaxLevel', nodeMaxLevel.toPrecision(3), 'testMaxNodeCount',this.testMaxNodeCount /* this.material.spacing */)
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if(size){
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if(size){
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if(Potree.settings.sortCloudMat){//被废弃,不给material分组了
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if(Potree.settings.sortCloudMat){//被废弃,不给material分组了
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this.size = size;this.material.size = size;
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this.size = size;this.material.size = size;
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