Jelajahi Sumber

big_Muzzy_shouldSphereFollowMouse_controls_handleResize;

alexan0308 10 tahun lalu
induk
melakukan
42f6f3b72d
1 mengubah file dengan 15 tambahan dan 21 penghapusan
  1. 15 21
      examples/webgl_geometry_terrain_raycast.html

+ 15 - 21
examples/webgl_geometry_terrain_raycast.html

@@ -62,7 +62,6 @@
 
 			var clock = new THREE.Clock();
 
-			var shouldSphereFollowMouse = true;
 			var helper;
 
 			init();
@@ -77,7 +76,7 @@
 				scene = new THREE.Scene();
 
 				controls = new THREE.OrbitControls(camera);
-				controls.center.set(0.0, 100.0, 0.0);
+				controls.center.set( 0.0, 100.0, 0.0 );
 				controls.userPanSpeed = 100;
 
 				data = generateHeight( worldWidth, worldDepth );
@@ -138,8 +137,6 @@
 
 				renderer.setSize( window.innerWidth, window.innerHeight );
 
-				controls.handleResize();
-
 			}
 
 			function generateHeight( width, height ) {
@@ -250,31 +247,28 @@
 
 			function onMouseMove( event ) {
 
-				if ( shouldSphereFollowMouse ) {
-
-					var mouseX = ( event.clientX / window.innerWidth ) * 2 - 1;
-					var mouseY = -( event.clientY / window.innerHeight ) * 2 + 1;
+				var mouseX = ( event.clientX / window.innerWidth ) * 2 - 1;
+				var mouseY = -( event.clientY / window.innerHeight ) * 2 + 1;
 
-					var vector = new THREE.Vector3( mouseX, mouseY, camera.near );
-					// Convert the [-1, 1] screen coordinate into a world coordinate on the near plane
-					vector.unproject( camera );
+				var vector = new THREE.Vector3( mouseX, mouseY, camera.near );
+				// Convert the [-1, 1] screen coordinate into a world coordinate on the near plane
+				vector.unproject( camera );
 
-					var raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
+				var raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
 
-					// See if the ray from the camera into the world hits one of our meshes
-					var intersects = raycaster.intersectObject( mesh );
-					lastIntersects = intersects;
+				// See if the ray from the camera into the world hits one of our meshes
+				var intersects = raycaster.intersectObject( mesh );
 
-					// Toggle rotation bool for meshes that we clicked
-					if ( intersects.length > 0 ) {
+				// Toggle rotation bool for meshes that we clicked
+				if ( intersects.length > 0 ) {
 
-						helper.position.set( 0, 0, 0 );
-						helper.lookAt( intersects[ 0 ].face.normal );
+					helper.position.set( 0, 0, 0 );
+					helper.lookAt( intersects[ 0 ].face.normal );
 
-						helper.position.copy( intersects[ 0 ].point );
+					helper.position.copy( intersects[ 0 ].point );
 
-					}
 				}
+
 			}
 
 		</script>