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picking wip

Gregg Tavares 6 years ago
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threejs/lessons/threejs-picking.md

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+Title: Three.js Picking
+Description: Selecting Objects with the Mouse in Three.js
+
+*Picking* refers to the process of figuring out which object
+a user clicked on or touched. There are tons of ways to implement
+picking each with their tradeoffs. Let's go over the 2 most common.
+
+Probably the most common way of *picking* is by doing raycasting
+which means to *cast* a ray from the mouse through the frustum
+of the scene and computing which objects that ray intersects.
+Conceptually it's very simple.
+
+First we'd take the position of the mouse. We'd convert that into
+world space by applying the camera's projection and orientation.
+We'd compute a ray from the near plane of the camera's frustum
+to the far plane. Then, for every triangle of every object in the
+scene we'd check if that ray intersects that triangle. If your
+scene has 1000 objects and each object has 1000 triangles then
+1 million triangles will need to be checked.
+
+A few optimizations would include first checking if the ray intersects
+with an object's bounding sphere or bounding box, the sphere or box
+that contains the entire object. If the ray doesn:'t intersect
+one of those then we don't have to check the triangles of that object.
+
+THREE.js provides a `RayCaster` class that does exactly this.
+
+
+
+
+
+
+This article is part of a series of articles about three.js. The
+first article is [three.js fundamentals](three-fundamentals.html). If
+you haven't read that yet and you're new to three.js you might want to
+consider starting there. The 
+[previous article was about cameras](threejs-cameras.html) which is
+important to have read before you read this article as well as
+the [article before that one about lights](threejs-lights.html).
+
+Shadows on computers can be a complicated topic. There are various
+solutions and all of them have tradeoffs including the solutions
+available in three.js
+
+Three.js by default uses *shadow maps*. The way a shadow map works
+is, *for every light that casts shadows all objects marked to cast
+shadows are rendered from the point of view of the light*. **READ THAT
+AGAIN!** and let it sink in. 
+
+In other words, if you have 20 objects, and 5 lights, and
+all 20 objects are casting shadows and all 5 lights are casting
+shadows then your entire scene will be drawn 6 times. All 20 objects
+will be drawn for light #1, then all 20 objects will be drawn for 
+light #2, then #3, etc and finally the actual scene will be drawn
+using data from the first 5 renders.
+
+It gets worse, if you have a point light casting shadows the scene
+has to be drawn 6 times just for that light!
+
+For these reasons it's common find other solutions than to have
+a bunch of lights all generating shadows. One common solution
+is to have multiple lights but only one directional light generating
+shadows.
+
+Yet another solution is to use lightmaps and or ambient occlusion maps
+to pre-compute the effects of lighting offline. This results in static
+lighting or static lighting hints but at least it's fast. We'll
+cover both of those in another article.
+
+Another solution is to use fake shadows. Make a plane, put a grayscale
+texture in the plane that approximates a shadow, 
+draw it above the ground below your object.
+
+For example let's use this texture as a fake shadow
+
+<div class="threejs_center"><img src="../resources/images/roundshadow.png"></div>
+
+We'll use some of the code from [the previous article](threejs-cameras.html).
+
+Let's set the background color to white.
+
+```
+const scene = new THREE.Scene();
++scene.background = new THREE.Color('white');
+```
+
+Then we'll setup the same checkerboard ground but this time it's using
+a `MeshBasicMaterial` as we don't need lighting for the ground.
+
+```
++const loader = new THREE.TextureLoader();
+
+{
+  const planeSize = 40;
+
+-  const loader = new THREE.TextureLoader();
+  const texture = loader.load('resources/images/checker.png');
+  texture.wrapS = THREE.RepeatWrapping;
+  texture.wrapT = THREE.RepeatWrapping;
+  texture.magFilter = THREE.NearestFilter;
+  const repeats = planeSize / 2;
+  texture.repeat.set(repeats, repeats);
+
+  const planeGeo = new THREE.PlaneBufferGeometry(planeSize, planeSize);
+  const planeMat = new THREE.MeshBasicMaterial({
+    map: texture,
+    side: THREE.DoubleSide,
+  });
++  planeMat.color.setRGB(1.5, 1.5, 1.5);
+  const mesh = new THREE.Mesh(planeGeo, planeMat);
+  mesh.rotation.x = Math.PI * -.5;
+  scene.add(mesh);
+}
+```
+
+Note we're setting the color to `1.5, 1.5, 1.5`. This will multiply the checkerboard
+texture's colors by 1.5, 1.5, 1.5. Since the texture's colors are 0x808080 and 0xC0C0C0
+which is medium gray and light gray, multiplying them by 1.5 will give is a white and 
+light grey checkerboard.
+
+Let's load the shadow texture
+
+```javascript
+const shadowTexture = loader.load('resources/images/roundshadow.png');
+```
+
+and make an array to remember each sphere and associated objects.
+
+```javascript
+const sphereShadowBases = [];
+```
+
+Then we'll make a sphere geometry
+
+```javascript
+const sphereRadius = 1;
+const sphereWidthDivisions = 32;
+const sphereHeightDivisions = 16;
+const sphereGeo = new THREE.SphereBufferGeometry(sphereRadius, sphereWidthDivisions, sphereHeightDivisions);
+```
+
+And a plane geometry for the fake shadow
+
+```
+const planeSize = 1;
+const shadowGeo = new THREE.PlaneBufferGeometry(planeSize, planeSize);
+```
+
+Now we'll make a bunch of spheres. For each sphere we'll create a `base`
+`THREE.Object3D` and we'll make both the shadow plane mesh and the sphere mesh
+children of the base. That way if we move the base both the sphere and the shadow
+will move. We need to put the shadow slightly above the ground to prevent z-fighting. 
+We also set `depthWrite` to false so that the shadows don't mess each other up.
+We'll go over both of these issues in [another article](threejs-transparency.html).
+The shadow is a `MeshBasicMaterial` because it doesn't need lighting.
+
+We make each sphere a different hue and then save off the base, the sphere mesh,
+the shadow mesh and the initial y position of each sphere.
+
+
+```javascript
+const numSpheres = 15;
+for (let i = 0; i < numSpheres; ++i) {
+  // make a base for the shadow and the sphere.
+  // so they move together.
+  const base = new THREE.Object3D();
+  scene.add(base);
+
+  // add the shadow to the base
+  // note: we make a new material for each sphere
+  // so we can set that sphere's material transparency
+  // separately.
+  const shadowMat = new THREE.MeshBasicMaterial({
+    map: shadowTexture,
+    transparent: true,    // so we can see the ground
+    depthWrite: false,    // so we don't have to sort
+  });
+  const shadowMesh = new THREE.Mesh(shadowGeo, shadowMat);
+  shadowMesh.position.y = 0.001;  // so we're above the ground slightly
+  shadowMesh.rotation.x = Math.PI * -.5;
+  const shadowSize = sphereRadius * 4;
+  shadowMesh.scale.set(shadowSize, shadowSize, shadowSize);
+  base.add(shadowMesh);
+
+  // add the sphere to the base
+  const u = i / numSpheres;   // goes from 0 to 1 as we iterate the spheres.
+  const sphereMat = new THREE.MeshPhongMaterial();
+  sphereMat.color.setHSL(u, 1, .75);
+  const sphereMesh = new THREE.Mesh(sphereGeo, sphereMat);
+  sphereMesh.position.set(0, sphereRadius + 2, 0);
+  base.add(sphereMesh);
+
+  // remember all 3 plus the y position
+  sphereShadowBases.push({base, sphereMesh, shadowMesh, y: sphereMesh.position.y});
+}
+```
+
+We setup 2 lights. One is a `HemisphereLight` with the itensity set to 2 to really
+brighten things up.
+
+```javascript
+{
+  const skyColor = 0xB1E1FF;  // light blue
+  const groundColor = 0xB97A20;  // brownish orange
+  const intensity = 2;
+  const light = new THREE.HemisphereLight(skyColor, groundColor, intensity);
+  scene.add(light);
+}
+```
+
+The other is a `DirectionalLight` so the spheres get some defintion
+
+```javascript
+{
+  const color = 0xFFFFFF;
+  const intensity = 1;
+  const light = new THREE.DirectionalLight(color, intensity);
+  light.position.set(0, 10, 5);
+  light.target.position.set(-5, 0, 0);
+  scene.add(light);
+  scene.add(light.target);
+}
+```
+
+It would render as is but let's animate there spheres.
+For each sphere, shadow, base set we move the base in the xz plane, we
+move the sphere up and down using `Math.abs(Math.sin(time))`
+which gives us a bouncy animation. And, we also set the shadow material's 
+opacity so that as each sphere goes higher its shadow fades out.
+
+```javascript
+function render(time) {
+  time *= 0.001;  // convert to seconds
+
+  ...
+
+  sphereShadowBases.forEach((sphereShadowBase, ndx) => {
+    const {base, sphereMesh, shadowMesh, y} = sphereShadowBase;
+
+    // u is a value that goes from 0 to 1 as we iterate the spheres
+    const u = ndx / sphereShadowBases.length;
+
+    // compute a position for there base. This will move
+    // both the sphere and its shadow
+    const speed = time * .2;
+    const angle = speed + u * Math.PI * 2 * (ndx % 1 ? 1 : -1);
+    const radius = Math.sin(speed - ndx) * 10;
+    base.position.set(Math.cos(angle) * radius, 0, Math.sin(angle) * radius);
+
+    // yOff is a value that goes from 0 to 1
+    const yOff = Math.abs(Math.sin(time * 2 + ndx));
+    // move the sphere up and down
+    sphereMesh.position.y = y + THREE.Math.lerp(-2, 2, yOff);
+    // fade the shadow as the sphere goes up
+    shadowMesh.material.opacity = THREE.Math.lerp(1, .25, yOff);
+  });
+
+  ...
+```
+
+And here's 15 kind of bouncing balls.
+
+{{{example url="../threejs-shadows-fake.html" }}}
+
+In some apps it's common to use a round or oval shadow for everything but
+of course you could also use different shaped shadow textures. You might also
+give the shadow a harder edge. A good example of using this type
+of shadow is [Animal Crossing Pocket Camp](https://www.google.com/search?tbm=isch&q=animal+crossing+pocket+camp+screenshots) 
+where you can see each character has a simple round shadow. It's effective and cheap.
+[Monument Valley](https://www.google.com/search?q=monument+valley+screenshots&tbm=isch) 
+appears to also use this kind of shadow for the main character.
+
+So, moving on to shadow maps, there are 3 lights with can cast shadows. The `DirectionalLight`,
+the `PointLight`, and the `SpotLight`.
+
+Let's start with the `DirectionaLight` with helper example from [the lights article](threejs-lights.html). 
+
+The first thing we need to do is turn on shadows in the renderer.
+
+```
+const renderer = new THREE.WebGLRenderer({canvas: canvas});
++renderer.shadowMap.enabled = true;
+```
+
+Then we also need to tell the light to cast a shadow
+
+```javascript
+const light = new THREE.DirectionalLight(color, intensity);
++light.castShadow = true;
+```
+
+We also need to go to each mesh in the scene and decide if it should
+both cast shadows and/or receive shadows.
+
+Let's make the plane (the ground) only receive shadows since we don't
+really care what happens underneath.
+
+```javascript
+const mesh = new THREE.Mesh(planeGeo, planeMat);
+mesh.receiveShadow = true;
+```
+
+For the cube and the sphere let's have them both receive and cast shadows
+
+```javascript
+const mesh = new THREE.Mesh(cubeGeo, cubeMat);
+mesh.castShadow = true;
+mesh.receiveShadow = true;
+
+...
+
+const mesh = new THREE.Mesh(sphereGeo, sphereMat);
+mesh.castShadow = true;
+mesh.receiveShadow = true;
+```
+
+And then we run it.
+
+{{{example url="../threejs-shadows-directional-light.html" }}}
+
+What happened? Why are parts of the shadows missing?
+
+The reason is shadow maps are created by rendering the scene from the point
+of view of the light. In this case there is a camera at the `DirectionalLight`
+that is looking at its target. Just like [the camera's we previously covered](threejs-cameras.html)
+the light's shadow camera defines an area inside of which
+the shadows get rendered. In the example above that area is too small.
+
+In order to visualize that area we can get the light's shadow camera and add
+a `CameraHelper` to the scene.
+
+```javascript
+const cameraHelper = new THREE.CameraHelper(light.shadow.camera);
+scene.add(cameraHelper);
+```
+
+And now you can see the area for which shadows are cast and received.
+
+{{{example url="../threejs-shadows-directional-light-with-camera-helper.html" }}}
+
+Adjust the target x value back and forth and it should be pretty clear that only
+what's inside the light's shadow camera box is where shadows are drawn.
+
+We can adjust the size of that box by adjusting the light's shadow camera.
+
+Let's add some GUI setting to adjust the light's shadow camera box. Since a 
+`DirectionalLight` represents light all going in a parallel direction the
+`DirectionalLight` uses an `OrthographicCamera` for its shadow camera.
+We went over how an `OrthographicCamera` works in [the previous article about cameras.](threejs-cameras.html).
+
+Recall an `OrthographicCamera` defines
+its box or *view frustum* by its `left`, `right`, `top`, `bottom`, `near`, `far`,
+and `zoom` properties.
+
+Again let's make a helper class for the dat.GUI. We'll make a `DimensionGUIHelper`
+that we'll pass an object and 2 properties. It will present one property that dat.GUI
+can adjust and in response will set the two properties one positive and one negative.
+We can use this to set `left` and `right` as `width` and `up` and `down` as `height`.
+
+```javascript
+class DimensionGUIHelper {
+  constructor(obj, minProp, maxProp) {
+    this.obj = obj;
+    this.minProp = minProp;
+    this.maxProp = maxProp;
+  }
+  get value() {
+    return this.obj[this.maxProp] * 2;
+  }
+  set value(v) {
+    this.obj[this.maxProp] = v /  2;
+    this.obj[this.minProp] = v / -2;
+  }
+}
+```
+
+We'll also use the `MinMaxGUIHelper` we created in the [camera article](threejs-cameras.html)
+to adjust `near` and `far`.
+
+```
+const gui = new dat.GUI();
+gui.addColor(new ColorGUIHelper(light, 'color'), 'value').name('color');
+gui.add(light, 'intensity', 0, 2, 0.01);
++{
++  const folder = gui.addFolder('Shadow Camera');
++  folder.open();
++  folder.add(new DimensionGUIHelper(light.shadow.camera, 'left', 'right'), 'value', 1, 100)
++    .name('width')
++    .onChange(updateCamera);
++  folder.add(new DimensionGUIHelper(light.shadow.camera, 'bottom', 'top'), 'value', 1, 100)
++    .name('height')
++    .onChange(updateCamera);
++  const minMaxGUIHelper = new MinMaxGUIHelper(light.shadow.camera, 'near', 'far', 0.1);
++  folder.add(minMaxGUIHelper, 'min', 0.1, 50, 0.1).name('near').onChange(updateCamera);
++  folder.add(minMaxGUIHelper, 'max', 0.1, 50, 0.1).name('far').onChange(updateCamera);
++  folder.add(light.shadow.camera, 'zoom', 0.01, 1.5, 0.01).onChange(updateCamera);
++}
+```
+
+We tell the GUI to call our `updateCamera` function anytime anything changes.
+Let's write that function to update the light, the helper for the light, the
+light's shadow camera, and the helper showing the light's shadow camera.
+
+```
+function updateCamera() {
+  // update the light target's matrixWorld because it's needed by the helper
+  light.target.updateMatrixWorld();
+  helper.update();
+  // update the light's shadow camera's projection matrix
+  light.shadow.camera.updateProjectionMatrix();
+  // and now update the camera helper we're using to show the light's shadow camera
+  cameraHelper.update();
+}
+updateCamera();
+```
+
+And now that we've given the light's shadow camera a GUI we can play with the values.
+
+{{{example url="../threejs-shadows-directional-light-with-camera-gui.html" }}}
+
+Set the `width` and `height` to about 30 and you can see the shadows are correct
+and the areas that need to be in shadow for this scene are entirely covered.
+
+But this brings up the question, why not just set `width` and `height` to some
+giant numbers to just cover everything? Set the `width` and `height` to 100
+and you might see something like this
+
+<div class="threejs_center"><img src="resources/images/low-res-shadow-map.png" style="width: 369px"></div>
+
+What's going on with these low-res shadows!
+
+This issue is yet another shadow related setting to be aware of. 
+Shadow maps are textures the shadows get drawn into. 
+Those textures have a size. The shadow camera's area we set above is stretched
+across that size. That means the larger area you set the more blocky your shadows will
+be.
+
+You can set the resolution of the shadow map's texture by setting `light.shadow.mapSize.width`
+and `light.shadow.mapSize.height`. They default to 512x512.
+The larger you make them the more memory they take and the slower they are to compute so you want
+to set them as small as you can and still make your scene work. The same is true with the
+light's shadow camera area. Smaller means better looking shadows so make the area as small as you 
+can and still cover your scene. Be aware that each user's machine has a maximum texture size
+allowed which is available on the renderer as [`renderer.capabilities.maxTextureSize`](WebGLRenderer.capabilities).
+
+<!--
+Ok but what about `near` and `far` I hear you thinking. Can we set `near` to 0.00001 and far to `100000000`
+-->
+
+Switching to the `SpotLight` the light's shadow camera becomes a `PerspectiveCamera`. Unlike the `DirectionalLight`'s shadow camera
+where we could manually set most its settings, `SpotLight`'s shadow camera is controlled by the `SpotLight` itself. The `fov` for the shadow
+camera is directly connected to the `SpotLight`'s `angle` setting.
+The `aspect` is set automatically based on the size of the shadow map.
+
+```javascript
+-const light = new THREE.DirectionalLight(color, intensity);
++const light = new THREE.SpotLight(color, intensity);
+```
+
+and we added back in the `penumbra` and `angle` settings
+from our [article about lights](threejs-lights.html).
+
+{{{example url="../threejs-shadows-spot-light-with-camera-gui.html" }}}
+
+
+<!--
+You can notice, just like the last example if we set the angle high
+then the shadow map, the texture is spread over a very large area and
+the resolution of our shadows gets really low.
+
+div class="threejs_center"><img src="resources/images/low-res-shadow-map-spotlight.png" style="width: 344px"></div>
+
+You can increase the size of the shadow map as mentioned above. You can
+also blur the result
+
+{{{example url="../threejs-shadows-spot-light-with-shadow-radius" }}}
+-->
+
+
+
+And finally there's shadows with a `PointLight`. Since a `PointLight`
+shines in all directions the only relevent settings are `near` and `far`.
+Otherwise the `PointLight` shadow is effectively 6 `SpotLight` shadows
+each one pointing to the face of a cube around the light. This means
+`PointLight` shadows are much slower since the entire scene must be
+drawn 6 times, one for each direction.
+
+Let's put a box around our scene so we can see shadows on the walls 
+and ceiling. We'll set the material's `side` property to `THREE.BackSide` 
+so we render the inside of the box instead of the outside. Like the floor
+we'll set it only to receive shadows. Also we'll set the position of the
+box so its bottom is slightly below the floor so the floor and the bottom
+of the box don't z-fight.
+
+```javascript
+{
+  const cubeSize = 30;
+  const cubeGeo = new THREE.BoxBufferGeometry(cubeSize, cubeSize, cubeSize);
+  const cubeMat = new THREE.MeshPhongMaterial({
+    color: '#CCC',
+    side: THREE.BackSide,
+  });
+  const mesh = new THREE.Mesh(cubeGeo, cubeMat);
+  mesh.receiveShadow = true;
+  mesh.position.set(0, cubeSize / 2 - 0.1, 0);
+  scene.add(mesh);
+}
+```
+
+And of course we need to switch the light to a `PointLight`.
+
+```javascript
+-const light = new THREE.SpotLight(color, intensity);
++const light = new THREE.PointLight(color, intensity);
+
+....
+
+// so we can easily see where the point light is
++const helper = new THREE.PointLightHelper(light);
++scene.add(helper);
+```
+
+{{{example url="../threejs-shadows-point-light.html" }}}
+
+Use the `position` GUI settings to move the light around
+and you'll see the shadows fall on all the walls. You can
+also adjust `near` and `far` settings and see just like
+the other shadows when things are closer than `near` they
+no longer receive a shadow and they are further than `far`
+they are always in shadow.
+
+<!--
+self shadow, shadow acne
+-->
+