threejs-picking-raycaster-complex-geo.html 5.0 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Picking - RayCaster</title>
  8. <style>
  9. body {
  10. margin: 0;
  11. }
  12. #c {
  13. width: 100vw;
  14. height: 100vh;
  15. display: block;
  16. }
  17. </style>
  18. </head>
  19. <body>
  20. <canvas id="c"></canvas>
  21. </body>
  22. <script type="module">
  23. import * as THREE from './resources/threejs/r114/build/three.module.js';
  24. function main() {
  25. const canvas = document.querySelector('#c');
  26. const renderer = new THREE.WebGLRenderer({canvas});
  27. const fov = 60;
  28. const aspect = 2; // the canvas default
  29. const near = 0.1;
  30. const far = 200;
  31. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  32. camera.position.z = 30;
  33. const scene = new THREE.Scene();
  34. scene.background = new THREE.Color('white');
  35. // put the camera on a pole (parent it to an object)
  36. // so we can spin the pole to move the camera around the scene
  37. const cameraPole = new THREE.Object3D();
  38. scene.add(cameraPole);
  39. cameraPole.add(camera);
  40. {
  41. const color = 0xFFFFFF;
  42. const intensity = 1;
  43. const light = new THREE.DirectionalLight(color, intensity);
  44. light.position.set(-1, 2, 4);
  45. camera.add(light);
  46. }
  47. const geometry = new THREE.SphereBufferGeometry(.6, 100, 100);
  48. function rand(min, max) {
  49. if (max === undefined) {
  50. max = min;
  51. min = 0;
  52. }
  53. return min + (max - min) * Math.random();
  54. }
  55. function randomColor() {
  56. return `hsl(${rand(360) | 0}, ${rand(50, 100) | 0}%, 50%)`;
  57. }
  58. const numObjects = 100;
  59. for (let i = 0; i < numObjects; ++i) {
  60. const material = new THREE.MeshPhongMaterial({color: randomColor()});
  61. const cube = new THREE.Mesh(geometry, material);
  62. scene.add(cube);
  63. cube.position.set(rand(-20, 20), rand(-20, 20), rand(-20, 20));
  64. cube.rotation.set(rand(Math.PI), rand(Math.PI), 0);
  65. cube.scale.set(rand(3, 6), rand(3, 6), rand(3, 6));
  66. }
  67. function resizeRendererToDisplaySize(renderer) {
  68. const canvas = renderer.domElement;
  69. const width = canvas.clientWidth;
  70. const height = canvas.clientHeight;
  71. const needResize = canvas.width !== width || canvas.height !== height;
  72. if (needResize) {
  73. renderer.setSize(width, height, false);
  74. }
  75. return needResize;
  76. }
  77. class PickHelper {
  78. constructor() {
  79. this.raycaster = new THREE.Raycaster();
  80. this.pickedObject = null;
  81. this.pickedObjectSavedColor = 0;
  82. }
  83. pick(normalizedPosition, scene, camera, time) {
  84. // restore the color if there is a picked object
  85. if (this.pickedObject) {
  86. this.pickedObject.material.emissive.setHex(this.pickedObjectSavedColor);
  87. this.pickedObject = undefined;
  88. }
  89. this.raycaster.setFromCamera(normalizedPosition, camera);
  90. const intersectedObjects = this.raycaster.intersectObjects(scene.children);
  91. if (intersectedObjects.length) {
  92. this.pickedObject = intersectedObjects[0].object;
  93. this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
  94. this.pickedObject.material.emissive.setHex((time * 8) % 2 > 1 ? 0xFFFF00 : 0xFF0000);
  95. }
  96. }
  97. }
  98. const pickHelper = new PickHelper();
  99. const pickPosition = {x: -1, y: -1};
  100. clearPickPosition();
  101. function render(time) {
  102. time *= 0.001; // convert to seconds;
  103. if (resizeRendererToDisplaySize(renderer)) {
  104. const canvas = renderer.domElement;
  105. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  106. camera.updateProjectionMatrix();
  107. }
  108. cameraPole.rotation.y = time * .1;
  109. pickHelper.pick(pickPosition, scene, camera, time);
  110. renderer.render(scene, camera);
  111. requestAnimationFrame(render);
  112. }
  113. requestAnimationFrame(render);
  114. function getCanvasRelativePosition(event) {
  115. const rect = canvas.getBoundingClientRect();
  116. return {
  117. x: (event.clientX - rect.left) * canvas.width / rect.width,
  118. y: (event.clientY - rect.top ) * canvas.height / rect.height,
  119. };
  120. }
  121. function setPickPosition(event) {
  122. const pos = getCanvasRelativePosition(event);
  123. pickPosition.x = pos.x;
  124. pickPosition.y = pos.y;
  125. }
  126. function clearPickPosition() {
  127. // unlike the mouse which always has a position
  128. // if the user stops touching the screen we want
  129. // to stop picking. For now we just pick a value
  130. // unlikely to pick something
  131. pickPosition.x = -100000;
  132. pickPosition.y = -100000;
  133. }
  134. window.addEventListener('mousemove', setPickPosition);
  135. window.addEventListener('mouseout', clearPickPosition);
  136. window.addEventListener('mouseleave', clearPickPosition);
  137. window.addEventListener('touchstart', (event) => {
  138. // prevent the window from scrolling
  139. event.preventDefault();
  140. setPickPosition(event.touches[0]);
  141. }, {passive: false});
  142. window.addEventListener('touchmove', (event) => {
  143. setPickPosition(event.touches[0]);
  144. });
  145. window.addEventListener('touchend', clearPickPosition);
  146. }
  147. main();
  148. </script>
  149. </html>