picking-raycaster-complex-geo.html 5.3 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. html, body {
  10. height: 100%;
  11. margin: 0;
  12. }
  13. #c {
  14. width: 100%;
  15. height: 100%;
  16. display: block;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <canvas id="c"></canvas>
  22. </body>
  23. <!-- Import maps polyfill -->
  24. <!-- Remove this when import maps will be widely supported -->
  25. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  26. <script type="importmap">
  27. {
  28. "imports": {
  29. "three": "../../build/three.module.js"
  30. }
  31. }
  32. </script>
  33. <script type="module">
  34. import * as THREE from 'three';
  35. function main() {
  36. const canvas = document.querySelector( '#c' );
  37. const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
  38. renderer.useLegacyLights = false;
  39. const fov = 60;
  40. const aspect = 2; // the canvas default
  41. const near = 0.1;
  42. const far = 200;
  43. const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
  44. camera.position.z = 30;
  45. const scene = new THREE.Scene();
  46. scene.background = new THREE.Color( 'white' );
  47. // put the camera on a pole (parent it to an object)
  48. // so we can spin the pole to move the camera around the scene
  49. const cameraPole = new THREE.Object3D();
  50. scene.add( cameraPole );
  51. cameraPole.add( camera );
  52. {
  53. const color = 0xFFFFFF;
  54. const intensity = 3;
  55. const light = new THREE.DirectionalLight( color, intensity );
  56. light.position.set( - 1, 2, 4 );
  57. camera.add( light );
  58. }
  59. const geometry = new THREE.SphereGeometry( .6, 100, 100 );
  60. function rand( min, max ) {
  61. if ( max === undefined ) {
  62. max = min;
  63. min = 0;
  64. }
  65. return min + ( max - min ) * Math.random();
  66. }
  67. function randomColor() {
  68. return `hsl(${rand( 360 ) | 0}, ${rand( 50, 100 ) | 0}%, 50%)`;
  69. }
  70. const numObjects = 100;
  71. for ( let i = 0; i < numObjects; ++ i ) {
  72. const material = new THREE.MeshPhongMaterial( { color: randomColor() } );
  73. const cube = new THREE.Mesh( geometry, material );
  74. scene.add( cube );
  75. cube.position.set( rand( - 20, 20 ), rand( - 20, 20 ), rand( - 20, 20 ) );
  76. cube.rotation.set( rand( Math.PI ), rand( Math.PI ), 0 );
  77. cube.scale.set( rand( 3, 6 ), rand( 3, 6 ), rand( 3, 6 ) );
  78. }
  79. function resizeRendererToDisplaySize( renderer ) {
  80. const canvas = renderer.domElement;
  81. const width = canvas.clientWidth;
  82. const height = canvas.clientHeight;
  83. const needResize = canvas.width !== width || canvas.height !== height;
  84. if ( needResize ) {
  85. renderer.setSize( width, height, false );
  86. }
  87. return needResize;
  88. }
  89. class PickHelper {
  90. constructor() {
  91. this.raycaster = new THREE.Raycaster();
  92. this.pickedObject = null;
  93. this.pickedObjectSavedColor = 0;
  94. }
  95. pick( normalizedPosition, scene, camera, time ) {
  96. // restore the color if there is a picked object
  97. if ( this.pickedObject ) {
  98. this.pickedObject.material.emissive.setHex( this.pickedObjectSavedColor );
  99. this.pickedObject = undefined;
  100. }
  101. this.raycaster.setFromCamera( normalizedPosition, camera );
  102. const intersectedObjects = this.raycaster.intersectObjects( scene.children );
  103. if ( intersectedObjects.length ) {
  104. this.pickedObject = intersectedObjects[ 0 ].object;
  105. this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
  106. this.pickedObject.material.emissive.setHex( ( time * 8 ) % 2 > 1 ? 0xFFFF00 : 0xFF0000 );
  107. }
  108. }
  109. }
  110. const pickHelper = new PickHelper();
  111. const pickPosition = { x: - 1, y: - 1 };
  112. clearPickPosition();
  113. function render( time ) {
  114. time *= 0.001; // convert to seconds;
  115. if ( resizeRendererToDisplaySize( renderer ) ) {
  116. const canvas = renderer.domElement;
  117. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  118. camera.updateProjectionMatrix();
  119. }
  120. cameraPole.rotation.y = time * .1;
  121. pickHelper.pick( pickPosition, scene, camera, time );
  122. renderer.render( scene, camera );
  123. requestAnimationFrame( render );
  124. }
  125. requestAnimationFrame( render );
  126. function getCanvasRelativePosition( event ) {
  127. const rect = canvas.getBoundingClientRect();
  128. return {
  129. x: ( event.clientX - rect.left ) * canvas.width / rect.width,
  130. y: ( event.clientY - rect.top ) * canvas.height / rect.height,
  131. };
  132. }
  133. function setPickPosition( event ) {
  134. const pos = getCanvasRelativePosition( event );
  135. pickPosition.x = pos.x;
  136. pickPosition.y = pos.y;
  137. }
  138. function clearPickPosition() {
  139. // unlike the mouse which always has a position
  140. // if the user stops touching the screen we want
  141. // to stop picking. For now we just pick a value
  142. // unlikely to pick something
  143. pickPosition.x = - 100000;
  144. pickPosition.y = - 100000;
  145. }
  146. window.addEventListener( 'mousemove', setPickPosition );
  147. window.addEventListener( 'mouseout', clearPickPosition );
  148. window.addEventListener( 'mouseleave', clearPickPosition );
  149. window.addEventListener( 'touchstart', ( event ) => {
  150. // prevent the window from scrolling
  151. event.preventDefault();
  152. setPickPosition( event.touches[ 0 ] );
  153. }, { passive: false } );
  154. window.addEventListener( 'touchmove', ( event ) => {
  155. setPickPosition( event.touches[ 0 ] );
  156. } );
  157. window.addEventListener( 'touchend', clearPickPosition );
  158. }
  159. main();
  160. </script>
  161. </html>