shared-orbitcontrols.js 4.5 KB

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  1. function init(data) { /* eslint-disable-line no-unused-vars */
  2. const {canvas, inputElement} = data;
  3. const renderer = new THREE.WebGLRenderer({canvas});
  4. const fov = 75;
  5. const aspect = 2; // the canvas default
  6. const near = 0.1;
  7. const far = 100;
  8. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  9. camera.position.z = 4;
  10. const controls = new THREE.OrbitControls(camera, inputElement);
  11. controls.target.set(0, 0, 0);
  12. controls.update();
  13. const scene = new THREE.Scene();
  14. {
  15. const color = 0xFFFFFF;
  16. const intensity = 1;
  17. const light = new THREE.DirectionalLight(color, intensity);
  18. light.position.set(-1, 2, 4);
  19. scene.add(light);
  20. }
  21. const boxWidth = 1;
  22. const boxHeight = 1;
  23. const boxDepth = 1;
  24. const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
  25. function makeInstance(geometry, color, x) {
  26. const material = new THREE.MeshPhongMaterial({
  27. color,
  28. });
  29. const cube = new THREE.Mesh(geometry, material);
  30. scene.add(cube);
  31. cube.position.x = x;
  32. return cube;
  33. }
  34. const cubes = [
  35. makeInstance(geometry, 0x44aa88, 0),
  36. makeInstance(geometry, 0x8844aa, -2),
  37. makeInstance(geometry, 0xaa8844, 2),
  38. ];
  39. class PickHelper {
  40. constructor() {
  41. this.raycaster = new THREE.Raycaster();
  42. this.pickedObject = null;
  43. this.pickedObjectSavedColor = 0;
  44. }
  45. pick(normalizedPosition, scene, camera, time) {
  46. // restore the color if there is a picked object
  47. if (this.pickedObject) {
  48. this.pickedObject.material.emissive.setHex(this.pickedObjectSavedColor);
  49. this.pickedObject = undefined;
  50. }
  51. // cast a ray through the frustum
  52. this.raycaster.setFromCamera(normalizedPosition, camera);
  53. // get the list of objects the ray intersected
  54. const intersectedObjects = this.raycaster.intersectObjects(scene.children);
  55. if (intersectedObjects.length) {
  56. // pick the first object. It's the closest one
  57. this.pickedObject = intersectedObjects[0].object;
  58. // save its color
  59. this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
  60. // set its emissive color to flashing red/yellow
  61. this.pickedObject.material.emissive.setHex((time * 8) % 2 > 1 ? 0xFFFF00 : 0xFF0000);
  62. }
  63. }
  64. }
  65. const pickPosition = {x: -2, y: -2};
  66. const pickHelper = new PickHelper();
  67. clearPickPosition();
  68. function resizeRendererToDisplaySize(renderer) {
  69. const canvas = renderer.domElement;
  70. const width = inputElement.clientWidth;
  71. const height = inputElement.clientHeight;
  72. const needResize = canvas.width !== width || canvas.height !== height;
  73. if (needResize) {
  74. renderer.setSize(width, height, false);
  75. }
  76. return needResize;
  77. }
  78. function render(time) {
  79. time *= 0.001;
  80. if (resizeRendererToDisplaySize(renderer)) {
  81. camera.aspect = inputElement.clientWidth / inputElement.clientHeight;
  82. camera.updateProjectionMatrix();
  83. }
  84. cubes.forEach((cube, ndx) => {
  85. const speed = 1 + ndx * .1;
  86. const rot = time * speed;
  87. cube.rotation.x = rot;
  88. cube.rotation.y = rot;
  89. });
  90. pickHelper.pick(pickPosition, scene, camera, time);
  91. renderer.render(scene, camera);
  92. requestAnimationFrame(render);
  93. }
  94. requestAnimationFrame(render);
  95. function getCanvasRelativePosition(event) {
  96. const rect = inputElement.getBoundingClientRect();
  97. return {
  98. x: event.clientX - rect.left,
  99. y: event.clientY - rect.top,
  100. };
  101. }
  102. function setPickPosition(event) {
  103. const pos = getCanvasRelativePosition(event);
  104. pickPosition.x = (pos.x / inputElement.clientWidth ) * 2 - 1;
  105. pickPosition.y = (pos.y / inputElement.clientHeight) * -2 + 1; // note we flip Y
  106. }
  107. function clearPickPosition() {
  108. // unlike the mouse which always has a position
  109. // if the user stops touching the screen we want
  110. // to stop picking. For now we just pick a value
  111. // unlikely to pick something
  112. pickPosition.x = -100000;
  113. pickPosition.y = -100000;
  114. }
  115. inputElement.addEventListener('mousemove', setPickPosition);
  116. inputElement.addEventListener('mouseout', clearPickPosition);
  117. inputElement.addEventListener('mouseleave', clearPickPosition);
  118. inputElement.addEventListener('touchstart', (event) => {
  119. // prevent the window from scrolling
  120. event.preventDefault();
  121. setPickPosition(event.touches[0]);
  122. }, {passive: false});
  123. inputElement.addEventListener('touchmove', (event) => {
  124. setPickPosition(event.touches[0]);
  125. });
  126. inputElement.addEventListener('touchend', clearPickPosition);
  127. }