| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299 | <!-- Licensed under a BSD license. See license.html for license --><!DOCTYPE html><html>  <head>    <meta charset="utf-8">    <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">    <title>Three.js - Picking - RayCaster w/Transparency</title>    <style>    html, body {        height: 100%;        margin: 0;    }    #c {        width: 100%;        height: 100%;        display: block;    }    </style>  </head>  <body>    <canvas id="c"></canvas>  </body><script type="importmap">{  "imports": {    "three": "../../build/three.module.js"  }}</script><script type="module">import * as THREE from 'three';function main() {	const canvas = document.querySelector( '#c' );	const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );	const fov = 60;	const aspect = 2; // the canvas default	const near = 0.1;	const far = 200;	const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );	camera.position.z = 30;	const scene = new THREE.Scene();	scene.background = new THREE.Color( 'white' );	const pickingScene = new THREE.Scene();	pickingScene.background = new THREE.Color( 0 );	// put the camera on a pole (parent it to an object)	// so we can spin the pole to move the camera around the scene	const cameraPole = new THREE.Object3D();	scene.add( cameraPole );	cameraPole.add( camera );	{		const color = 0xFFFFFF;		const intensity = 3;		const light = new THREE.DirectionalLight( color, intensity );		light.position.set( - 1, 2, 4 );		camera.add( light );	}	const boxWidth = 1;	const boxHeight = 1;	const boxDepth = 1;	const geometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );	function rand( min, max ) {		if ( max === undefined ) {			max = min;			min = 0;		}		return min + ( max - min ) * Math.random();	}	function randomColor() {		return `hsl(${rand( 360 ) | 0}, ${rand( 50, 100 ) | 0}%, 50%)`;	}	const loader = new THREE.TextureLoader();	const texture = loader.load( 'resources/images/frame.png' );	const idToObject = {};	const numObjects = 100;	for ( let i = 0; i < numObjects; ++ i ) {		const id = i + 1;		const material = new THREE.MeshPhongMaterial( {			color: randomColor(),			map: texture,			transparent: true,			side: THREE.DoubleSide,			alphaTest: 0.5,		} );		const cube = new THREE.Mesh( geometry, material );		scene.add( cube );		idToObject[ id ] = cube;		cube.position.set( rand( - 20, 20 ), rand( - 20, 20 ), rand( - 20, 20 ) );		cube.rotation.set( rand( Math.PI ), rand( Math.PI ), 0 );		cube.scale.set( rand( 3, 6 ), rand( 3, 6 ), rand( 3, 6 ) );		const pickingMaterial = new THREE.MeshPhongMaterial( {			emissive: new THREE.Color( id ),			color: new THREE.Color( 0, 0, 0 ),			specular: new THREE.Color( 0, 0, 0 ),			map: texture,			transparent: true,			side: THREE.DoubleSide,			alphaTest: 0.5,			blending: THREE.NoBlending,		} );		const pickingCube = new THREE.Mesh( geometry, pickingMaterial );		pickingScene.add( pickingCube );		pickingCube.position.copy( cube.position );		pickingCube.rotation.copy( cube.rotation );		pickingCube.scale.copy( cube.scale );	}	function resizeRendererToDisplaySize( renderer ) {		const canvas = renderer.domElement;		const width = canvas.clientWidth;		const height = canvas.clientHeight;		const needResize = canvas.width !== width || canvas.height !== height;		if ( needResize ) {			renderer.setSize( width, height, false );		}		return needResize;	}	class GPUPickHelper {		constructor() {			// create a 1x1 pixel render target			this.pickingTexture = new THREE.WebGLRenderTarget( 1, 1 );			this.pixelBuffer = new Uint8Array( 4 );			this.pickedObject = null;			this.pickedObjectSavedColor = 0;		}		pick( cssPosition, scene, camera, time ) {			const { pickingTexture, pixelBuffer } = this;			// restore the color if there is a picked object			if ( this.pickedObject ) {				this.pickedObject.material.emissive.setHex( this.pickedObjectSavedColor );				this.pickedObject = undefined;			}			// set the view offset to represent just a single pixel under the mouse			const pixelRatio = renderer.getPixelRatio();			camera.setViewOffset(				renderer.getContext().drawingBufferWidth, // full width				renderer.getContext().drawingBufferHeight, // full top				cssPosition.x * pixelRatio | 0, // rect x				cssPosition.y * pixelRatio | 0, // rect y				1, // rect width				1, // rect height			);			// render the scene			renderer.setRenderTarget( pickingTexture );			renderer.render( scene, camera );			renderer.setRenderTarget( null );			// clear the view offset so rendering returns to normal			camera.clearViewOffset();			//read the pixel			renderer.readRenderTargetPixels(				pickingTexture,				0, // x				0, // y				1, // width				1, // height				pixelBuffer );			const id =          ( pixelBuffer[ 0 ] << 16 ) |          ( pixelBuffer[ 1 ] << 8 ) |          ( pixelBuffer[ 2 ] );			const intersectedObject = idToObject[ id ];			if ( intersectedObject ) {				// pick the first object. It's the closest one				this.pickedObject = intersectedObject;				// save its color				this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();				// set its emissive color to flashing red/yellow				this.pickedObject.material.emissive.setHex( ( time * 8 ) % 2 > 1 ? 0xFFFF00 : 0xFF0000 );			}		}	}	const pickPosition = { x: 0, y: 0 };	const pickHelper = new GPUPickHelper();	clearPickPosition();	function render( time ) {		time *= 0.001; // convert to seconds;		if ( resizeRendererToDisplaySize( renderer ) ) {			const canvas = renderer.domElement;			camera.aspect = canvas.clientWidth / canvas.clientHeight;			camera.updateProjectionMatrix();		}		cameraPole.rotation.y = time * .1;		pickHelper.pick( pickPosition, pickingScene, camera, time );		renderer.render( scene, camera );		requestAnimationFrame( render );	}	requestAnimationFrame( render );	function getCanvasRelativePosition( event ) {		const rect = canvas.getBoundingClientRect();		return {			x: ( event.clientX - rect.left ) * canvas.width / rect.width,			y: ( event.clientY - rect.top ) * canvas.height / rect.height,		};	}	function setPickPosition( event ) {		const pos = getCanvasRelativePosition( event );		pickPosition.x = pos.x;		pickPosition.y = pos.y;	}	function clearPickPosition() {		// unlike the mouse which always has a position		// if the user stops touching the screen we want		// to stop picking. For now we just pick a value		// unlikely to pick something		pickPosition.x = - 100000;		pickPosition.y = - 100000;	}	window.addEventListener( 'mousemove', setPickPosition );	window.addEventListener( 'mouseout', clearPickPosition );	window.addEventListener( 'mouseleave', clearPickPosition );	window.addEventListener( 'touchstart', ( event ) => {		// prevent the window from scrolling		event.preventDefault();		setPickPosition( event.touches[ 0 ] );	}, { passive: false } );	window.addEventListener( 'touchmove', ( event ) => {		setPickPosition( event.touches[ 0 ] );	} );	window.addEventListener( 'touchend', clearPickPosition );}main();</script></html>
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