webgl_interactive_raycasting_points.html 7.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - interactive - raycasting - points</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. color: #ffffff;
  10. background-color: #000000;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. #info {
  15. position: absolute;
  16. top: 0px;
  17. width: 100%;
  18. padding: 5px;
  19. font-family: Monospace;
  20. font-size: 13px;
  21. text-align: center;
  22. font-weight: bold;
  23. }
  24. a {
  25. color: #fff;
  26. }
  27. </style>
  28. </head>
  29. <body>
  30. <div id="container"></div>
  31. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - interactive - raycasting - points </div>
  32. <script src="../build/three.js"></script>
  33. <script src="js/WebGL.js"></script>
  34. <script src="js/libs/stats.min.js"></script>
  35. <script>
  36. if ( WEBGL.isWebGLAvailable() === false ) {
  37. document.body.appendChild( WEBGL.getWebGLErrorMessage() );
  38. }
  39. var renderer, scene, camera, stats;
  40. var pointclouds;
  41. var raycaster;
  42. var mouse = new THREE.Vector2();
  43. var intersection = null;
  44. var spheres = [];
  45. var spheresIndex = 0;
  46. var clock;
  47. var threshold = 0.1;
  48. var pointSize = 0.05;
  49. var width = 80;
  50. var length = 160;
  51. var rotateY = new THREE.Matrix4().makeRotationY( 0.005 );
  52. init();
  53. animate();
  54. function generatePointCloudGeometry( color, width, length ) {
  55. var geometry = new THREE.BufferGeometry();
  56. var numPoints = width * length;
  57. var positions = new Float32Array( numPoints * 3 );
  58. var colors = new Float32Array( numPoints * 3 );
  59. var k = 0;
  60. for ( var i = 0; i < width; i ++ ) {
  61. for ( var j = 0; j < length; j ++ ) {
  62. var u = i / width;
  63. var v = j / length;
  64. var x = u - 0.5;
  65. var y = ( Math.cos( u * Math.PI * 4 ) + Math.sin( v * Math.PI * 8 ) ) / 20;
  66. var z = v - 0.5;
  67. positions[ 3 * k ] = x;
  68. positions[ 3 * k + 1 ] = y;
  69. positions[ 3 * k + 2 ] = z;
  70. var intensity = ( y + 0.1 ) * 5;
  71. colors[ 3 * k ] = color.r * intensity;
  72. colors[ 3 * k + 1 ] = color.g * intensity;
  73. colors[ 3 * k + 2 ] = color.b * intensity;
  74. k ++;
  75. }
  76. }
  77. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  78. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  79. geometry.computeBoundingBox();
  80. return geometry;
  81. }
  82. function generatePointcloud( color, width, length ) {
  83. var geometry = generatePointCloudGeometry( color, width, length );
  84. var material = new THREE.PointsMaterial( { size: pointSize, vertexColors: THREE.VertexColors } );
  85. return new THREE.Points( geometry, material );
  86. }
  87. function generateIndexedPointcloud( color, width, length ) {
  88. var geometry = generatePointCloudGeometry( color, width, length );
  89. var numPoints = width * length;
  90. var indices = new Uint16Array( numPoints );
  91. var k = 0;
  92. for ( var i = 0; i < width; i ++ ) {
  93. for ( var j = 0; j < length; j ++ ) {
  94. indices[ k ] = k;
  95. k ++;
  96. }
  97. }
  98. geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
  99. var material = new THREE.PointsMaterial( { size: pointSize, vertexColors: THREE.VertexColors } );
  100. return new THREE.Points( geometry, material );
  101. }
  102. function generateIndexedWithOffsetPointcloud( color, width, length ) {
  103. var geometry = generatePointCloudGeometry( color, width, length );
  104. var numPoints = width * length;
  105. var indices = new Uint16Array( numPoints );
  106. var k = 0;
  107. for ( var i = 0; i < width; i ++ ) {
  108. for ( var j = 0; j < length; j ++ ) {
  109. indices[ k ] = k;
  110. k ++;
  111. }
  112. }
  113. geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
  114. geometry.addGroup( 0, indices.length );
  115. var material = new THREE.PointsMaterial( { size: pointSize, vertexColors: THREE.VertexColors } );
  116. return new THREE.Points( geometry, material );
  117. }
  118. function init() {
  119. var container = document.getElementById( 'container' );
  120. scene = new THREE.Scene();
  121. clock = new THREE.Clock();
  122. camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
  123. camera.position.set( 10, 10, 10 );
  124. camera.lookAt( scene.position );
  125. camera.updateMatrix();
  126. //
  127. var pcBuffer = generatePointcloud( new THREE.Color( 1, 0, 0 ), width, length );
  128. pcBuffer.scale.set( 5, 10, 10 );
  129. pcBuffer.position.set( - 5, 0, 0 );
  130. scene.add( pcBuffer );
  131. var pcIndexed = generateIndexedPointcloud( new THREE.Color( 0, 1, 0 ), width, length );
  132. pcIndexed.scale.set( 5, 10, 10 );
  133. pcIndexed.position.set( 0, 0, 0 );
  134. scene.add( pcIndexed );
  135. var pcIndexedOffset = generateIndexedWithOffsetPointcloud( new THREE.Color( 0, 1, 1 ), width, length );
  136. pcIndexedOffset.scale.set( 5, 10, 10 );
  137. pcIndexedOffset.position.set( 5, 0, 0 );
  138. scene.add( pcIndexedOffset );
  139. pointclouds = [ pcBuffer, pcIndexed, pcIndexedOffset ];
  140. //
  141. var sphereGeometry = new THREE.SphereBufferGeometry( 0.1, 32, 32 );
  142. var sphereMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
  143. for ( var i = 0; i < 40; i ++ ) {
  144. var sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
  145. scene.add( sphere );
  146. spheres.push( sphere );
  147. }
  148. //
  149. renderer = new THREE.WebGLRenderer( { antialias: true } );
  150. renderer.setPixelRatio( window.devicePixelRatio );
  151. renderer.setSize( window.innerWidth, window.innerHeight );
  152. container.appendChild( renderer.domElement );
  153. //
  154. raycaster = new THREE.Raycaster();
  155. raycaster.params.Points.threshold = threshold;
  156. //
  157. stats = new Stats();
  158. container.appendChild( stats.dom );
  159. //
  160. window.addEventListener( 'resize', onWindowResize, false );
  161. document.addEventListener( 'mousemove', onDocumentMouseMove, false );
  162. }
  163. function onDocumentMouseMove( event ) {
  164. event.preventDefault();
  165. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  166. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  167. }
  168. function onWindowResize() {
  169. camera.aspect = window.innerWidth / window.innerHeight;
  170. camera.updateProjectionMatrix();
  171. renderer.setSize( window.innerWidth, window.innerHeight );
  172. }
  173. function animate() {
  174. requestAnimationFrame( animate );
  175. render();
  176. stats.update();
  177. }
  178. var toggle = 0;
  179. function render() {
  180. camera.applyMatrix( rotateY );
  181. camera.updateMatrixWorld();
  182. raycaster.setFromCamera( mouse, camera );
  183. var intersections = raycaster.intersectObjects( pointclouds );
  184. intersection = ( intersections.length ) > 0 ? intersections[ 0 ] : null;
  185. if ( toggle > 0.02 && intersection !== null ) {
  186. spheres[ spheresIndex ].position.copy( intersection.point );
  187. spheres[ spheresIndex ].scale.set( 1, 1, 1 );
  188. spheresIndex = ( spheresIndex + 1 ) % spheres.length;
  189. toggle = 0;
  190. }
  191. for ( var i = 0; i < spheres.length; i ++ ) {
  192. var sphere = spheres[ i ];
  193. sphere.scale.multiplyScalar( 0.98 );
  194. sphere.scale.clampScalar( 0.01, 1 );
  195. }
  196. toggle += clock.getDelta();
  197. renderer.render( scene, camera );
  198. }
  199. </script>
  200. </body>
  201. </html>