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