picking-raycaster.html 5.6 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({canvas});
  38. const fov = 60;
  39. const aspect = 2; // the canvas default
  40. const near = 0.1;
  41. const far = 200;
  42. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  43. camera.position.z = 30;
  44. const scene = new THREE.Scene();
  45. scene.background = new THREE.Color('white');
  46. // put the camera on a pole (parent it to an object)
  47. // so we can spin the pole to move the camera around the scene
  48. const cameraPole = new THREE.Object3D();
  49. scene.add(cameraPole);
  50. cameraPole.add(camera);
  51. {
  52. const color = 0xFFFFFF;
  53. const intensity = 1;
  54. const light = new THREE.DirectionalLight(color, intensity);
  55. light.position.set(-1, 2, 4);
  56. camera.add(light);
  57. }
  58. const boxWidth = 1;
  59. const boxHeight = 1;
  60. const boxDepth = 1;
  61. const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
  62. function rand(min, max) {
  63. if (max === undefined) {
  64. max = min;
  65. min = 0;
  66. }
  67. return min + (max - min) * Math.random();
  68. }
  69. function randomColor() {
  70. return `hsl(${rand(360) | 0}, ${rand(50, 100) | 0}%, 50%)`;
  71. }
  72. const numObjects = 100;
  73. for (let i = 0; i < numObjects; ++i) {
  74. const material = new THREE.MeshPhongMaterial({
  75. color: randomColor(),
  76. });
  77. const cube = new THREE.Mesh(geometry, material);
  78. scene.add(cube);
  79. cube.position.set(rand(-20, 20), rand(-20, 20), rand(-20, 20));
  80. cube.rotation.set(rand(Math.PI), rand(Math.PI), 0);
  81. cube.scale.set(rand(3, 6), rand(3, 6), rand(3, 6));
  82. }
  83. function resizeRendererToDisplaySize(renderer) {
  84. const canvas = renderer.domElement;
  85. const width = canvas.clientWidth;
  86. const height = canvas.clientHeight;
  87. const needResize = canvas.width !== width || canvas.height !== height;
  88. if (needResize) {
  89. renderer.setSize(width, height, false);
  90. }
  91. return needResize;
  92. }
  93. class PickHelper {
  94. constructor() {
  95. this.raycaster = new THREE.Raycaster();
  96. this.pickedObject = null;
  97. this.pickedObjectSavedColor = 0;
  98. }
  99. pick(normalizedPosition, scene, camera, time) {
  100. // restore the color if there is a picked object
  101. if (this.pickedObject) {
  102. this.pickedObject.material.emissive.setHex(this.pickedObjectSavedColor);
  103. this.pickedObject = undefined;
  104. }
  105. // cast a ray through the frustum
  106. this.raycaster.setFromCamera(normalizedPosition, camera);
  107. // get the list of objects the ray intersected
  108. const intersectedObjects = this.raycaster.intersectObjects(scene.children);
  109. if (intersectedObjects.length) {
  110. // pick the first object. It's the closest one
  111. this.pickedObject = intersectedObjects[0].object;
  112. // save its color
  113. this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
  114. // set its emissive color to flashing red/yellow
  115. this.pickedObject.material.emissive.setHex((time * 8) % 2 > 1 ? 0xFFFF00 : 0xFF0000);
  116. }
  117. }
  118. }
  119. const pickPosition = {x: 0, y: 0};
  120. const pickHelper = new PickHelper();
  121. clearPickPosition();
  122. function render(time) {
  123. time *= 0.001; // convert to seconds;
  124. if (resizeRendererToDisplaySize(renderer)) {
  125. const canvas = renderer.domElement;
  126. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  127. camera.updateProjectionMatrix();
  128. }
  129. cameraPole.rotation.y = time * .1;
  130. pickHelper.pick(pickPosition, scene, camera, time);
  131. renderer.render(scene, camera);
  132. requestAnimationFrame(render);
  133. }
  134. requestAnimationFrame(render);
  135. function getCanvasRelativePosition(event) {
  136. const rect = canvas.getBoundingClientRect();
  137. return {
  138. x: (event.clientX - rect.left) * canvas.width / rect.width,
  139. y: (event.clientY - rect.top ) * canvas.height / rect.height,
  140. };
  141. }
  142. function setPickPosition(event) {
  143. const pos = getCanvasRelativePosition(event);
  144. pickPosition.x = (pos.x / canvas.width ) * 2 - 1;
  145. pickPosition.y = (pos.y / canvas.height) * -2 + 1; // note we flip Y
  146. }
  147. function clearPickPosition() {
  148. // unlike the mouse which always has a position
  149. // if the user stops touching the screen we want
  150. // to stop picking. For now we just pick a value
  151. // unlikely to pick something
  152. pickPosition.x = -100000;
  153. pickPosition.y = -100000;
  154. }
  155. window.addEventListener('mousemove', setPickPosition);
  156. window.addEventListener('mouseout', clearPickPosition);
  157. window.addEventListener('mouseleave', clearPickPosition);
  158. window.addEventListener('touchstart', (event) => {
  159. // prevent the window from scrolling
  160. event.preventDefault();
  161. setPickPosition(event.touches[0]);
  162. }, {passive: false});
  163. window.addEventListener('touchmove', (event) => {
  164. setPickPosition(event.touches[0]);
  165. });
  166. window.addEventListener('touchend', clearPickPosition);
  167. }
  168. main();
  169. </script>
  170. </html>