picking-raycaster-complex-geo.html 5.3 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 geometry = new THREE.SphereGeometry(.6, 100, 100);
  59. function rand(min, max) {
  60. if (max === undefined) {
  61. max = min;
  62. min = 0;
  63. }
  64. return min + (max - min) * Math.random();
  65. }
  66. function randomColor() {
  67. return `hsl(${rand(360) | 0}, ${rand(50, 100) | 0}%, 50%)`;
  68. }
  69. const numObjects = 100;
  70. for (let i = 0; i < numObjects; ++i) {
  71. const material = new THREE.MeshPhongMaterial({color: randomColor()});
  72. const cube = new THREE.Mesh(geometry, material);
  73. scene.add(cube);
  74. cube.position.set(rand(-20, 20), rand(-20, 20), rand(-20, 20));
  75. cube.rotation.set(rand(Math.PI), rand(Math.PI), 0);
  76. cube.scale.set(rand(3, 6), rand(3, 6), rand(3, 6));
  77. }
  78. function resizeRendererToDisplaySize(renderer) {
  79. const canvas = renderer.domElement;
  80. const width = canvas.clientWidth;
  81. const height = canvas.clientHeight;
  82. const needResize = canvas.width !== width || canvas.height !== height;
  83. if (needResize) {
  84. renderer.setSize(width, height, false);
  85. }
  86. return needResize;
  87. }
  88. class PickHelper {
  89. constructor() {
  90. this.raycaster = new THREE.Raycaster();
  91. this.pickedObject = null;
  92. this.pickedObjectSavedColor = 0;
  93. }
  94. pick(normalizedPosition, scene, camera, time) {
  95. // restore the color if there is a picked object
  96. if (this.pickedObject) {
  97. this.pickedObject.material.emissive.setHex(this.pickedObjectSavedColor);
  98. this.pickedObject = undefined;
  99. }
  100. this.raycaster.setFromCamera(normalizedPosition, camera);
  101. const intersectedObjects = this.raycaster.intersectObjects(scene.children);
  102. if (intersectedObjects.length) {
  103. this.pickedObject = intersectedObjects[0].object;
  104. this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
  105. this.pickedObject.material.emissive.setHex((time * 8) % 2 > 1 ? 0xFFFF00 : 0xFF0000);
  106. }
  107. }
  108. }
  109. const pickHelper = new PickHelper();
  110. const pickPosition = {x: -1, y: -1};
  111. clearPickPosition();
  112. function render(time) {
  113. time *= 0.001; // convert to seconds;
  114. if (resizeRendererToDisplaySize(renderer)) {
  115. const canvas = renderer.domElement;
  116. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  117. camera.updateProjectionMatrix();
  118. }
  119. cameraPole.rotation.y = time * .1;
  120. pickHelper.pick(pickPosition, scene, camera, time);
  121. renderer.render(scene, camera);
  122. requestAnimationFrame(render);
  123. }
  124. requestAnimationFrame(render);
  125. function getCanvasRelativePosition(event) {
  126. const rect = canvas.getBoundingClientRect();
  127. return {
  128. x: (event.clientX - rect.left) * canvas.width / rect.width,
  129. y: (event.clientY - rect.top ) * canvas.height / rect.height,
  130. };
  131. }
  132. function setPickPosition(event) {
  133. const pos = getCanvasRelativePosition(event);
  134. pickPosition.x = pos.x;
  135. pickPosition.y = pos.y;
  136. }
  137. function clearPickPosition() {
  138. // unlike the mouse which always has a position
  139. // if the user stops touching the screen we want
  140. // to stop picking. For now we just pick a value
  141. // unlikely to pick something
  142. pickPosition.x = -100000;
  143. pickPosition.y = -100000;
  144. }
  145. window.addEventListener('mousemove', setPickPosition);
  146. window.addEventListener('mouseout', clearPickPosition);
  147. window.addEventListener('mouseleave', clearPickPosition);
  148. window.addEventListener('touchstart', (event) => {
  149. // prevent the window from scrolling
  150. event.preventDefault();
  151. setPickPosition(event.touches[0]);
  152. }, {passive: false});
  153. window.addEventListener('touchmove', (event) => {
  154. setPickPosition(event.touches[0]);
  155. });
  156. window.addEventListener('touchend', clearPickPosition);
  157. }
  158. main();
  159. </script>
  160. </html>