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- <!-- 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>
- <!-- Import maps polyfill -->
- <!-- Remove this when import maps will be widely supported -->
- <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
- <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 = 1;
- 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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