picking-raycaster-complex-geo.html 5.2 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( { antialias: true, 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 = 3;
  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>