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webxr-point-to-select-w-move.html 7.5 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 - WebXR - Point to Select w/Move</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="importmap">
  24. {
  25. "imports": {
  26. "three": "../../build/three.module.js",
  27. "three/addons/": "../../examples/jsm/"
  28. }
  29. }
  30. </script>
  31. <script type="module">
  32. import * as THREE from 'three';
  33. import { VRButton } from 'three/addons/webxr/VRButton.js';
  34. function main() {
  35. const canvas = document.querySelector( '#c' );
  36. const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
  37. renderer.xr.enabled = true;
  38. document.body.appendChild( VRButton.createButton( renderer ) );
  39. const fov = 75;
  40. const aspect = 2; // the canvas default
  41. const near = 0.1;
  42. const far = 50;
  43. const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
  44. camera.position.set( 0, 1.6, 0 );
  45. const scene = new THREE.Scene();
  46. // object to put pickable objects on so we can easily
  47. // separate them from non-pickable objects
  48. const pickRoot = new THREE.Object3D();
  49. scene.add( pickRoot );
  50. {
  51. const loader = new THREE.CubeTextureLoader();
  52. const texture = loader.load( [
  53. 'resources/images/grid-1024.png',
  54. 'resources/images/grid-1024.png',
  55. 'resources/images/grid-1024.png',
  56. 'resources/images/grid-1024.png',
  57. 'resources/images/grid-1024.png',
  58. 'resources/images/grid-1024.png',
  59. ] );
  60. scene.background = texture;
  61. }
  62. {
  63. const color = 0xFFFFFF;
  64. const intensity = 3;
  65. const light = new THREE.DirectionalLight( color, intensity );
  66. light.position.set( - 1, 2, 4 );
  67. scene.add( light );
  68. }
  69. const boxWidth = 1;
  70. const boxHeight = 1;
  71. const boxDepth = 1;
  72. const boxGeometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );
  73. const sphereRadius = 0.5;
  74. const sphereGeometry = new THREE.SphereGeometry( sphereRadius );
  75. function makeInstance( geometry, color, x ) {
  76. const material = new THREE.MeshPhongMaterial( { color } );
  77. const cube = new THREE.Mesh( geometry, material );
  78. pickRoot.add( cube );
  79. cube.position.x = x;
  80. cube.position.y = 1.6;
  81. cube.position.z = - 2;
  82. return cube;
  83. }
  84. const meshToMeshMap = new Map();
  85. [
  86. { x: 0, boxColor: 0x44aa88, sphereColor: 0xFF4444, },
  87. { x: 2, boxColor: 0x8844aa, sphereColor: 0x44FF44, },
  88. { x: - 2, boxColor: 0xaa8844, sphereColor: 0x4444FF, },
  89. ].forEach( ( info ) => {
  90. const { x, boxColor, sphereColor } = info;
  91. const sphere = makeInstance( sphereGeometry, sphereColor, x );
  92. const box = makeInstance( boxGeometry, boxColor, x );
  93. // hide the sphere
  94. sphere.visible = false;
  95. // map the sphere to the box
  96. meshToMeshMap.set( box, sphere );
  97. // map the box to the sphere
  98. meshToMeshMap.set( sphere, box );
  99. } );
  100. class ControllerPickHelper extends THREE.EventDispatcher {
  101. constructor( scene ) {
  102. super();
  103. this.raycaster = new THREE.Raycaster();
  104. this.objectToColorMap = new Map();
  105. this.controllerToObjectMap = new Map();
  106. this.tempMatrix = new THREE.Matrix4();
  107. const pointerGeometry = new THREE.BufferGeometry().setFromPoints( [
  108. new THREE.Vector3( 0, 0, 0 ),
  109. new THREE.Vector3( 0, 0, - 1 ),
  110. ] );
  111. this.controllers = [];
  112. const selectListener = ( event ) => {
  113. const controller = event.target;
  114. const selectedObject = this.controllerToObjectMap.get( event.target );
  115. if ( selectedObject ) {
  116. this.dispatchEvent( { type: event.type, controller, selectedObject } );
  117. }
  118. };
  119. const endListener = ( event ) => {
  120. const controller = event.target;
  121. this.dispatchEvent( { type: event.type, controller } );
  122. };
  123. for ( let i = 0; i < 2; ++ i ) {
  124. const controller = renderer.xr.getController( i );
  125. controller.addEventListener( 'select', selectListener );
  126. controller.addEventListener( 'selectstart', selectListener );
  127. controller.addEventListener( 'selectend', endListener );
  128. scene.add( controller );
  129. const line = new THREE.Line( pointerGeometry );
  130. line.scale.z = 5;
  131. controller.add( line );
  132. this.controllers.push( { controller, line } );
  133. }
  134. }
  135. reset() {
  136. // restore the colors
  137. this.objectToColorMap.forEach( ( color, object ) => {
  138. object.material.emissive.setHex( color );
  139. } );
  140. this.objectToColorMap.clear();
  141. this.controllerToObjectMap.clear();
  142. }
  143. update( pickablesParent, time ) {
  144. this.reset();
  145. for ( const { controller, line } of this.controllers ) {
  146. // cast a ray through the from the controller
  147. this.tempMatrix.identity().extractRotation( controller.matrixWorld );
  148. this.raycaster.ray.origin.setFromMatrixPosition( controller.matrixWorld );
  149. this.raycaster.ray.direction.set( 0, 0, - 1 ).applyMatrix4( this.tempMatrix );
  150. // get the list of objects the ray intersected
  151. const intersections = this.raycaster.intersectObjects( pickablesParent.children );
  152. if ( intersections.length ) {
  153. const intersection = intersections[ 0 ];
  154. // make the line touch the object
  155. line.scale.z = intersection.distance;
  156. // pick the first object. It's the closest one
  157. const pickedObject = intersection.object;
  158. // save which object this controller picked
  159. this.controllerToObjectMap.set( controller, pickedObject );
  160. // highlight the object if we haven't already
  161. if ( this.objectToColorMap.get( pickedObject ) === undefined ) {
  162. // save its color
  163. this.objectToColorMap.set( pickedObject, pickedObject.material.emissive.getHex() );
  164. // set its emissive color to flashing red/yellow
  165. pickedObject.material.emissive.setHex( ( time * 8 ) % 2 > 1 ? 0xFF2000 : 0xFF0000 );
  166. }
  167. } else {
  168. line.scale.z = 5;
  169. }
  170. }
  171. }
  172. }
  173. const controllerToSelection = new Map();
  174. const pickHelper = new ControllerPickHelper( scene );
  175. pickHelper.addEventListener( 'selectstart', ( event ) => {
  176. const { controller, selectedObject } = event;
  177. const existingSelection = controllerToSelection.get( controller );
  178. if ( ! existingSelection ) {
  179. controllerToSelection.set( controller, {
  180. object: selectedObject,
  181. parent: selectedObject.parent,
  182. } );
  183. controller.attach( selectedObject );
  184. }
  185. } );
  186. pickHelper.addEventListener( 'selectend', ( event ) => {
  187. const { controller } = event;
  188. const selection = controllerToSelection.get( controller );
  189. if ( selection ) {
  190. controllerToSelection.delete( controller );
  191. selection.parent.attach( selection.object );
  192. }
  193. } );
  194. function resizeRendererToDisplaySize( renderer ) {
  195. const canvas = renderer.domElement;
  196. const width = canvas.clientWidth;
  197. const height = canvas.clientHeight;
  198. const needResize = canvas.width !== width || canvas.height !== height;
  199. if ( needResize ) {
  200. renderer.setSize( width, height, false );
  201. }
  202. return needResize;
  203. }
  204. function render( time ) {
  205. time *= 0.001;
  206. if ( resizeRendererToDisplaySize( renderer ) ) {
  207. const canvas = renderer.domElement;
  208. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  209. camera.updateProjectionMatrix();
  210. }
  211. let ndx = 0;
  212. for ( const mesh of meshToMeshMap.keys() ) {
  213. const speed = 1 + ndx * .1;
  214. const rot = time * speed;
  215. mesh.rotation.x = rot;
  216. mesh.rotation.y = rot;
  217. ++ ndx;
  218. }
  219. pickHelper.update( pickRoot, time );
  220. renderer.render( scene, camera );
  221. }
  222. renderer.setAnimationLoop( render );
  223. }
  224. main();
  225. </script>
  226. </html>