shared-orbitcontrols.js 4.6 KB

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  1. import * as THREE from 'https://cdn.skypack.dev/three@0.136.0/build/three.module.js';
  2. import { OrbitControls } from 'https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls.js';
  3. export function init( data ) { /* eslint-disable-line no-unused-vars */
  4. const { canvas, inputElement } = data;
  5. const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
  6. const fov = 75;
  7. const aspect = 2; // the canvas default
  8. const near = 0.1;
  9. const far = 100;
  10. const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
  11. camera.position.z = 4;
  12. const controls = new OrbitControls( camera, inputElement );
  13. controls.target.set( 0, 0, 0 );
  14. controls.update();
  15. const scene = new THREE.Scene();
  16. {
  17. const color = 0xFFFFFF;
  18. const intensity = 1;
  19. const light = new THREE.DirectionalLight( color, intensity );
  20. light.position.set( - 1, 2, 4 );
  21. scene.add( light );
  22. }
  23. const boxWidth = 1;
  24. const boxHeight = 1;
  25. const boxDepth = 1;
  26. const geometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );
  27. function makeInstance( geometry, color, x ) {
  28. const material = new THREE.MeshPhongMaterial( {
  29. color,
  30. } );
  31. const cube = new THREE.Mesh( geometry, material );
  32. scene.add( cube );
  33. cube.position.x = x;
  34. return cube;
  35. }
  36. const cubes = [
  37. makeInstance( geometry, 0x44aa88, 0 ),
  38. makeInstance( geometry, 0x8844aa, - 2 ),
  39. makeInstance( geometry, 0xaa8844, 2 ),
  40. ];
  41. class PickHelper {
  42. constructor() {
  43. this.raycaster = new THREE.Raycaster();
  44. this.pickedObject = null;
  45. this.pickedObjectSavedColor = 0;
  46. }
  47. pick( normalizedPosition, scene, camera, time ) {
  48. // restore the color if there is a picked object
  49. if ( this.pickedObject ) {
  50. this.pickedObject.material.emissive.setHex( this.pickedObjectSavedColor );
  51. this.pickedObject = undefined;
  52. }
  53. // cast a ray through the frustum
  54. this.raycaster.setFromCamera( normalizedPosition, camera );
  55. // get the list of objects the ray intersected
  56. const intersectedObjects = this.raycaster.intersectObjects( scene.children );
  57. if ( intersectedObjects.length ) {
  58. // pick the first object. It's the closest one
  59. this.pickedObject = intersectedObjects[ 0 ].object;
  60. // save its color
  61. this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
  62. // set its emissive color to flashing red/yellow
  63. this.pickedObject.material.emissive.setHex( ( time * 8 ) % 2 > 1 ? 0xFFFF00 : 0xFF0000 );
  64. }
  65. }
  66. }
  67. const pickPosition = { x: - 2, y: - 2 };
  68. const pickHelper = new PickHelper();
  69. clearPickPosition();
  70. function resizeRendererToDisplaySize( renderer ) {
  71. const canvas = renderer.domElement;
  72. const width = inputElement.clientWidth;
  73. const height = inputElement.clientHeight;
  74. const needResize = canvas.width !== width || canvas.height !== height;
  75. if ( needResize ) {
  76. renderer.setSize( width, height, false );
  77. }
  78. return needResize;
  79. }
  80. function render( time ) {
  81. time *= 0.001;
  82. if ( resizeRendererToDisplaySize( renderer ) ) {
  83. camera.aspect = inputElement.clientWidth / inputElement.clientHeight;
  84. camera.updateProjectionMatrix();
  85. }
  86. cubes.forEach( ( cube, ndx ) => {
  87. const speed = 1 + ndx * .1;
  88. const rot = time * speed;
  89. cube.rotation.x = rot;
  90. cube.rotation.y = rot;
  91. } );
  92. pickHelper.pick( pickPosition, scene, camera, time );
  93. renderer.render( scene, camera );
  94. requestAnimationFrame( render );
  95. }
  96. requestAnimationFrame( render );
  97. function getCanvasRelativePosition( event ) {
  98. const rect = inputElement.getBoundingClientRect();
  99. return {
  100. x: event.clientX - rect.left,
  101. y: event.clientY - rect.top,
  102. };
  103. }
  104. function setPickPosition( event ) {
  105. const pos = getCanvasRelativePosition( event );
  106. pickPosition.x = ( pos.x / inputElement.clientWidth ) * 2 - 1;
  107. pickPosition.y = ( pos.y / inputElement.clientHeight ) * - 2 + 1; // note we flip Y
  108. }
  109. function clearPickPosition() {
  110. // unlike the mouse which always has a position
  111. // if the user stops touching the screen we want
  112. // to stop picking. For now we just pick a value
  113. // unlikely to pick something
  114. pickPosition.x = - 100000;
  115. pickPosition.y = - 100000;
  116. }
  117. inputElement.addEventListener( 'mousemove', setPickPosition );
  118. inputElement.addEventListener( 'mouseout', clearPickPosition );
  119. inputElement.addEventListener( 'mouseleave', clearPickPosition );
  120. inputElement.addEventListener( 'touchstart', ( event ) => {
  121. // prevent the window from scrolling
  122. event.preventDefault();
  123. setPickPosition( event.touches[ 0 ] );
  124. }, { passive: false } );
  125. inputElement.addEventListener( 'touchmove', ( event ) => {
  126. setPickPosition( event.touches[ 0 ] );
  127. } );
  128. inputElement.addEventListener( 'touchend', clearPickPosition );
  129. }