picking-raycaster-complex-geo.html 5.1 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. <script type="importmap">
  24. {
  25. "imports": {
  26. "three": "../../build/three.module.js"
  27. }
  28. }
  29. </script>
  30. <script type="module">
  31. import * as THREE from 'three';
  32. function main() {
  33. const canvas = document.querySelector( '#c' );
  34. const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
  35. const fov = 60;
  36. const aspect = 2; // the canvas default
  37. const near = 0.1;
  38. const far = 200;
  39. const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
  40. camera.position.z = 30;
  41. const scene = new THREE.Scene();
  42. scene.background = new THREE.Color( 'white' );
  43. // put the camera on a pole (parent it to an object)
  44. // so we can spin the pole to move the camera around the scene
  45. const cameraPole = new THREE.Object3D();
  46. scene.add( cameraPole );
  47. cameraPole.add( camera );
  48. {
  49. const color = 0xFFFFFF;
  50. const intensity = 3;
  51. const light = new THREE.DirectionalLight( color, intensity );
  52. light.position.set( - 1, 2, 4 );
  53. camera.add( light );
  54. }
  55. const geometry = new THREE.SphereGeometry( .6, 100, 100 );
  56. function rand( min, max ) {
  57. if ( max === undefined ) {
  58. max = min;
  59. min = 0;
  60. }
  61. return min + ( max - min ) * Math.random();
  62. }
  63. function randomColor() {
  64. return `hsl(${rand( 360 ) | 0}, ${rand( 50, 100 ) | 0}%, 50%)`;
  65. }
  66. const numObjects = 100;
  67. for ( let i = 0; i < numObjects; ++ i ) {
  68. const material = new THREE.MeshPhongMaterial( { color: randomColor() } );
  69. const cube = new THREE.Mesh( geometry, material );
  70. scene.add( cube );
  71. cube.position.set( rand( - 20, 20 ), rand( - 20, 20 ), rand( - 20, 20 ) );
  72. cube.rotation.set( rand( Math.PI ), rand( Math.PI ), 0 );
  73. cube.scale.set( rand( 3, 6 ), rand( 3, 6 ), rand( 3, 6 ) );
  74. }
  75. function resizeRendererToDisplaySize( renderer ) {
  76. const canvas = renderer.domElement;
  77. const width = canvas.clientWidth;
  78. const height = canvas.clientHeight;
  79. const needResize = canvas.width !== width || canvas.height !== height;
  80. if ( needResize ) {
  81. renderer.setSize( width, height, false );
  82. }
  83. return needResize;
  84. }
  85. class PickHelper {
  86. constructor() {
  87. this.raycaster = new THREE.Raycaster();
  88. this.pickedObject = null;
  89. this.pickedObjectSavedColor = 0;
  90. }
  91. pick( normalizedPosition, scene, camera, time ) {
  92. // restore the color if there is a picked object
  93. if ( this.pickedObject ) {
  94. this.pickedObject.material.emissive.setHex( this.pickedObjectSavedColor );
  95. this.pickedObject = undefined;
  96. }
  97. this.raycaster.setFromCamera( normalizedPosition, camera );
  98. const intersectedObjects = this.raycaster.intersectObjects( scene.children );
  99. if ( intersectedObjects.length ) {
  100. this.pickedObject = intersectedObjects[ 0 ].object;
  101. this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
  102. this.pickedObject.material.emissive.setHex( ( time * 8 ) % 2 > 1 ? 0xFFFF00 : 0xFF0000 );
  103. }
  104. }
  105. }
  106. const pickHelper = new PickHelper();
  107. const pickPosition = { x: - 1, y: - 1 };
  108. clearPickPosition();
  109. function render( time ) {
  110. time *= 0.001; // convert to seconds;
  111. if ( resizeRendererToDisplaySize( renderer ) ) {
  112. const canvas = renderer.domElement;
  113. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  114. camera.updateProjectionMatrix();
  115. }
  116. cameraPole.rotation.y = time * .1;
  117. pickHelper.pick( pickPosition, scene, camera, time );
  118. renderer.render( scene, camera );
  119. requestAnimationFrame( render );
  120. }
  121. requestAnimationFrame( render );
  122. function getCanvasRelativePosition( event ) {
  123. const rect = canvas.getBoundingClientRect();
  124. return {
  125. x: ( event.clientX - rect.left ) * canvas.width / rect.width,
  126. y: ( event.clientY - rect.top ) * canvas.height / rect.height,
  127. };
  128. }
  129. function setPickPosition( event ) {
  130. const pos = getCanvasRelativePosition( event );
  131. pickPosition.x = pos.x;
  132. pickPosition.y = pos.y;
  133. }
  134. function clearPickPosition() {
  135. // unlike the mouse which always has a position
  136. // if the user stops touching the screen we want
  137. // to stop picking. For now we just pick a value
  138. // unlikely to pick something
  139. pickPosition.x = - 100000;
  140. pickPosition.y = - 100000;
  141. }
  142. window.addEventListener( 'mousemove', setPickPosition );
  143. window.addEventListener( 'mouseout', clearPickPosition );
  144. window.addEventListener( 'mouseleave', clearPickPosition );
  145. window.addEventListener( 'touchstart', ( event ) => {
  146. // prevent the window from scrolling
  147. event.preventDefault();
  148. setPickPosition( event.touches[ 0 ] );
  149. }, { passive: false } );
  150. window.addEventListener( 'touchmove', ( event ) => {
  151. setPickPosition( event.touches[ 0 ] );
  152. } );
  153. window.addEventListener( 'touchend', clearPickPosition );
  154. }
  155. main();
  156. </script>
  157. </html>