shared-picking.js 3.2 KB

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  1. import * as THREE from 'https://cdn.skypack.dev/three@0.136.0/build/three.module.js';
  2. export const state = {
  3. width: 300, // canvas default
  4. height: 150, // canvas default
  5. };
  6. export const pickPosition = { x: 0, y: 0 };
  7. export function init( data ) { // eslint-disable-line no-unused-vars
  8. const { canvas } = data;
  9. const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
  10. state.width = canvas.width;
  11. state.height = canvas.height;
  12. const fov = 75;
  13. const aspect = 2; // the canvas default
  14. const near = 0.1;
  15. const far = 100;
  16. const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
  17. camera.position.z = 4;
  18. const scene = new THREE.Scene();
  19. {
  20. const color = 0xFFFFFF;
  21. const intensity = 1;
  22. const light = new THREE.DirectionalLight( color, intensity );
  23. light.position.set( - 1, 2, 4 );
  24. scene.add( light );
  25. }
  26. const boxWidth = 1;
  27. const boxHeight = 1;
  28. const boxDepth = 1;
  29. const geometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );
  30. function makeInstance( geometry, color, x ) {
  31. const material = new THREE.MeshPhongMaterial( {
  32. color,
  33. } );
  34. const cube = new THREE.Mesh( geometry, material );
  35. scene.add( cube );
  36. cube.position.x = x;
  37. return cube;
  38. }
  39. const cubes = [
  40. makeInstance( geometry, 0x44aa88, 0 ),
  41. makeInstance( geometry, 0x8844aa, - 2 ),
  42. makeInstance( geometry, 0xaa8844, 2 ),
  43. ];
  44. class PickHelper {
  45. constructor() {
  46. this.raycaster = new THREE.Raycaster();
  47. this.pickedObject = null;
  48. this.pickedObjectSavedColor = 0;
  49. }
  50. pick( normalizedPosition, scene, camera, time ) {
  51. // restore the color if there is a picked object
  52. if ( this.pickedObject ) {
  53. this.pickedObject.material.emissive.setHex( this.pickedObjectSavedColor );
  54. this.pickedObject = undefined;
  55. }
  56. // cast a ray through the frustum
  57. this.raycaster.setFromCamera( normalizedPosition, camera );
  58. // get the list of objects the ray intersected
  59. const intersectedObjects = this.raycaster.intersectObjects( scene.children );
  60. if ( intersectedObjects.length ) {
  61. // pick the first object. It's the closest one
  62. this.pickedObject = intersectedObjects[ 0 ].object;
  63. // save its color
  64. this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
  65. // set its emissive color to flashing red/yellow
  66. this.pickedObject.material.emissive.setHex( ( time * 8 ) % 2 > 1 ? 0xFFFF00 : 0xFF0000 );
  67. }
  68. }
  69. }
  70. const pickHelper = new PickHelper();
  71. function resizeRendererToDisplaySize( renderer ) {
  72. const canvas = renderer.domElement;
  73. const width = state.width;
  74. const height = state.height;
  75. const needResize = canvas.width !== width || canvas.height !== height;
  76. if ( needResize ) {
  77. renderer.setSize( width, height, false );
  78. }
  79. return needResize;
  80. }
  81. function render( time ) {
  82. time *= 0.001;
  83. if ( resizeRendererToDisplaySize( renderer ) ) {
  84. camera.aspect = state.width / state.height;
  85. camera.updateProjectionMatrix();
  86. }
  87. cubes.forEach( ( cube, ndx ) => {
  88. const speed = 1 + ndx * .1;
  89. const rot = time * speed;
  90. cube.rotation.x = rot;
  91. cube.rotation.y = rot;
  92. } );
  93. pickHelper.pick( pickPosition, scene, camera, time );
  94. renderer.render( scene, camera );
  95. requestAnimationFrame( render );
  96. }
  97. requestAnimationFrame( render );
  98. }