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Threejs滑鼠點選場景對象擷取對象資訊,Threejs使用Raycaster拾取對象資訊

1,介紹

該示例使用的是 r95版本Three.js庫。這裡實作如何使用滑鼠選擇場景中的對象。

效果圖如下:

Threejs滑鼠點選場景對象擷取對象資訊,Threejs使用Raycaster拾取對象資訊

 2,主要說明

我們使用THREE.Projector和THREE.Raycaster來檢測是否使用滑鼠點選了某個對象。當我們在螢幕上點選滑鼠時,會發生如下的事情:

(1)首先,基于螢幕上的點選位置會建立一個THREE.Vecor3向量。

(2)接着,使用vector.unproject方法将螢幕上的點選位置轉換成Three.js場景中的坐标。換句話說,就是将螢幕坐标轉換成三維場景中的坐标。

(3)然後,建立THREE.Raycaster。使用THREE.Raycaster可以向場景中發射光線。在該示例中,從錄影機的位置(camera.position)向場景中滑鼠的點選位置發射光線。

(4)最後,我們使用raycaster.intersectObjects方法來判斷指定的對象中哪些被該光線照射到了。

document.addEventListener('click', onDocumentMouseDown, false);

function onDocumentMouseDown(event) {
	// 點選螢幕建立一個向量
	var vector = new THREE.Vector3((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window
		.innerHeight) * 2 + 1, 0.5);
	vector = vector.unproject(camera); // 将螢幕的坐标轉換成三維場景中的坐标
	var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
	var intersects = raycaster.intersectObjects(mesh, true);
	if (intersects.length > 0) {
		intersects[0].object.material.color.set("#ff0000");
	}
}
           

3,源碼

<!DOCTYPE html>
<html>
	<head>
		<title>Threejs滑鼠點選場景對象擷取對象資訊,Threejs使用Raycaster拾取對象資訊</title>
		<script type="text/javascript" src="libs/three.js"></script>
		<script type="text/javascript" src="libs/OrbitControls.js"></script>
		<style>
			body {
				margin: 0;
				overflow: hidden;
			}
		</style>
	</head>
	<body>
		<div id="dom"></div>
		<script type="text/javascript">
			var camera;
			var renderer;
			var length = 36;
			var ws = 2;
			var graph = [];
			var mesh = [];

			function init() {
				// 建立一個場景,它将包含我們所有的元素,如物體,相機和燈光。
				var scene = new THREE.Scene();

				var urls = [
					'assets/textures/cubemap/flowers/posx.jpg',
					'assets/textures/cubemap/flowers/negx.jpg',
					'assets/textures/cubemap/flowers/posy.jpg',
					'assets/textures/cubemap/flowers/negy.jpg',
					'assets/textures/cubemap/flowers/posz.jpg',
					'assets/textures/cubemap/flowers/negz.jpg'
				];

				var cubeLoader = new THREE.CubeTextureLoader();
				scene.background = cubeLoader.load(urls);

				// 建立一個錄影機,它定義了我們正在看的地方
				camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 0.1, 1000);
				// 将錄影機對準場景的中心
				camera.position.x = 60;
				camera.position.y = 35;
				camera.position.z = 60;
				camera.lookAt(scene.position);
				var orbit = new THREE.OrbitControls(camera);

				// 建立一個渲染器并設定大小,WebGLRenderer将會使用電腦顯示卡來渲染場景
				// initialize basic renderer
				renderer = new THREE.WebGLRenderer();
				renderer.setSize(window.innerWidth, window.innerHeight);

				// 将平面添加到場景中
				var plane = createPlaneGeometryBasicMaterial();
				scene.add(plane);

				// 在螢幕上顯示坐标軸
				var axes = new THREE.AxesHelper(100);
				scene.add(axes);
				scene.add(new THREE.AmbientLight(0x666666));
				scene.add(new THREE.AmbientLight("#ffffff", 1));
				document.getElementById("dom").appendChild(renderer.domElement);

				initGround();
				initGrid();

				// 啟動動畫
				renderScene();

				// 建立一個地面
				function createPlaneGeometryBasicMaterial() {
					var textureLoader = new THREE.TextureLoader();
					var cubeMaterial = new THREE.MeshStandardMaterial({
						map: textureLoader.load("assets/textures/stone/cd.jpg"),
					});
					cubeMaterial.map.wrapS = THREE.RepeatWrapping;
					cubeMaterial.map.wrapT = THREE.RepeatWrapping;
					cubeMaterial.map.repeat.set(18, 18)
					// 建立地平面并設定大小
					var planeGeometry = new THREE.PlaneGeometry(500, 500);
					var plane = new THREE.Mesh(planeGeometry, cubeMaterial);

					// 設定平面位置并旋轉
					plane.rotation.x = -0.5 * Math.PI;
					plane.position.x = 0;
					plane.position.z = 0;
					return plane;
				}

				// 初始化線路
				function initLine(pArr) {
					var points = [];
					var geometry = new THREE.Geometry();
					for (var i = 0; i < pArr.length; i++) {
						var randomX = pArr[i].x;
						var randomY = pArr[i].y;
						var randomZ = pArr[i].z;
						var vector = new THREE.Vector3(randomX, randomY, randomZ);
						geometry.vertices.push(vector);
						points.push(vector);
					}
					var material = new THREE.LineBasicMaterial({
						color: 0x0000FF
					});
					var line = new THREE.Line(geometry, material);
					scene.add(line);
					return points;
				}

				// 繪制路網
				function initGround() {
					var geometry = new THREE.Geometry();
					geometry.vertices.push(new THREE.Vector3(0, 0, 0));
					geometry.vertices.push(new THREE.Vector3(length, 0, 0));

					for (var i = 0; i <= length / ws; i++) {
						var material = new THREE.LineBasicMaterial({
							color: 0x808080
						});
						var line = new THREE.Line(geometry, material);
						line.position.z = i * ws;
						scene.add(line);

						var line = new THREE.Line(geometry, material);
						line.position.x = i * ws;
						line.position.z = length;
						line.rotation.y = 90 * Math.PI / 180;
						scene.add(line);
					}
				}

				// 初始化障礙物
				function initGrid() {
					for (var i = 0; i < length / ws; i++) {
						var nodeRow = [];
						for (var j = 0; j < length / ws; j++) {
							var salt = Math.random() * 7;
							if (salt > 2) {
								nodeRow.push(1);
							} else {
								nodeRow.push(0);
							}
							if (salt <= 2) {
								var cube = new THREE.Mesh(new THREE.CubeGeometry(1, 1, 1), new THREE.MeshBasicMaterial({
									color: 0xC0C0C0
								}));
								let x = ws * j + ws / 2;
								let z = ws * i + ws / 2;
								cube.position.set(x, 1.2, z);
								scene.add(cube);
								mesh.push(cube);
							}
						}
						graph.push(nodeRow);
					}
				}
				
				document.addEventListener('click', onDocumentMouseDown, false);
				
				function onDocumentMouseDown(event) {
					// 點選螢幕建立一個向量
					var vector = new THREE.Vector3((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window
						.innerHeight) * 2 + 1, 0.5);
					vector = vector.unproject(camera); // 将螢幕的坐标轉換成三維場景中的坐标
					var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
					var intersects = raycaster.intersectObjects(mesh, true);
					if (intersects.length > 0) {
						intersects[0].object.material.color.set("#ff0000");
					}
				}

				// 動畫渲染
				var step = 5;

				function renderScene() {
					orbit.update();

					// 使用requestAnimationFrame函數進行渲染
					requestAnimationFrame(renderScene);
					renderer.render(scene, camera);
				}

				// 渲染的場景
				renderer.render(scene, camera);
			}
			window.onload = init;

			function onResize() {
				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();
				renderer.setSize(window.innerWidth, window.innerHeight);
			}
			// 監聽調整大小事件
			window.addEventListener('resize', onResize, false);
		</script>
	</body>
</html>
           

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