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如何选中three场景中渲染出来的物体——射线(raycaster)
如何选中three场景中渲染出来的物体——射线(raycaster)
发布时间:2017年07月01日 评论数:抢沙发阅读数: 8744
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Three.js提供一个射线类Raycasting来拾取场景里面的物体。更方便的使用鼠标来操作3D场景。
function Module(wrapId) { var _this = this; this.scene = null; this.camera = null; this.renderer = null; this.geometry = null; this.material = null; this.cube = null; this.gridHelper = null; this.light = null; this.controls = null; this.transControl = null; this.objsarr = []; this.container = document.getElementById(wrapId);//容器 this.container.onclick = function() { _this.getSize(event, _this) } } Module.prototype = { // 场景 initScene: function() { this.scene = new THREE.Scene(); }, // 相机 initCamera: function() { // 透视相机 this.camera = new THREE.PerspectiveCamera( 45, this.container.offsetWidth / this.container.offsetHeight, 1, 10000 ); // 设置相机的坐标 // this.camera.position.y = 5; // this.camera.position.z = 5; this.camera.position.set(0, 5, 5) }, // 渲染器 initRenderer: function() { this.renderer = new THREE.WebGLRenderer({antialias : true}); this.renderer.setSize( this.container.offsetWidth, this.container.offsetHeight ); this.renderer.setClearColor(0xffffff, 1);//(原色,透明度) this.container.appendChild( this.renderer.domElement ); }, // 网格 initGrid: function() { this.gridHelper = new THREE.GridHelper(2, 50, 0xff00ff, 0x808080); this.scene.add(this.gridHelper); }, // 光线 initLight: function() { this.light = new THREE.AmbientLight(0xffffff); this.light.position.set(0, 0, 1); this.scene.add(this.light); }, // 控制器 initCtr: function() { this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement); this.controls.dampingFactor = 0.25; //移动 缩放 旋转控制器 this.transControl = new THREE.TransformControls( this.camera, this.renderer.domElement ); this.transControl.size = 0.5;//尺寸 this.scene.add(this.transControl); }, // 射线 radial: function() { this.raycaster = new THREE.Raycaster(); this.mouse = new THREE.Vector2(); }, getSize: function(event, module) { event.preventDefault(); var clientX = event.clientX - module.container.offsetLeft var clientY = event.clientY - module.container.offsetTop + document.body.scrollTop // module.mouse.x = (clientX / module.container.offsetWidth) * 2 - 1; // module.mouse.y = -(clientY / module.container.offsetHeight) * 2 + 1; module.mouse.x = (clientX / module.renderer.domElement.clientWidth) * 2 - 1; module.mouse.y = -(clientY / module.renderer.domElement.clientHeight) * 2 + 1; module.raycaster.setFromCamera(module.mouse, module.camera); var intersects = module.raycaster.intersectObjects(module.objsarr); if(intersects.length > 0) { var INTERSECTED = intersects[0].object module.transControl.attach(INTERSECTED) } else { module.transControl.detach(INTERSECTED) } }, // 物体 initCube: function() { for(var i = 0; i < 10; i++) { this.geometry = new THREE.BoxGeometry( 0.5, 0.5, 0.5, 2, 2, 2 );//(width, height, dept, widthSegments, heightSegments, depthSegments) var crateTexture = new THREE.TextureLoader().load("../../images/demo/jingtian2.jpg"); this.material = new THREE.MeshBasicMaterial({//基本材质 // color: 0xff0000, map: crateTexture, wireframe : false//wireframe线模式渲染 }); // this.material = new THREE.MeshNormalMaterial({//此材质根据物体表面法向量计算颜色 // wireframe: false//wireframe线模式渲染 // }); this.cube = new THREE.Mesh( this.geometry, this.material ); this.cube.position.x = Math.random() *4 - 2 this.cube.position.y = Math.random() *1.5 this.cube.position.z = Math.random() *4 - 2 this.scene.add( this.cube ); this.objsarr.push(this.cube) } }, start: function() { this.initScene(); this.initCamera(); this.initRenderer(); this.initCube(); // initModel() this.initLight(); this.initCtr(); this.initGrid(); this.radial(); } } var models = new Module("model") models.start() // 动画 function animation () { requestAnimationFrame( animation ); models.renderer.render(models.scene, models.camera); }; animation ()
本文作者:DGF
文章标题:
如何选中three场景中渲染出来的物体——射线(raycaster)
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本文地址: https://arbays.com/post-26.html  本文已被百度收录!
版权声明:若无注明,本文皆为“富录-前端开发|web技术博客”原创,转载请保留文章出处。
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