[英]JavaScript Double Click Function Three.js
I've got a double click function to allow the user to double click on a car model and it displays which objects have been intersected;我有一个双击功能,允许用户双击一个汽车模型,它会显示哪些对象已经相交; eg wipers, grille, tyres and so on, and this function displays them in a list with the number of items the double click intersected with.例如雨刷、格栅、轮胎等,此功能将它们显示在一个列表中,其中包含双击相交的项目数。
However, I am now trying to get it so that when a certain part of the car is clicked, for example, the tyres, it will display a paragraph with information on them.但是,我现在正在尝试获取它,以便在单击汽车的某个部分(例如轮胎)时,它会显示一个包含有关它们的信息的段落。 I can see how this is just a case of checking the name of the intersecting object and then displaying the relevant text if it intersects it, but every time I go to do what I think is right, it just breaks the already existing function to the point where the whole thing won't run.我可以看到这只是检查相交对象的名称,然后在与它相交时显示相关文本的情况,但是每次我去做我认为正确的事情时,它只会将已经存在的功能破坏为整个事情都不会运行的点。
I'm not exactly a JavaScript or Three.js pro at all, but trying to progress my function further is proving to be rather difficult.我根本不是 JavaScript 或 Three.js 专家,但事实证明,试图进一步提升我的功能是相当困难的。
Any suggestions?有什么建议吗? I've included the entire double click function, however it's when it's checking if there has been intersections near the bottom that is where the alterations need to be.我已经包括了整个双击功能,但是当它检查底部附近是否有交叉点时,这是需要更改的地方。
// On Mouse double click event function
function onDoubleClick(event) {
// Set the mouse down flag to false
mouseDown = false;
// Canvas x (left) and y (top) position
var canvasLeft = 0;
var canvasTop = 0;
// "event.clientX" is the mouse x position. "event.clientY" is the mouse y position
var tempX = event.clientX - canvasLeft;
var tempY = event.clientY - canvasTop;
// Create a normalised vector in 2d space
var vector = new THREE.Vector3((tempX / window.innerWidth) * 2 - 1, - (tempY / innerHeight) * 2 + 1, 0.5);
// Unproject a 2D point into the 3D word
// Use the camera projection matrix to transform the vector to the 3D world space
vector.unproject(camera);
// Send a ray in the direction the user has clicked from the cameras position
var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
// Check if the ray has intersected with any objects and get intersections
var intersects = raycaster.intersectObjects(objects, true);
// Check if intersected with objects
if (intersects.length > 0) {
var tempStr = "Number of items: " + intersects.length + " ";
// List the items that were hit
for(var i=0; i < intersects.length; i++){
if(intersects[i].object.name != ""){
// The mesh name set above
tempStr += " | Name: " + intersects[i].object.name;
} else {
// The names inside the model
tempStr += " | Name: " + intersects[i].object.parent.name;
}
}
//Debug information
document.getElementById("debugInfo").innerHTML = tempStr + ".<br>";
//END
}
} }
EDIT: This is the entire code for the javascript file, as altering elements of the double click function seems to stop the page from loading.编辑:这是 javascript 文件的完整代码,因为更改双击功能的元素似乎会阻止页面加载。
window.onload = init;
// declare variables
var scene,camera,renderer, container;
var controls, guiControls, datGUI;
var grid, color;
var cube, cubeGeometry, cubeMaterial;
var plane, planeGeometry, planeMaterial;
var skyBoxMesh, texture_placeholder;
var spotLight;
var stats;
// Handles the mouse events.
var mouseOverCanvas;
var mouseDown;
// An array of objects that can be clicked on
var objects = [];
//DAE models
var showroom ,carOld, carNew;
var daeObject;
var animations;
var kfAnimations = [];
var kfAnimationsLength = 0;
var lastFrameCurrentTime = [];
var clock = new THREE.Clock();
var mouseOverCanvas, mouseDown;
var objectsClick=[];
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
//creates empty scene
scene = new THREE.Scene();
//camera
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, .1, 500);
camera.position.x = 40;
camera.position.y = 40;
camera.position.z = 40;
camera.lookAt(scene.position);
//renderer
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setClearColor(0xe6f2ff);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMapSoft = true;
container.appendChild( renderer.domElement );
// Add an event to set if the mouse is over our canvas
renderer.domElement.onmouseover=function(e){ mouseOverCanvas = true; }
renderer.domElement.onmousemove=function(e){ mouseOverCanvas = true; }
renderer.domElement.onmouseout=function(e){ mouseOverCanvas = false; }
renderer.domElement.onmousedown=function(e){ mouseDown = true; }
renderer.domElement.onmouseup=function(e){ mouseDown = false; }
// Double Click Event. Set a function called "onDoubleClick"
renderer.domElement.ondblclick=onDoubleClick;
// stats
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
//adds controls
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.addEventListener('change', render);
var ambient = new THREE.AmbientLight( 0xadad85 );
scene.add( ambient );
//---------- creates grid ---------------
grid = new THREE.GridHelper(50,5);
color= new THREE.Color("rgb(255,0,0)");
grid.setColors( 0x000000);
scene.add(grid);
//----------- creates cube --------------
cubeGeometry = new THREE.BoxGeometry(5,5,5);
cubeMaterial = new THREE.MeshPhongMaterial({color: 0xff3300});
cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.x = 0;
cube.position.y = 6;
cube.position.z = 2.5;
cube.castShadow = true;
scene.add(cube);
//----------- creates plane ---------------
planeGeomenty= new THREE.PlaneGeometry(100,100,100);
planeMaterial = new THREE.MeshLambertMaterial({color: 0x00cc00});
plane = new THREE.Mesh(planeGeomenty, planeMaterial);
//position the add objects to the scene
plane.rotation.x = -.5*Math.PI;
plane.receiveShadow = true;
scene.add(plane);
//------------- skyBox --------------
texture_placeholder = document.createElement('canvas');
texture_placeholder.width = 128;
texture_placeholder.height = 128;
var context = texture_placeholder.getContext('2d');
context.fillStyle = 'rgb(200,200, 200)';
context.fillRect(0, 0,texture_placeholder.width, texture_placeholder.height);
var materials = [
loadTexture('images/skybox/posX.jpg'),
loadTexture('images/skybox/negX.jpg'),
loadTexture('images/skybox/posY.jpg'),
loadTexture('images/skybox/negY.jpg'),
loadTexture('images/skybox/posZ.jpg'),
loadTexture('images/skybox/negZ.jpg')
];
skyBoxMesh = new THREE.Mesh(new THREE.BoxGeometry(500,500,500,7,7,7),
new THREE.MeshFaceMaterial(materials));
skyBoxMesh.scale.x = -1;
scene.add(skyBoxMesh);
//---------- loads collada files -----------
loadCollada();
daeObject = cube;
// initialise datGUI controls values
guiControls = new function() {
this.rotationY = 0.0;
this.positionX = 0.0;
this.positionY = 0.0;
this.positionZ = -10;
this.lightX = 20;
this.lightY = 35;
this.lightZ = 40;
this.intensity = 1;
this.distance = 0;
this.angle = 1.570;
this.target = cube;
}
//add spotLight with starting parameters
spotLight = new THREE.SpotLight(0xffffff);
spotLight.castShadow = true;
spotLight.position.set(20,35,40);
spotLight.intensity = guiControls.intensity;
spotLight.distance = guiControls.distance;
spotLight.angle = guiControls.angle;
scene.add(spotLight);
//adds controls on the scene
datGUI = new dat.GUI();
// datGUI.add(guiControls, 'positionZ', 0, 1);
datGUI.add(guiControls, 'positionZ', -10, 25, 0.5). name("Move the car");
datGUI.add(guiControls, 'rotationY', 0, 1).name('Rotate the car');
datGUI.add(guiControls, 'lightX', -60, 180);
datGUI.add(guiControls, 'lightY', 0, 180);
datGUI.add(guiControls, 'lightZ', -60, 180);
datGUI.add(guiControls, 'target',[ 'cube','Modern Mini', 'Classic Mini']).onChange(function() {
if(guiControls.target == 'cube'){
spotLight.target = cube;
daeObject = cube;
}
else if(guiControls.target == 'Classic Mini'){
spotLight.target = carOld;
daeObject = carOld;
}
else if(guiControls.target = 'Modern Mini'){
spotLight.target = carNew;
daeObject = carNew;
}
});
datGUI.add(guiControls, 'intensity', 0.01, 5).onChange(function (value){
spotLight.intensity = value;
});
datGUI.add(guiControls, 'distance', 0, 1000).onChange(function (value){
spotLight.distance = value;
});
datGUI.add(guiControls, 'angle', 0.001, 1.570).onChange(function (value){
spotLight.angle = value;
});
datGUI.close();
container.appendChild(renderer.domElement);
window.addEventListener( 'resize', onWindowResize, false );
}
//------------------------- END INIT() ----------------------------
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function loadCollada() {
//--- Loads the Classic Mini ---
colladaLoader = new THREE.ColladaLoader();
colladaLoader.options.convertUpAxis = true;
colladaLoader.load( 'dae_files/ClassicMini.dae', function ( collada ) {
carOld = collada.scene; // stores dae file to a global variable
carOld.position.set( 14.5, 1.8, -10 );
carOld.scale.set( 0.04, 0.04, 0.04 );
carOld.traverse(function (child) {
child.castShadow = true;
child.receiveShadow = true;
});
carOld.updateMatrix();
carOld.name = "Classic";
scene.add( carOld );
objects.push( carOld );
} );
//--- loads Modern Mini ---
colladaLoader = new THREE.ColladaLoader();
colladaLoader.options.convertUpAxis = true;
colladaLoader.load( 'dae_files/ModernMini.dae', function ( collada ) {
carNew = collada.scene;
carNew.position.set( -14.5, 6.3, -10 );
carNew.scale.set( 0.06, 0.06, 0.06 );
// creates shadow
carNew.traverse(function (child) {
child.castShadow = true;
child.receiveShadow = true;
});
carNew.updateMatrix();
carNew.name = "Modern";
scene.add( carNew );
objects.push( carNew );
} );
//--- loads the Showroom ---
colladaLoader = new THREE.ColladaLoader();
colladaLoader.options.convertUpAxis = true;
colladaLoader.load( 'dae_files/roomAnim2.dae', function collada( collada ) {
showroom = collada.scene;
animations = collada.animations;
kfAnimationsLength = animations.length;
// Initialise last frame current time.
for ( var i = 0; i < kfAnimationsLength; i++ ) {
lastFrameCurrentTime[i] = 0;
}
// Get all the key frame animations.
for ( var i = 0; i < kfAnimationsLength; i++ ) {
var anim = animations[ i ];
var keyFrameAnim = new THREE.KeyFrameAnimation( anim );
keyFrameAnim.timeScale = 1;
keyFrameAnim.loop = false;
kfAnimations.push( keyFrameAnim );
anim = kfAnimations[i];
anim.play();
}
showroom.position.set(0, 0, -20);
showroom.scale.set(0.06, 0.06, 0.06);
showroom.traverse(function (child) {
child.castShadow = true;
child.receiveShadow = true;
});
showroom.updateMatrix();
scene.add( showroom );
animate();
} );
}
// On Mouse double click event function
function onDoubleClick(event) {
// Set the mouse down flag to false
mouseDown = false;
// Canvas x (left) and y (top) position
var canvasLeft = 0;
var canvasTop = 0;
// "event.clientX" is the mouse x position. "event.clientY" is the mouse y position
var tempX = event.clientX - canvasLeft;
var tempY = event.clientY - canvasTop;
// Create a normalised vector in 2d space
var vector = new THREE.Vector3((tempX / window.innerWidth) * 2 - 1, - (tempY / innerHeight) * 2 + 1, 0.5);
// Unproject a 2D point into the 3D word
// Use the camera projection matrix to transform the vector to the 3D world space
vector.unproject(camera);
// Send a ray in the direction the user has clicked from the cameras position
var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
// Check if the ray has intersected with any objects and get intersections
var intersects = raycaster.intersectObjects(objects, true);
// Check if intersected with objects
if (intersects.length > 0) {
var tempStr = "Number of items: " + intersects.length + " ";
// List the items that were hit
for(var i=0; i < intersects.length; i++){
if(intersects[i].object.name != ""){
// The mesh name set above
tempStr += " | Name: " + intersects[i].object.name;
} else {
// The names inside the model
tempStr += " | Name: " + intersects[i].object.parent.name;
}
}
//Debug information
document.getElementById("debugInfo").innerHTML = tempStr + ".<br>";
//END
}
}
function loopAnimations(){
// Loop through all animations
for ( var i = 0; i < kfAnimationsLength; i++ ) {
// Check if the animation is player and not paused.
if(kfAnimations[i].isPlaying && !kfAnimations[i].isPaused){
if(kfAnimations[i].currentTime == lastFrameCurrentTime[i]) {
kfAnimations[i].stop();
//kfAnimations[i].play();
lastFrameCurrentTime[i] = 0;
}
}
}
}
function play_pauseAnim() {
//checks is there animation and is it paused
if(kfAnimationsLength > 0) {
if(kfAnimations[0].isPlaying) {
for(i = 0; i < kfAnimationsLength; i++){
kfAnimations[i].stop();
}
}else {
for(i = 0; i < kfAnimationsLength; i++) {
lastFrameCurrentTime[i] = 0;
//kfAnimations[i].play(kfAnimations[i].currentTime);
kfAnimations[i].play(0);
}
}
}
}
function checkTime(){
if(kfAnimationsLength > 0) {
if(kfAnimations[0].isPlaying) {
if(kfAnimations[0].currentTime > 3){
play_pauseAnim();
}
}
}
}
// create a render loop to draw the scene 60 times per second
function render() {
//checkTime();
daeObject.rotation.y += guiControls.rotationY;
//if (daeObject.position.z < 25) {
daeObject.position.z = guiControls.positionZ;
//}
spotLight.rotation.x += guiControls.rotationX;
spotLight.rotation.y += guiControls.rotationY;
spotLight.rotation.z += guiControls.rotationZ;
stats.update();
}
function animate () {
var deltaTime = clock.getDelta();
for ( var i = 0; i < kfAnimationsLength; i++ ) {
// Get a key frame animation.
var anim = kfAnimations[i];
anim.update( deltaTime );
}
loopAnimations();
requestAnimationFrame(animate);
// Update last frame current time.
for ( var i = 0; i < kfAnimationsLength; i++ ) {
lastFrameCurrentTime[i] = kfAnimations[i].currentTime;
}
render();
renderer.render(scene, camera);
}
// Loads skybox texture
function loadTexture(path) {
var texture = new THREE.Texture(texture_placeholder);
var material = new THREE.MeshBasicMaterial({
map: texture,
overdraw: 0.5
});
var image = new Image();
image.onload = function() {
texture.image = this;
texture.needsUpdate = true;
};
image.src = path;
return material;
}
Macast,麦卡斯特,
Please, check if you haven't forgotten in your code:请检查您是否没有忘记您的代码:
var objets = [];
var raycaster = new THREE.Raycaster();
And for each part of the car this line :对于汽车的每个部分,这条线:
objects.push( mesh );
Ex:例如:
var geometry = new THREE.RingGeometry( 1, 5, 32 );
var material = new THREE.MeshBasicMaterial( { color: 0xff0000, side: THREE.DoubleSide } );
var simpleTire = new THREE.Mesh( geometry, material );
simpleTire.name = 'tire';
objects.push( simpleTire );
scene.add( simpleTire );
Then, it's simple :然后,很简单:
if ( intersects.length > 0 ) {
switch(intersects[0].object.name){
case 'tire':
console.log('A pretty red tire');
break;
case 'motor':
console.log('An electric motor');
break;
}
}
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