I want to create a menu for a web page in three.js where each tab is materialized by an object (a 2D rectangle) and we access a page of the website by clicking on the right rectangle. For this I read that I have to use a raycaster triggered when I right-click on my mouse and then use the array of the intersected objects to see on which of them I clicked.
I tried a lot of tutorial on the internet but never succeeded to have a functional raycaster and eventListener for the right-click. the raycast function is just copy/paste from the three.js documentation.
Here is my code (called script.js), do you see what I did wrong or do you have any advice to improve? Thanks in advance for your help guys!
var camera, scene, rendu;
var geometrie, materiau, mesh;
var controle;
var couleur, plan, onglet1, onglet2, onglet3, onglet4, onglet5, onglet6;
var r, t;
var rayon, souris;
init();
function init() {
r = 3;
t = 1.1;
// ---------- scene et camera --------- //
camera = new THREE.PerspectiveCamera( 70 , window.innerWidth / window.innerHeight , 0.01 , 10 );
camera.position.set( 0 , 0 , 4 );
scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000);
// --------- cube --------- //
//materiau = new THREE.MeshBasicMaterial( { color: 0xffffff});
//geometrie = new THREE.BoxGeometry( t , 3*t , t );
//mesh = new THREE.Mesh( geometrie, materiau );
//scene.add( mesh );
// --------- onglets ---------- //
couleur = new THREE.MeshBasicMaterial( {color: 0x031f3c , side: THREE.DoubleSide } );
plan = new THREE.PlaneGeometry( 0.75 , 0.4 );
onglet1 = new THREE.Mesh( plan , couleur );
onglet1.position.set( 0, 0, r );
scene.add( onglet1 );
onglet2 = new THREE.Mesh( plan , couleur );
onglet2.position.set( r*Math.sqrt(3/4), 0, 0.5*r );
onglet2.rotation.y = Math.PI / 3;
scene.add( onglet2 );
onglet3 = new THREE.Mesh( plan , couleur );
onglet3.position.set( r*Math.sqrt(3/4), 0, -0.5*r );
onglet3.rotation.y = 2 *Math.PI / 3;
scene.add( onglet3 );
onglet4 = new THREE.Mesh( plan , couleur );
onglet4.position.set( 0, 0, -r );
scene.add( onglet4 );
onglet5 = new THREE.Mesh( plan , couleur );
onglet5.position.set( -r*Math.sqrt(3/4), 0, -0.5*r );
onglet5.rotation.y = -2*Math.PI / 3;
scene.add( onglet5 );
onglet6 = new THREE.Mesh( plan , couleur );
onglet6.position.set( -r*Math.sqrt(3/4), 0, 0.5*r );
onglet6.rotation.y = -Math.PI / 3;
scene.add( onglet6 );
// ---------- rendu ------------- //
rendu = new THREE.WebGLRenderer( { antialias: true} );
rendu.setSize( window.innerWidth, window.innerHeight );
rendu.setPixelRatio(window.devicePixelRatio);
rendu.setAnimationLoop( animation );
document.body.appendChild( rendu.domElement );
// ------------- liens sur onglets ------------- //
//window.addEventListener('click', onclick, false);
// ecouter l'event de clic sur la souris
// on ajoute un capteur de rayon qui regarde si on croise un objet de la scene
// si c'est le cas on fait ce qu'on veut en fonction de l'objet
rayon = new THREE.Raycaster();
rendu.domElement.addEventListener( 'click', raycast, false );
}
function animation() {
rendu.render( scene, camera );
controle.update();
}
function raycast ( e ) {
//1. sets the mouse position with a coordinate system where the center
// of the screen is the origin
souris.x = ( e.clientX / window.innerWidth ) * 2 - 1;
souris.y = - ( e.clientY / window.innerHeight ) * 2 + 1;
//2. set the picking ray from the camera position and mouse coordinates
rayon.setFromCamera( souris, camera );
//3. compute intersections
var intersections = rayon.intersectObjects( scene.children );
intersections[0]
}
// ---------- orbitControls --------- //
controle = new THREE.OrbitControls(camera, rendu.domElement);
controle.minPolarAngle = Math.PI / 2;
controle.maxPolarAngle = Math.PI / 2;
controle.autoRotate = true;
controle.autoRotateSpeed = -0.1;
controle.enableZoom = false;
controle.mouseButtons = {
LEFT: THREE.MOUSE.ROTATE,
MIDDLE: THREE.MOUSE.DOLLY,
RIGHT: THREE.MOUSE.ROTATE
}
// ----------- redimensionnement fenetre ------------ //
window.addEventListener('resize', function() {
camera.aspect = window.innerWidth / window.innerHeight ;
camera.updateProjectionMatrix();
rendu.setSize(window.innerWidth, window.innerHeight);
}, false);
let loader = new THREE.GLTFLoader();
loader.load('voiture/scene.gltf', function(gltf){
voiture = gltf.scene.children[0];
//voiture.scale.set(0.5, 0.5, 0.5);
scene.add(gltf.scene);
rendu.render(scene, camera);
});
And here is my html code (called index.html)
<!DOCTYPE html>
<html lang="fr">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>test</title>
<style>
body{margin: 0px;}
canvas{width: 100%; height: 100%;}
</style>
</head>
<body>
<script src="js/build/three.js"></script>
<script src="js/build/three.min.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/GLTFLoader.js"></script>
<script src="js/script.js"></script>
</body>
</html>
I believe your problem stems from not initializing your souris
variable as a THREE.Vector2()
. Your code boils down to this:
var souris;
souris.x = xxx;
souris.y = yyy;
var rayon = new THREE.Raycaster();
rayon.setFromCamera( souris, camera );
Raycaster.setFromCamera requires you use a Vector2 as its first argument, but you never made a Vector2
!
To fix the issue, just make sure you're declaring souris = THREE.Vector2()
before assigning its values:
var souris = THREE.Vector2();
souris.x = xxx;
souris.y = yyy;
var rayon = new THREE.Raycaster();
rayon.setFromCamera( souris, camera );
After initializing souris
as a Vector2
, you'll cast the ray, then check if it actually intersects with an object before attempting to change anything.
Set a new material onto the first intersected object to avoid changing the color of all the objects in the scene as they share the same material.
function raycast ( e ) {
//1. sets the mouse position with a coordinate system where the center
// of the screen is the origin
souris = new THREE.Vector2();
souris.x = ( e.clientX / window.innerWidth ) * 2 - 1;
souris.y = - ( e.clientY / window.innerHeight ) * 2 + 1;
//2. set the picking ray from the camera position and mouse coordinates
rayon.setFromCamera( souris, camera );
//3. compute intersections
var intersections = rayon.intersectObjects( scene.children );
if (intersections.length) {
intersections[0].object.material =
new THREE.MeshBasicMaterial({
color: 0xff0000,
side: THREE.DoubleSide
});
if (intersections[0].object.url) { window.open(intersections[0].object.url, '_blank'); }
}
}
I hope this resolves your issue...
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