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在three.js中概述3d对象

[英]outline a 3d object in three.js

在许多视频游戏中,我看到一种模式,当您将鼠标悬停在对象上时,它将在对象的2D形式周围显示漂亮的渐变高光。 我建立了一个基本的Three.js场景,其中包含一个球体

首先,我设置我的raycaster变量:

var projector = new THREE.Projector();
var mouse2D = new THREE.Vector2(0, 0);
var mouse3D = new THREE.Vector3(0, 0, 0);

然后我做一个raycaster函数

document.body.onmousemove = function highlightObject(event) {
    mouse3D.x = mouse2D.x = mouse2D.x = (event.clientX / window.innerWidth) * 2 - 1;
    mouse3D.y = mouse2D.y = mouse2D.y = -(event.clientY / window.innerHeight) * 2 + 1;
    mouse3D.z = 0.5;

    projector.unprojectVector(mouse3D, camera);
    var raycaster = new THREE.Raycaster(camera.position, mouse3D.sub(camera.position).normalize());
    var intersects = raycaster.intersectObject(mesh);
     if (intersects.length > 0) {
         var obj = intersects[0].object; //the object that was intersected
         rotate = false;
     } else {
         rotate = true;
     }
}

这将使我获得他们当前正在悬停的对象。 现在,人们将如何实际上围绕对象绘制轮廓?

您需要在编码中使用OutlinePass

init()函数中创建outlinepass

outlinePass = new THREE.OutlinePass(new THREE.Vector2(window.innerWidth, window.innerHeight), scene, camera);
composer.addPass( outlinePass );

然后设置选定对象的轮廓。

if (intersects.length > 0) {
    var obj = intersects[0].object; // the object that was intersected
    rotate = false;
    outlinePass.selectedObjects = obj;
} else {
    rotate = true;
}

看一下这个例子: https//threejs.org/examples/?q = out #webgl_postprocessing_outline

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