[英]THREE.JS : click event with raycaster and perspective camera
我想為 three.js 中的 web 頁面創建一個菜單,其中每個選項卡都由 object (二維矩形)具體化,我們通過單擊右側的矩形訪問網站頁面。 為此,我讀到我必須使用當我右鍵單擊鼠標時觸發的光線投射器,然后使用相交對象的數組來查看我單擊了哪些對象。
我在互聯網上嘗試了很多教程,但從未成功擁有用於右鍵單擊的功能性 raycaster 和 eventListener。 raycast function 只是從 three.js 文檔中復制/粘貼。
這是我的代碼(稱為 script.js),你看到我做錯了什么或者你有什么建議可以改進嗎? 提前感謝您的幫助!
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);
});
這是我的 html 代碼(稱為 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>
我相信您的問題源於未將souris
變量初始化為THREE.Vector2()
。 您的代碼歸結為:
var souris;
souris.x = xxx;
souris.y = yyy;
var rayon = new THREE.Raycaster();
rayon.setFromCamera( souris, camera );
Raycaster.setFromCamera 要求您使用 Vector2作為其第一個參數,但您從未創建過Vector2
!
要解決此問題,只需確保在分配其值之前聲明souris = THREE.Vector2()
:
var souris = THREE.Vector2();
souris.x = xxx;
souris.y = yyy;
var rayon = new THREE.Raycaster();
rayon.setFromCamera( souris, camera );
在將souris
初始化為Vector2
,您將投射光線,然后在嘗試更改任何內容之前檢查它是否實際上與 object 相交。
在第一個相交的 object 上設置新材質,以避免更改場景中所有對象的顏色,因為它們共享相同的材質。
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'); }
}
}
我希望這可以解決您的問題...
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