Three.js入门学习笔记09:Three.js对象拾取,鼠标点击对象响应事件

一.拾取对象概念

二.坐标转换

三.光线投射Raycaster

中文文档
http://www.webgl3d.cn/threejs/docs/#api/zh/core/Raycaster
英文文档
https://threejs.org/docs/index.html#api/en/core/Raycaster
官网例子
http://www.webgl3d.cn/threejs/examples/#webgl_interactive_cubes

好用代码

<!DOCTYPE html>
<html lang="en">
    <head>
        <title>3D</title>
        <meta charset="utf-8">
        <!-- 自适应 -->
        <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
    <style>
* {
    margin: 0;
    padding: 0;
}
    
</style>
    </head>
<body>

    <script src="js/three.js"></script>
    <script type="text/javascript" src="js/OrbitControls.js"></script>
    <script>
        	var stats, light;
			var camera, scene, raycaster, renderer;

			var mouse = new THREE.Vector2(), INTERSECTED;//相交的
			var radius = 100, theta = 0;
        
        init();
        animate();
        
        function init() {
            
            
             // init scene
            scene = new THREE.Scene();
			scene.background = new THREE.Color( 0xf0f0f0 );
            
             // init camera
           camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10000 );
           camera.position.set(15,15,15);
//           camera.lookAt(new THREE.Vector3(0,0,0));
           camera.lookAt( scene.position );
           scene.add(camera);
            

             //light
          	var light = new THREE.DirectionalLight( 0xffffff, 1 );
				light.position.set( 1, 1, 1 ).normalize();//向量属性向量转换为单位向量,方向设置为和原向量相同,长度为1
                light.intensity=1.5;//强度
				scene.add( light );

            //对象
            
             //把组添加到场景中 
           
            
            
            
            
             //底座
    var loader = new THREE.ObjectLoader(); 
    loader.load("json/untitled5.json", function(objectBottom) {
    objectBottom.traverse(function(child) {
        if (child instanceof THREE.Mesh) {
            child.material.side = THREE.DoubleSide; 
        }
    });
        objectBottom.scale.multiplyScalar(350);//3倍大小 
//        var mesh1 = objectBottom; 
        objectBottom.position.set(0,0,0);
        objectBottom.rotation.x = -Math.PI;//旋转180度
        scene.add(objectBottom);
    }); 
  

    var loaderCar = new THREE.ObjectLoader();
    loaderCar.load("json/che0312.json", function(object2) {
    object2.traverse(function(child) {
        if (child instanceof THREE.Mesh) {
            child.material.side = THREE.DoubleSide; 
        }
    });
        object2.scale.multiplyScalar(55); 
//      var mesh2 = object2; 
        object2.position.set(4.8,1.3,-3);
//        object2.rotation.x = -Math.PI;//旋转180度
        scene.add(object2);
    }); 
    
        
   //机床5000 网页添加材质
    var loaderTool = new THREE.ObjectLoader();   
    loaderTool.load("json/tool_new.json", function(object3) {
    object3.traverse(function(child) {
        if (child instanceof THREE.Mesh) {
          child.material = new THREE.MeshLambertMaterial({
                color: 0xffffff,
                side: THREE.DoubleSide
            });
        }
    });
        object3.scale.multiplyScalar(60);//3倍大小 
//        var mesh3 = object3; 
        object3.position.set(1,3,-2);
        object3.rotation.z = -Math.PI;//旋转180度
        object3.rotation.y = -Math.PI;//旋转180度
        scene.add(object3);
    }); 

 
    //机床8000
    var loaderTool2 = new THREE.ObjectLoader();   
    loaderTool2.load("json/tool_new.json", function(object4) {
    object4.traverse(function(child) {
        if (child instanceof THREE.Mesh) {
          child.material = new THREE.MeshLambertMaterial({
                color: 0xffffff,
                side: THREE.DoubleSide
            });
        }
    });
        object4.scale.multiplyScalar(75);//3倍大小 
//        mesh = object4; 
        object4.position.set(0.7,3.3,-6);
        object4.rotation.z = -Math.PI;//旋转180度
        object4.rotation.y = -Math.PI;//旋转180度
        scene.add(object4);
    }); 
    
  
    
     //缓存库

    var loaderC1 = new THREE.ObjectLoader();
        loaderC1.load("json/cfbx3.json", function(obj1) {
        obj1.traverse(function(child) {
            if (child instanceof THREE.Mesh) {
                child.material.side = THREE.DoubleSide;
          
        }
    });
        obj1.scale.multiplyScalar(3);//3倍大小 
        mesh = obj1; 
        obj1.position.set(0,1.3,8.5)
        obj1.rotation.z = -Math.PI;//旋转180度
        scene.add(obj1);
    }); 
    
    
      var loaderC2 = new THREE.ObjectLoader();
        loaderC2.load("json/cfbx3.json", function(obj2) {
        obj2.traverse(function(child) {
            if (child instanceof THREE.Mesh) {
                child.material.side = THREE.DoubleSide;
          
        }
    });
        obj2.scale.multiplyScalar(3);//3倍大小 
        mesh = obj2; 
        obj2.position.set(0,1.3,6)
        obj2.rotation.z = -Math.PI;//旋转180度
        scene.add(obj2);
    }); 
    
     var loaderC3 = new THREE.ObjectLoader();
        loaderC3.load("json/cfbx3.json", function(obj3) {
        obj3.traverse(function(child) {
            if (child instanceof THREE.Mesh) {
                child.material.side = THREE.DoubleSide;
          
        }
    });
        obj3.scale.multiplyScalar(3);//3倍大小 
        mesh = obj3; 
        obj3.position.set(0,1.3,4.5)
        obj3.rotation.z = -Math.PI;//旋转180度
        scene.add(obj3);
    }); 
    
    
  
    
       var loaderC4 = new THREE.ObjectLoader();
        loaderC4.load("json/cfbx3.json", function(obj4) {
        obj4.traverse(function(child) {
            if (child instanceof THREE.Mesh) {
                child.material.side = THREE.DoubleSide;
          
        }
    });
        obj4.scale.multiplyScalar(3);//3倍大小 
        mesh = obj4; 
        obj4.position.set(0,1.3,3)
        obj4.rotation.z = -Math.PI;//旋转180度
        scene.add(obj4);
    }); 
     
     var loaderC5 = new THREE.ObjectLoader();
        loaderC5.load("json/cfbx3.json", function(obj5) {
        obj5.traverse(function(child) {
            if (child instanceof THREE.Mesh) {
                child.material.side = THREE.DoubleSide;
          
        }
    });
        obj5.scale.multiplyScalar(3);//3倍大小 
        mesh = obj5; 
        obj5.position.set(0,1.3,1.5)
        obj5.rotation.z = -Math.PI;//旋转180度
        scene.add(obj5);
    });          
    
    
            
            
            
            
            
            
            
            
            
            //射线
            raycaster = new THREE.Raycaster();
          /*   var raycaster = new THREE.Raycaster();
             var mouseVector = new THREE.Vector3();*/
            
            
            //renderer
				renderer = new THREE.WebGLRenderer();
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.getElementsByTagName("body")[0].appendChild(renderer.domElement);
            
           //监听
           document.addEventListener( "mousedown", onDocumentMouseDown, false );
           
           //窗口变化
           window.addEventListener( "resize", onWindowResize, false );
            
            
            //插件
    var controls = new THREE.OrbitControls( camera, renderer.domElement );//camera和render的变量和照相机与渲染器设置的变量一致才行

        // 如果使用animate方法时,将此函数删除
        //controls.addEventListener( 'change', render );
        // 使动画循环使用时阻尼或自转 意思是否有惯性
        controls.enableDamping = true;
        //动态阻尼系数 就是鼠标拖拽旋转灵敏度
        //controls.dampingFactor = 0.25;
        //是否可以缩放
        controls.enableZoom = true;
        //是否自动旋转
        controls.autoRotate = true;
        //设置相机距离原点的最远距离
        controls.minDistance  = 1;
        //设置相机距离原点的最远距离
        controls.maxDistance  = 200;
        //是否开启右键拖拽
        controls.enablePan = true; 
            

        }//function结束
        
        //窗口变化
        function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
//				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}
        
        //坐标转换
       function onDocumentMouseDown( event ) {//鼠标事件开始

				event.preventDefault();
               
				mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
				mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
           
           
                 // 通过摄像机和鼠标位置更新射线
	     raycaster.setFromCamera( mouse, camera );

	      // 计算物体和射线的焦点
	     var intersects = raycaster.intersectObjects( scene.children ,true);//射线穿过物体,自动由近到远排序
    
            
        //第一种

	    /*  for ( var i = 0; i < intersects.length; i++ ) {

//         intersects[ i ].object.material.color.set( 0xff0000 );
         intersects[ i ].object.traverse(function(child) {
        if (child instanceof THREE.Mesh) {
            child.material = new THREE.MeshLambertMaterial({
                color: 0xffff00,
                side: THREE.DoubleSide
            });
        } 
              
        });

    } */
            
            //第二种
        if ( intersects.length > 0 ) {//有物体的时候
         

					if ( INTERSECTED != intersects[ 0 ].object ) {//上一次选中不等于当前的选中,就是替换的时候,intersects[ 0 ]就是当前的选中 在最前面的,它是自动排序的
                 

						if ( INTERSECTED ) 
                            if( INTERSECTED.material .length==undefined){
                            INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );//上一次选中的要换回原来的材料
                            }

						INTERSECTED = intersects[ 0 ].object;
                       if( INTERSECTED.material .length==undefined){
						INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();//把当前的材料保存起来
						INTERSECTED.material.emissive.setHex( 0xff0000 );//换颜色
                    }

					}

				} else {//选中空白处的时候
//
					if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );

					INTERSECTED = null;

				}

			}//mousedown鼠标事件结束

        
    	function animate() {

				requestAnimationFrame( animate );

				render();

			}
        
        function render() {

	 
                   
            
	      renderer.render( scene, camera );

          }
        

    </script>
</body>
</html>

<!DOCTYPE html>
<html lang="en">
    <head>
        <title>3D</title>
        <meta charset="utf-8">
    </head>
<body>

    <script src="js/three.js"></script>
    <script>
        	var container, stats, light;
			var camera, scene, raycaster, renderer;

			var mouse = new THREE.Vector2(), INTERSECTED;
			var radius = 100, theta = 0;
        
        init();
        animate();
        
        function init() {
            
            container = document.createElement( 'div' );
            document.body.appendChild( container );
            
             // init camera
           camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
            
            // init scene
            scene = new THREE.Scene();
			scene.background = new THREE.Color( 0xf0f0f0 );
              

             //light
          	var light = new THREE.DirectionalLight( 0xffffff, 1 );
				light.position.set( 1, 1, 1 ).normalize();
				scene.add( light );

            //对象
            var loaderCar = new THREE.ObjectLoader();
                loaderCar.load("json/che0312.json", function(object) {
                object.traverse(function(child) {
            if (child instanceof THREE.Mesh) {
            child.material.side = THREE.DoubleSide; 
            }
                });
            object.scale.multiplyScalar(55); 
            mesh = object; 
            object.position.set(4.8,1.3,-3);
//          object.rotation.x = -Math.PI;//旋转180度
            scene.add( object );
            }); 
            
            
            //射线
            raycaster = new THREE.Raycaster();
            //renderer
				renderer = new THREE.WebGLRenderer();
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );
            
           //监听
           document.addEventListener( 'mousemove', onDocumentMouseMove, false );
            

            
        }//function结束
        

        
        //坐标转换
       function onDocumentMouseMove( event ) {

				event.preventDefault();

				mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
				mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

			}
        
        
        
    	function animate() {

				requestAnimationFrame( animate );

				render();

			}
        
        function render() {

	       // 通过摄像机和鼠标位置更新射线
	     raycaster.setFromCamera( mouse, camera );

	      // 计算物体和射线的焦点
	     var intersects = raycaster.intersectObjects( scene.children ,true );

	     for ( var i = 0; i < intersects.length; i++ ) {

		  intersects[ i ].object.material.color.set( 0xff0000 );

	      }

	      renderer.render( scene, camera );

          }
        

    </script>
</body>
</html>

一.第一个例子

https://www.cnblogs.com/xuejianxiyang/p/9732632.html
https://threejs.org/examples/#webgl_raycast_sprite

1.这里加载了OrbitControls插件,能够旋转,平移等。
2.group的结构
group里有group1,group2
group1-circleP(网格)-geometryP(几何对象)
group2-circleP1(网格)-geometryP1(几何对象)

<!DOCTYPE html>
<html lang="en">
    <head>
        <title>3D</title>
        <meta charset="utf-8">
<!--        <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">-->
        <style>


            #info{
                position: absolute;
                z-index: 1;
                width: 100%;
                padding: 5px;
                text-align: center;
            }
        </style>
    </head>
<body>

    <script src="js/three.js"></script>
    <script src="js/OrbitControls.js"></script>
    <script>
        var renderer, scene, camera;
        var controls, group;
        init();
        animate();
        function init() {
            // init renderer
            renderer = new THREE.WebGLRenderer( { antialias: true } );
//            renderer.setPixelRatio( window.devicePixelRatio );
            renderer.setSize( window.innerWidth, window.innerHeight );
            document.body.appendChild( renderer.domElement );
            
            // init scene
            scene = new THREE.Scene();
            scene.background = new THREE.Color( 0xffffff );
              
            // init camera
            camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
            camera.position.set( 15, 15, 15 );
            camera.lookAt( scene.position );
            
            //OrbitControls
            controls = new THREE.OrbitControls( camera, renderer.domElement );
            controls.enableRotate = true;
              
            //把组添加到场景中 
            group = new THREE.Group();
            scene.add(group);
             
            //新建立方体,把geometryP添加到circleP网格中
            var geometryP = new THREE.BoxGeometry(10,10,10);
            var materialP = new THREE.MeshBasicMaterial( { color: 0x0000ff ,side:THREE.DoubleSide} );
            var circleP = new THREE.Mesh( geometryP, materialP );   
            circleP.position.set(-80, -40, 0);
            //geometryP.rotateY(Math.PI/2);
            
            //新建group1,把group1添加到group中
            var group1 = new THREE.Group();
            group.add(group1);
             //把circleP网格添加到group中
            group1.add(circleP);
             
             
            //新建立方体,把geometryP1添加到circleP1网格中 
            var geometryP1 = new THREE.BoxGeometry(-10,-10,10); 
            var materialP1 = new THREE.MeshBasicMaterial( { color: 0x00ff00 ,side:THREE.DoubleSide} );
            var circleP1 = new THREE.Mesh( geometryP1, materialP1 );   
            //新建group2,把group2添加到group中
            var group2 = new THREE.Group();
            group.add(group2);
            //把circleP1网格添加到group中
            group2.add(circleP1);
             
            //事件监听 
            window.addEventListener( 'resize', onWindowResize, false );
            window.addEventListener( "mousemove", onDocumentMouseMove, false );
        }
        function animate() {
            renderer.render( scene, camera );
            requestAnimationFrame( animate );
        }
        //配合浏览器窗口放大缩小
        function onWindowResize() {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize( window.innerWidth, window.innerHeight );
        }
        var selectedObject = null;
        function onDocumentMouseMove( event ) {
            event.preventDefault();
            if ( selectedObject ) {
                selectedObject.material.color.set( '#69f' ); 
                selectedObject = null;
            }
            
        
            var intersects = getIntersects( event.layerX, event.layerY );
            if ( intersects.length > 0 &&selectedObject!=intersects[0].object) {
                var res = intersects.filter( function ( res ) {
                    return res && res.object;
                } )[ 0 ];
                if ( res && res.object ) {
                    selectedObject = res.object; 
                    selectedObject.material.color.set( '#f00' );
                }
            }
        }
        
       //射线
        var raycaster = new THREE.Raycaster();
        var mouseVector = new THREE.Vector3();
        //坐标转换
        function getIntersects( x, y ) {
            x = ( x / window.innerWidth ) * 2 - 1;
            y = - ( y / window.innerHeight ) * 2 + 1;
            mouseVector.set( x, y, 0.5 );
            raycaster.setFromCamera( mouseVector, camera );
            return raycaster.intersectObject( group, true );
        }
    </script>
</body>
</html>
效果

鼠标经过变红
也可以鼠标按下啥的,参考下文
https://blog.csdn.net/qq_29026209/article/details/74548939
https://www.jianshu.com/p/b846571fe383
在这里插入图片描述

https://www.cnblogs.com/tracyjfly/p/9999675.html
https://blog.csdn.net/planckztd/article/details/79151400
https://segmentfault.com/a/1190000004382956

https://blog.csdn.net/weixin_42443851/article/details/93628805

二.第二个例子

参考学习
https://blog.csdn.net/ithanmang/article/details/80897888
https://www.cnblogs.com/tracyjfly/p/9999675.html

http://www.yanhuangxueyuan.com/doc/Three.js/curveRun.html
https://blog.csdn.net/planckztd/article/details/79151400
https://blog.csdn.net/ruangong1203/article/details/60476621
http://www.yanhuangxueyuan.com/doc/three.js/ringrun.html

参考学习:
https://blog.csdn.net/ruangong1203/article/details/60476621

https://blog.csdn.net/planckztd/article/details/79151400

坐标
https://blog.csdn.net/weixin_41342585/article/details/80659736

向量
http://www.yanhuangxueyuan.com/doc/three.js/vector3.html

Innerwidth
https://www.runoob.com/jsref/prop-win-innerheight-innerwidth.html

https://www.runoob.com/try/try.php?filename=try_win_innerheight

完整案例
https://blog.csdn.net/ithanmang/article/details/80897888

加载模型并拾取
https://blog.csdn.net/moyebaobei1/article/details/84993114
加载模型并拾取
https://blog.csdn.net/moyebaobei1/article/details/84993114

拾取对象
https://www.cnblogs.com/lizhengjin/p/5914216.html

https://www.cnblogs.com/deerfig/p/6432683.html

讲的很清楚
https://www.cnblogs.com/lst619247/p/9071233.html

旋转
https://www.cnblogs.com/lzpong/p/7904615.html

克隆
https://blog.csdn.net/u014291990/article/details/92381556

逆转坐标
https://blog.csdn.net/mu399/article/details/94723921

世界坐标与屏幕坐标转换
https://www.cnblogs.com/brainworld/p/8309415.html


http://www.yanhuangxueyuan.com/Three.js_course.html

全部需要学习:
http://www.yanhuangxueyuan.com/Three.js_course/screen.html
http://www.yanhuangxueyuan.com/Three.js_course/choose.html
http://www.yanhuangxueyuan.com/Three.js_course/drag.html
http://www.yanhuangxueyuan.com/Three.js_course/datgui.html

网格 mesh
几何体
材质
DIV
原理
向量
坐标
坐标转换
相交
几何对象
外部模型

简单拾取
https://blog.csdn.net/moyebaobei1/article/details/84993114

拾取外部模型
https://zhidao.baidu.com/question/1577105154715044340.html

https://www.pianshen.com/article/3636727495/

https://www.jb51.net/article/124688.htm

修改对象属性 重点 gui
https://blog.csdn.net/qq_33635385/article/details/100151017

学习顺序

http://www.yanhuangxueyuan.com/doc/Three.js/Group.html
https://blog.csdn.net/ithanmang/article/details/80965712

向量
http://www.yanhuangxueyuan.com/doc/three.js/vector3.html

扒例子1
http://127.0.0.1:61457/preview/app/index.html
https://ithanmang.gitee.io/threejs/home/201807/20180703/02-raycasterDemo.html
https://blog.csdn.net/qq_33635385/article/details/100151017

过后补充
https://www.cnblogs.com/guxingy/p/11956390.html
https://www.cnblogs.com/richardwlee/p/10573663.html

https://www.cnblogs.com/guxingy/p/11956390.html

https://www.cnblogs.com/amy2011/p/6358527.html
layers
https://www.cnblogs.com/richardwlee/p/10573663.html

window监听事件
window.addEventListener( ‘resize’, onWindowResize, false );
window.addEventListener( “mousemove”, onDocumentMouseMove, false );
下面一段还不会
var selectedObject = null;
function onDocumentMouseMove( event ) {
event.preventDefault();
if ( selectedObject ) {
selectedObject.material.color.set( ‘#69f’ );
selectedObject = null;
}

第一个例子中
选中那块的函数我没会

https://blog.csdn.net/weixin_42443851/article/details/93628805
https://blog.csdn.net/hb_zhouyj/article/details/87917364

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