项目场景:
有时需要在点击、悬浮时高亮当前点击、悬浮的模型
解决方案:
提示:这里填写该问题的具体解决方案:
- 引入描边、渲染器通道等
import { OutlinePass } from 'three/examples/jsm/postprocessing/OutlinePass';
import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer';
import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass';
- 自定义描边效果
// 描边
composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
outlinePass = new OutlinePass(new THREE.Vector2(window.innerWidth, window.innerHeight), scene, camera);
//模型描边颜色,默认白色
outlinePass.visibleEdgeColor.set(0xffff00);
//高亮发光描边厚度
outlinePass.edgeThickness = 4;
//高亮描边发光强度
outlinePass.edgeStrength = 6;
//模型闪烁频率控制,默认0不闪烁
outlinePass.pulsePeriod = 0;
composer.addPass(outlinePass);
- 如果在点击时触发描边效果,需要配合点击事件使用
function onMouseDblclick(event) {
//获取raycaster和所有模型相交的数组,其中的元素按照距离排序,越近的越靠前
let intersects = getIntersects(event);
//获取选中最近的Mesh对象
if (intersects.length !== 0 && intersects[0].object instanceof THREE.Mesh) {
const selectedObject = intersects[0].object;
let selectedObjects = [];
selectedObjects.push(selectedObject);
// 将描边模型添加进去
outlinePass.selectedObjects = selectedObjects
}
}
- 在循环渲染函数中composer.render()将替换renderer.render(scene, camera)
function render() {
// renderer.render(scene, camera);
composer.render()
controls.update()
requestAnimationFrame(render);
}