Three.js中raycaster是射线,用于拾取物体的。这是官方例子:
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
function onMouseMove( event ) {
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
function render() {
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( scene.children );
for ( var i = 0; i < intersects.length; i++ ) {
intersects[ i ].object.material.color.set( 0xff0000 );
}
renderer.render( scene, camera );
}
window.addEventListener( 'mousemove', onMouseMove, false );
window.requestAnimationFrame(render);
简单讲解下原理: webgl把中心点设置为0,然后把世界坐标分成高(-1,1)之间,宽也如此,所以首先把鼠标点击的位置转换成(-1,1)之间,然后从相机所在位置到鼠标点击的位置的连线画一条射线,射线穿过的物体就会被拾取。
重点是: 很多教程里,计算mouse.x和mouse.y的时候都是认为canvas占据整个屏幕计算的,所以用的window.innerWidth和window.innerHeight。但是:
mouse.x和mouse.y是相对绘制的canvas计算,也就是说canvas的中心是(0,0),canvas的高和宽被分成(-1,1),所以如果你的canvas不是整个屏幕,用上述代码是无法正确拾取物体的。
下面直接上修改后的代码:
<canvas width="600" height="600" id="canvas-dom-2">您的浏览器不支持canvas!</canvas>
var mainCanvas = document.getElementById("canvas-dom-2");
renderer = new THREE.WebGLRenderer({
canvas: mainCanvas,
antialias:true, //设置抗锯齿
alpha:true, //背景透明
});
renderer.setClearColor(0x000000,0.0); //设置渲染器背景颜色
renderer.setSize(mainCanvas.offsetWidth,mainCanvas.offsetHeight);
mainCanvas.addEventListener( 'click', onDocumentClick, false );
function onDocumentClick(event){
event.preventDefault();
//console.log(mainCanvas.offsetWidth+"+"+mainCanvas.offsetHeight);
mouse.x = ( (event.clientX - mainCanvas.getBoundingClientRect().left) / mainCanvas.offsetWidth ) * 2 - 1;
mouse.y = - ( (event.clientY - mainCanvas.getBoundingClientRect().top) / mainCanvas.offsetHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( object );
for ( var i = 0; i < intersects.length; i++ ) {
console.log(intersects[ i ].object.userData.uid);
}
}
注意上面计算mouse的x和y的代码