#案例:
html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Three.js中文网:www.webgl3d.cn</title>
<style>
body{
overflow: hidden;
margin: 0px;
}
</style>
</head>
<body>
<div id="webgl" style="margin-top: 40px;margin-left: 60px;"></div>
<!-- type="importmap"功能:.html文件中也能和nodejs开发环境中一样方式,引入npm安装的js库 -->
<script type="importmap">
{
"imports": {
"three": "../../../three.js/build/three.module.js",
"three/addons/": "../../../three.js/examples/jsm/"
}
}
</script>
<script src="./index.js" type="module">
</script>
</body>
</html>
model.js
用于创建出N个3D模型体并将模型暴漏
import * as THREE from 'three';
const geometry = new THREE.BoxGeometry(50, 50, 50);
const material = new THREE.MeshLambertMaterial({
color: 0x009999,
});
const mesh1 = new THREE.Mesh(geometry, material);
const mesh2 = mesh1.clone();
mesh2.material = new THREE.MeshLambertMaterial({color: 0x999900,});
mesh2.position.y = 100;
const mesh3 = mesh1.clone();
mesh3.material = new THREE.MeshLambertMaterial({color: 0x990099,});
mesh3.position.x = 100;
const model = new THREE.Group();
// 三个网格模型mesh1,mesh2,mesh3用于射线拾取测试
model.add(mesh1,mesh2,mesh3);
export {model,mesh1,mesh2,mesh3};
index.js
将模型导入并对模型进行操作最后渲染到浏览器中
import * as THREE from 'three';
import {
OrbitControls
} from 'three/addons/controls/OrbitControls.js';
import {model,mesh1,mesh2,mesh3} from './model.js'; //模型对象
//场景
const scene = new THREE.Scene();
scene.add(model); //模型对象添加到场景中
//辅助观察的坐标系
const axesHelper = new THREE.AxesHelper(100);
scene.add(axesHelper);
//光源设置
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(100, 60, 50);
scene.add(directionalLight);
const ambient = new THREE.AmbientLight(0xffffff, 0.4);
scene.add(ambient);
//相机
const width = 800;
const height = 600;
const camera = new THREE.PerspectiveCamera(30, width / height, 1, 3000);
camera.position.set(292, 223, 185);
camera.lookAt(0, 0, 0);
// WebGL渲染器设置
const renderer = new THREE.WebGLRenderer({
antialias: true, //开启优化锯齿
});
renderer.setPixelRatio(window.devicePixelRatio); //防止输出模糊
renderer.setSize(width, height);
//three.js执行渲染命令会输出一个canvas画布,也就是一个HTML元素,你可以插入到web页面中
// document.body.appendChild(renderer.domElement);
document.getElementById('webgl').appendChild(renderer.domElement);
// 渲染循环
function render() {
renderer.render(scene, camera);
requestAnimationFrame(render);
}
render();
const controls = new OrbitControls(camera, renderer.domElement);
renderer.domElement.addEventListener('click', function (event) {
// .offsetY、.offsetX以canvas画布左上角为坐标原点,单位px
const px = event.offsetX;
const py = event.offsetY;
//屏幕坐标px、py转WebGL标准设备坐标x、y
//width、height表示canvas画布宽高度
const x = (px / width) * 2 - 1;
const y = -(py / height) * 2 + 1;
//创建一个射线投射器`Raycaster`
const raycaster = new THREE.Raycaster();
//.setFromCamera()计算射线投射器`Raycaster`的射线属性.ray
// 形象点说就是在点击位置创建一条射线,用来选中拾取模型对象
raycaster.setFromCamera(new THREE.Vector2(x, y), camera);
//.intersectObjects([mesh1, mesh2, mesh3])对参数中的网格模型对象进行射线交叉计算
// 未选中对象返回空数组[],选中一个对象,数组1个元素,选中多个对象,数组多个元素
const intersects = raycaster.intersectObjects([mesh1, mesh2, mesh3]);
console.log("射线器返回的对象", intersects);
// intersects.length大于0说明,说明选中了模型
if (intersects.length > 0) {
// console.log("交叉点", intersects[0].point);
// console.log("交叉对象",intersects[0].object)
// 选中模型的第一个模型,设置为红色
intersects[0].object.material.color.set(0xff0000);
}
})