three.js Raycaster(鼠标点击选中模型)

效果:

代码:

<template>
  <div>
    <el-container>
      <el-main>
        <div class="box-card-left">
          <div id="threejs" style="border: 1px solid red"></div>
          <div class="box-right" style="text-align: left; padding: 10px">
            <div style="text-align: left">标准设备坐标系:</div>
            <div>
              three.js Canvas
              画布具有一个标准设备坐标系,该坐标系的坐标原点是在canvas画布的中间位置,x轴水平向右,y轴竖直向上,标准设备坐标系的坐标值不是绝对值,
              是相对值,范围是[-1,1],
              也就是说canvas画布上任何一个位置的坐标,如果用标准设备坐标取衡量,那么坐标的所有值都在-1
              和 1之间;
            </div>
            <div style="text-align: left; margin-top: 10px">
              屏幕坐标转为 标准设备坐标:
            </div>
            <div style="text-align: left">
              <pre>
                // 坐标转化公式
                addEventListener('click',function(event){
                    const px = event.offsetX;
                    const py = event.offsetY;
                    //屏幕坐标px、py转标准设备坐标x、y
                    //width、height表示canvas画布宽高度
                    const x = (px / width) * 2 - 1;
                    const y = -(py / height) * 2 + 1;
                })
              </pre>
            </div>
          </div>
        </div>
      </el-main>
    </el-container>
  </div>
</template>
<script>
// 引入轨道控制器扩展库OrbitControls.js
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
// 效果制作器
import { EffectComposer } from "three/examples/jsm/postprocessing/EffectComposer.js";
// 渲染通道
import { RenderPass } from "three/examples/jsm/postprocessing/RenderPass.js";
// 发光描边OutlinePass
import { OutlinePass } from "three/examples/jsm/postprocessing/OutlinePass.js";

export default {
  data() {
    return {
      name: "",
      scene: null,
      camera: null,
      renderer: null,
      effectComposer: null,
      mesh: null,
      geometry: null,
      group: null,
      material: null,
      texture: null,
      position: null,
      outlinePass: null,
      canvasWidth: 1000,
      canvasHeight: 800,
      color: [],
      meshArr: [],
    };
  },
  created() {},
  mounted() {
    this.name = this.$route.query.name;
    const numbers = Array.from({ length: 255 }, (_, i) => i);
    // const uppercaseLetters = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'.split('');
    this.color = [...numbers];
    this.init();
  },
  methods: {
    goBack() {
      this.$router.go(-1);
    },
    addEventListenerFn() {
      // canvas画布添加监听事件
      document.getElementById("threejs").addEventListener("click", (event) => {
        // 1,坐标转换
        const point_x = event.offsetX; // 获取x方向当前点击点距离原点的距离;向右为正(原点是当前元素的左上角点)
        const point_y = event.offsetY; // 获取y方向当前点击点距离原点的距离;向下为正(原点是当前元素的左上角点)
        const x = (point_x / this.canvasWidth) * 2 - 1;
        const y = -(point_y / this.canvasHeight) * 2 + 1;
        // 2,创建射线投射器对象,
        const raycaster = new this.$three.Raycaster();
        // 3,射线计算,(参数是鼠标点击位置,相机参数)
        raycaster.setFromCamera(new this.$three.Vector2(x, y), this.camera);
        // 4,射线交叉计算
        // const mesh_arr = []
        // if(!this.scene)return;
        // this.scene.traverse(m => {
        //   console.log('m',m);
        //   if(m.isMesh != undefined && m.isMesh) {
        //     mesh_arr.push(m);
        //   }
        // })
        const intersects = raycaster.intersectObjects(this.meshArr);
        if (intersects.length > 0) {
          if (this.effectComposer) {
            // intersects[0].object.material.color.set(0xff0000);
            this.outlinePass.selectedObjects = [intersects[0].object];
            this.renderFun();
          }
        }
      });
    },
    // 随机颜色
    randomColor() {
      // 要生成min-max之间的随机数,公式为:Math.random()*(max-min+1)+min
      let i = Math.floor(Math.random() * (this.color.length - 0 + 1) + 0);
      let j = Math.floor(Math.random() * (this.color.length - 0 + 1) + 0);
      let k = Math.floor(Math.random() * (this.color.length - 0 + 1) + 0);
      this.position = new this.$three.Vector3(i, j, k);
      return new this.$three.Color(
        "rgb(" +
          this.color[i] +
          ", " +
          this.color[j] +
          ", " +
          this.color[k] +
          ")"
      );
    },
    init() {
      // 创建场景对象
      this.scene = new this.$three.Scene();
      // 创建立方缓存几何体对象
      for (let i = 0; i < 3; i++) {
        this.boxGeometry();
      }
      // 创建辅助坐标轴对象
      const axesHelper = new this.$three.AxesHelper(200);
      this.scene.add(axesHelper);

      // 创建正交投影相机对象
      // this.camera = new this.$three.PerspectiveCamera(60,1,0.01,1000);
      // this.camera.position.set(600,600,600);
      // this.camera.lookAt(0,0,0);

      // 创建透视投影相机对象
      this.camera = new this.$three.OrthographicCamera(
        -500,
        500,
        400,
        -400,
        0,
        1000
      );
      this.camera.position.set(200, 200, 200);
      this.camera.lookAt(0, 0, 0);
      // const helper = new this.$three.CameraHelper( this.camera );
      // this.scene.add( helper );
      // 创建渲染器对象
      this.renderer = new this.$three.WebGLRenderer();
      this.renderer.setSize(this.canvasWidth, this.canvasHeight);
      this.renderer.render(this.scene, this.camera);
      window.document
        .getElementById("threejs")
        .appendChild(this.renderer.domElement);
      // 创建相机空间轨道控制器
      const controls = new OrbitControls(this.camera, this.renderer.domElement);
      controls.addEventListener("change", () => {
        // this.renderer.render(this.scene, this.camera);
        this.effectComposer.render();
      });
      // 调用后处理方法
      this.effectComposerFn();
      // 调用 监听  点击事件的方法
      this.addEventListenerFn();
    },
    // 创建盒模型的方法
    boxGeometry() {
      // 创建网格基础材质对象
      const material = new this.$three.MeshBasicMaterial({
        color: this.randomColor(),
      });
      // 创建立方几何体对象
      const geometry = new this.$three.BoxGeometry(
        this.position.x,
        this.position.y,
        this.position.z
      );
      // 创建网格模型对象
      const mesh = new this.$three.Mesh(geometry, material);
      if (this.position) {
        // 网格模型设置位置
        mesh.position.set(this.position.x, this.position.y, this.position.z);
      }
      this.meshArr.push(mesh);
      this.scene.add(mesh);
    },
    // 后处理方法
    effectComposerFn() {
      // 创建后处理对象
      this.effectComposer = new EffectComposer(this.renderer);
      // 创建后处理渲染器通道对象
      const renderPass = new RenderPass(this.scene, this.camera);
      // 后处理对象 添加渲染器通道
      this.effectComposer.addPass(renderPass);
      // 创建发光描边对象
      this.outlinePass = new OutlinePass(
        new this.$three.Vector2(this.canvasWidth, this.canvasHeight),
        this.scene,
        this.camera
      );
      // 设置发光描边颜色
      this.outlinePass.visibleEdgeColor.set(0xE0F409);
      // 设置发光描边厚度
      this.outlinePass.edgeThickness = 5;
      // 描边亮度
      this.outlinePass.edgeStrength = 20;
      // 设置发光描边频率
      this.outlinePass.pulsePeriod = 2;
      
      this.effectComposer.addPass(this.outlinePass);
    },
    renderFun() {
      // 调用后处理对象的render方法进行渲染,
      this.effectComposer.render();
      window.requestAnimationFrame(this.renderFun);
    },
  },
};
</script>
//
<style lang="less" scoped>
.box-card-left {
  display: flex;
  align-items: flex-start;
  flex-direction: row;

  width: 100%;

  .box-right {
  }
}
</style>

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