我们在讨论相机和动画之前,先来看看对象的选择实现,尽管这个跟动画没有直接的关系,但了解这个实现之后将会是一个很有益的补充。
在给出示例代码之前,我们先来看一下核心代码:
function onDocumentMouseDown(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects([scene.getObjectByName('cube'),
scene.getObjectByName('sphere'),
scene.getObjectByName('cylinder')],
false);
if (intersects.length < 1) {
highlightBox.visible = false;
return;
}
var intersected = intersects[0].object;
......
}
在这段代码里,我们使用了 THREE.Raycaster 类,来检测我们是否点在了一个对象上。当我们在屏幕上点击时,会发生以下事情:
- 首先,基于我们在屏幕上点击的位置,创建出一个二维向量;
- 接着,我们通过 raycaster.setFromCamera 函数,从屏幕上的点击位置向场景中发射一束光线;
- 最后,我们用 raycaster.intersectObjects 函数,来判断指定的对象中有没有被这束光线击中的;
上述步骤的最后一步中,结果包含了所有被光线击中的对象信息,这些信息包括:
- distance: 123.456789
- face: THREE.Face4
- faceIndex: 4
- object: THREE.Mesh
- point: THREE.Vector3
其中 object 属性就是我们点击后选中的网格对象。face 和 faceIndex 指的是网格中被选中的面。distance 属性是从相机到被点物体间的距离。而 point 则是被选中物体网格对象上的一个点。
接下来我们将给出完整的示例。你可以在这个示例中测试该功能,任何你选中的对象都会外加一个黄色的包围盒框住它,以示该对象被选中了。另外,在这个完整的示例中,还特意为你加上了一束红色的光线,以便读者观察光线投射的路径。当然,如果你不想看这束光线路径,可以通过右上角的 showRay 选项来关闭此功能。完整的代码示例如下所示:
<!DOCTYPE html>
<html>
<head>
<title>示例 09.02 - 选择对象</title>
<script src="../build/three.js"></script>
<script src="../build/js/controls/OrbitControls.js"></script>
<script src="../build/js/libs/stats.min.js"></script>
<script src="../build/js/libs/dat.gui.min.js"></script>
<script src="../jquery/jquery-3.2.1.min.js"></script>
<style>
body {
/* 设置 margin 为 0,并且 overflow 为 hidden,来完成页面样式 */
margin: 0;
overflow: hidden;
}
/* 统计对象样式 */
#Stats-output {
position: absolute;
left: 0px;
top: 0px;
}
</style>
</head>
<body>
<!-- 用于 WebGL 输出的 Div -->
<div id="webgl-output"></div>
<!-- 用于统计 FPS 输出的 Div -->
<div id="stats-output"></div>
<!-- 运行 Three.js 示例的 Javascript 代码 -->
<script type="text/javascript">
var scene;
var camera;
var render;
var webglRender;
//var canvasRender;
var controls;
var stats;
var guiParams;
var ambientLight;
var spotLight;
var axesHelper;
//var cameraHelper;
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
var highlightBox;
$(function() {
initStats();
initRender();
initCamera();
initControls();
scene = new THREE.Scene();
//createAxesHelper();
createAmbientLight();
createSpotLight();
createGuiControls();
// 加入地面
createGround()
// 创建网格
createMesh();
createHighlightBox();
renderScene();
});
/** 初始化 stats 统计对象 */
function initStats() {
stats = new Stats();
stats.setMode(0); // 0 为监测 FPS;1 为监测渲染时间
$('#stats-output').append(stats.domElement);
return stats;
}
/** 初始化渲染器 */
function initRender() {
webglRender = new THREE.WebGLRenderer( {antialias: true, alpha: true} ); // antialias 抗锯齿
webglRender.setSize(window.innerWidth, window.innerHeight);
webglRender.setClearColor(0xEEEEEE, 1.0); // 0xeeeeee
render = webglRender;
render.shadowMap.enabled = true; // 允许阴影投射
$('#webgl-output')[0].appendChild(render.domElement);
window.addEventListener('resize', onWindowResize, false);
window.addEventListener('mousemove', onDocumentMouseMove, false);
window.addEventListener('mousedown', onDocumentMouseDown, false);
}
/** 初始化相机 */
function initCamera() {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 2147483647); // 2147483647
camera.position.set(-30, 40, 30);
}
/** 初始化鼠标控制器 */
function initControls() {
var target = new THREE.Vector3(0, 0 , 0);
controls = new THREE.OrbitControls(camera, render.domElement);
controls.target = target;
camera.lookAt(target);
}
/** 当浏览器窗口大小变化时触发 */
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
render.setSize(window.innerWidth, window.innerHeight);
}
/** 鼠标移动处理函数 */
var tubeMat = new THREE.MeshBasicMaterial({color: 0xff0000, transparent: true, opacity: 0.6});
var tube;
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
// 把屏幕坐标转成 three.js 三维坐标
var mouse3d = new THREE.Vector3(mouse.x, mouse.y, 0.5);
mouse3d.unproject(camera);
var dir = mouse3d.sub(camera.position).normalize();
var distance = -camera.position.z / dir.z;
var pos3d = camera.position.clone().add(dir.multiplyScalar(distance));
//console.log('pos3d: ' + pos3d.x + ', ' + pos3d.y + ', ' + pos3d.z);
if (tube) scene.remove(tube);
if (guiParams.showRay == false)
return;
// 加入一束射线
var linePoints = [];
linePoints.push(new THREE.Vector3(camera.position.x, camera.position.y-0.2, camera.position.z));
linePoints.push(new THREE.Vector3(pos3d.x, pos3d.y, pos3d.z));
var tubeGeometry = new THREE.TubeGeometry(new THREE.CatmullRomCurve3(linePoints), 60, 0.001);
tube = new THREE.Mesh(tubeGeometry, tubeMat);
tube.name = 'tube';
scene.add(tube);
}
/** 鼠标移动处理函数 */
function onDocumentMouseDown(event) {
event.preventDefault();
if (event.target.tagName != 'CANVAS')
return;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects([scene.getObjectByName('cube'),
scene.getObjectByName('sphere'),
scene.getObjectByName('cylinder')],
false);
if (intersects.length < 1) {
highlightBox.visible = false;
return;
}
var intersected = intersects[0].object;
intersected.geometry.computeBoundingBox();
highlightBox.box.setFromCenterAndSize(intersected.position, intersected.geometry.boundingBox.getSize().multiplyScalar(1.03));
highlightBox.visible = true;
}
/** 渲染场景 */
function renderScene() {
stats.update();
//animateMesh(); // 使物体动
requestAnimationFrame(renderScene);
render.render(scene, camera);
}
/** 旋转物体 */
var rstep = 0;
var bstep = 0;
var sstep = 0;
function animateMesh() {
rstep += guiParams.rotationSpeed;
bstep += guiParams.bouncingSpeed;
sstep += guiParams.scalingSpeed;
scene.traverse(function(mesh) {
if (!(mesh instanceof THREE.Mesh)) {
return;
}
if (mesh.name == 'cube') {
mesh.rotation.x = rstep;
mesh.rotation.y = rstep;
mesh.rotation.z = rstep;
}
if (mesh.name == 'sphere') {
var px = 20 + ( 10 * (Math.cos(bstep)));
var py = 2 + ( 10 * Math.abs(Math.sin(bstep)));
mesh.position.set(px, py, 0);
}
if (mesh.name == 'cylinder') {
var scaleX = Math.abs(Math.sin(sstep / 4));
var scaleY = Math.abs(Math.cos(sstep / 5));
var scaleZ = Math.abs(Math.sin(sstep / 7));
mesh.scale.set(scaleX, scaleY, scaleZ);
}
});
}
/** 创建一个坐标轴:X(橙色)、Y(绿色)、Z(蓝色) */
function createAxesHelper() {
axesHelper = new THREE.AxesHelper(60);
scene.add(axesHelper);
}
/** 创建一个 AmbientLight 环境光源 */
function createAmbientLight() {
ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight);
}
/** 创建一个 AmbientLight 环境光源 */
function createSpotLight() {
spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
spotLight.shadow.mapSize.set(2048, 2048); // 必须是 2的幂,默认值为 512
scene.add(spotLight);
//cameraHelper = new THREE.CameraHelper(spotLight.shadow.camera);
//scene.add(cameraHelper);
}
/** 用来保存那些需要修改的变量 */
function createGuiControls() {
guiParams = new function() {
this.rotationSpeed = 0.02;
this.bouncingSpeed = 0.03;
this.scalingSpeed = 0.03;
this.showRay = true;
}
/** 定义 dat.GUI 对象,并绑定 guiParams 的几个属性 */
var gui = new dat.GUI();
gui.add(guiParams, 'rotationSpeed', 0, Math.PI, 0.01);
gui.add(guiParams, 'bouncingSpeed', 0, Math.PI, 0.01);
gui.add(guiParams, 'scalingSpeed', 0, Math.PI, 0.01);
gui.add(guiParams, 'showRay');
}
/** 加入地面 */
function createGround() {
var groundGeom = new THREE.PlaneGeometry(60, 20);
var groundMaterial = new THREE.MeshPhongMaterial( { color: 0xbbbbbb, side: THREE.DoubleSide} ); // 0x777777
var ground = new THREE.Mesh(groundGeom, groundMaterial);
ground.name = 'ground';
ground.receiveShadow = true; // 地面接收阴影
ground.rotation.x = -0.5 * Math.PI;
ground.position.set(15, 0, 0);
scene.add(ground);
}
/** 创建网格 */
function createMesh() {
// 创建方块
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.name = 'cube';
cube.position.x = -9;
cube.position.y = 3;
cube.position.z = 0;
scene.add(cube);
// 创建球体
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.name = 'sphere';
sphere.position.x = 20;
sphere.position.y = 0;
sphere.position.z = 2;
scene.add(sphere);
// 创建柱体
var cylinderGeometry = new THREE.CylinderGeometry(2, 2, 20);
var cylinderMaterial = new THREE.MeshLambertMaterial({color: 0x77ff77});
var cylinder = new THREE.Mesh(cylinderGeometry, cylinderMaterial);
cylinder.name = 'cylinder';
cylinder.position.set(0, 0, 1);
scene.add(cylinder);
}
/** 创建包围盒 */
function createHighlightBox() {
var box = new THREE.Box3();
box.setFromCenterAndSize( new THREE.Vector3( 1, 1, 1 ), new THREE.Vector3( 2, 1, 3 ) );
highlightBox = new THREE.Box3Helper( box, 0xffff00 );
highlightBox.visible = false;
scene.add(highlightBox);
}
</script>
</body>
</html>
未完待续······