three.js 09-02 之 选择对象

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    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······
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