ThreeJS-3D教学七-交互

在threejs中想要选中一个物体,点击或者鼠标悬浮,又或者移动端的touch事件,核心都是通过new THREE.Raycaster完成的。这里用到了一个概念,即我们点击时的 屏幕坐标 转换为 three中的3D坐标。

先看效果图:

代码是:

<!DOCTYPE html>
<html lang="en">
<head>
  <meta charset="UTF-8">
  <title>Title</title>
  <style>
    body {
      width: 100%;
      height: 100%;
    }
    * {
      margin: 0;
      padding: 0;
    }
    .label {
      font-size: 20px;
      color: #000;
      font-weight: 700;
    }
  </style>
</head>
<body>
<div id="container"></div>
<script type="importmap">
  {
    "imports": {
      "three": "../three-155/build/three.module.js",
      "three/addons/": "../three-155/examples/jsm/"
    }
  }
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { GPUStatsPanel } from 'three/addons/utils/GPUStatsPanel.js';
import { CSS2DRenderer, CSS2DObject } from 'three/addons/renderers/CSS2DRenderer.js';
let stats, labelRenderer, gpuPanel, temporaryKeep;
let camera, scene, renderer, controls;
const group = new THREE.Group();
let widthImg = 200;
let heightImg = 200;
const mouse = new THREE.Vector2();
init();
initHelp();
initLight();
axesHelperWord();
animate();
// 添加平面
addPlane();

let geometry = new THREE.BoxGeometry(20, 20, 10);
let material = new THREE.MeshLambertMaterial({color: 0xcccccc});
let cube = new THREE.Mesh(geometry, material);
cube.position.y = 10;
cube.name = 'BoxGeometry';
scene.add(cube);

/**
 * CylinderGeometry(radiusTop : Float, radiusBottom : Float, height : Float, radialSegments : Integer, heightSegments : Integer)
 radiusTop---顶部圆柱体的半径。默认值为1。
 radiusBottom---底部圆柱体的半径。默认值为1。
 height------圆柱体的高度。默认值为1。
 radialSegments---圆柱体圆周上的分段面数。默认值为32
 heightSegments---沿圆柱体高度的面行数。默认值为1。
 */
let geometry1 = new THREE.CylinderGeometry(15, 15, 10, 32, 1);
let material1 = new THREE.MeshLambertMaterial({color: 0xffff00});
let cylinder = new THREE.Mesh(geometry1, material1);
cylinder.position.set(30, 5, -50);
cylinder.name = 'CylinderGeometry';
scene.add(cylinder);

function onDocumentMouseMove(event) {

  event.preventDefault();

  // 将鼠标点击位置的屏幕坐标转成threejs中的标准坐标,具体解释见代码释义 如果 canvas有左边距 和 上边距 需要减去
  mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
  mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
  // 新建一个三维单位向量 假设z方向就是1
  // 根据照相机,把这个向量转换到视点坐标系
  const vector = new THREE.Vector3(mouse.x, mouse.y, 1).unproject(camera);

  // 在视点坐标系中形成射线,射线的起点向量是照相机, 射线的方向向量是照相机到点击的点,这个向量应该归一标准化。
  const raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());

  //射线和模型求交,选中一系列直线
  const intersects = raycaster.intersectObjects(scene.children);

  console.log('imtersrcts=', intersects);

  /**
   * 不是所有的 Material 都有这个属性
   * emissive.getHex
   * emissive.setHex
   */
  if (intersects.length > 0) {
    //选中第一个射线相交的物体
    if (temporaryKeep !== intersects[0].object) {
      if (temporaryKeep) temporaryKeep.material.emissive?.setHex(temporaryKeep.currentHex);
      temporaryKeep = intersects[0].object;
      temporaryKeep.currentHex = temporaryKeep.material.emissive?.getHex();
      temporaryKeep.material.emissive?.setHex(0xff0000);
    }
  } else {
    if (temporaryKeep) temporaryKeep.material.emissive?.setHex(temporaryKeep.currentHex);
    temporaryKeep = null;
  }
}

function addPlane() {
  // 创建一个平面 PlaneGeometry(width, height, widthSegments, heightSegments)
  const planeGeometry = new THREE.PlaneGeometry(widthImg, heightImg, 1, 1);
  // 创建 Lambert 材质:会对场景中的光源作出反应,但表现为暗淡,而不光亮。
  const planeMaterial = new THREE.MeshPhongMaterial({
    color: 0xb2d3e6,
    side: THREE.DoubleSide
  });
  const plane = new THREE.Mesh(planeGeometry, planeMaterial);
  // 以自身中心为旋转轴,绕 x 轴顺时针旋转 45 度
  plane.rotation.x = -0.5 * Math.PI;
  plane.position.set(0, -4, 0);
  scene.add(plane);
}

function init() {

  camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 10, 2000 );
  camera.up.set(0, 1, 0);
  camera.position.set(60, 40, 60);
  camera.lookAt(0, 0, 0);

  scene = new THREE.Scene();
  scene.background = new THREE.Color( '#ccc' );

  renderer = new THREE.WebGLRenderer( { antialias: true } );
  renderer.setPixelRatio( window.devicePixelRatio );
  renderer.setSize( window.innerWidth, window.innerHeight );
  document.body.appendChild( renderer.domElement );

  labelRenderer = new CSS2DRenderer();
  labelRenderer.setSize( window.innerWidth, window.innerHeight );
  labelRenderer.domElement.style.position = 'absolute';
  labelRenderer.domElement.style.top = '0px';
  labelRenderer.domElement.style.pointerEvents = 'none';
  document.getElementById( 'container' ).appendChild( labelRenderer.domElement );

  controls = new OrbitControls( camera, renderer.domElement );
  controls.mouseButtons = {
    LEFT: THREE.MOUSE.PAN,
    MIDDLE: THREE.MOUSE.DOLLY,
    RIGHT: THREE.MOUSE.ROTATE
  };
  controls.enablePan = true;
  // 设置最大最小视距
  controls.minDistance = 20;
  controls.maxDistance = 1000;

  window.addEventListener( 'resize', onWindowResize );

  stats = new Stats();
  stats.setMode(1); // 0: fps, 1: ms
  document.body.appendChild( stats.dom );

  gpuPanel = new GPUStatsPanel( renderer.getContext() );
  stats.addPanel( gpuPanel );
  stats.showPanel( 0 );

  scene.add( group );

  document.addEventListener('click', onDocumentMouseMove, false);
}

function initLight() {
  const light = new THREE.DirectionalLight(new THREE.Color('rgb(253,253,253)'));
  light.position.set(100, 100, -10);
  light.intensity = 3; // 光线强度
  light.castShadow = true; // 是否有阴影
  light.shadow.mapSize.width = 2048; // 阴影像素
  light.shadow.mapSize.height = 2048;
  // 阴影范围
  const d = 80;
  light.shadow.camera.left = -d;
  light.shadow.camera.right = d;
  light.shadow.camera.top = d;
  light.shadow.camera.bottom = -d;
  light.shadow.bias = -0.0005; // 解决条纹阴影的出现
  // 最大可视距和最小可视距
  light.shadow.camera.near = 0.01;
  light.shadow.camera.far = 2000;
  const AmbientLight = new THREE.AmbientLight(new THREE.Color('rgb(255, 255, 255)'));
  scene.add( light );
  scene.add( AmbientLight );
}

function initHelp() {
  // const size = 100;
  // const divisions = 5;
  // const gridHelper = new THREE.GridHelper( size, divisions );
  // scene.add( gridHelper );

  // The X axis is red. The Y axis is green. The Z axis is blue.
  const axesHelper = new THREE.AxesHelper( 100 );
  scene.add( axesHelper );
}

function axesHelperWord() {
  let xP = addWord('X轴');
  let yP = addWord('Y轴');
  let zP = addWord('Z轴');
  xP.position.set(50, 0, 0);
  yP.position.set(0, 50, 0);
  zP.position.set(0, 0, 50);
}

function addWord(word) {
  let name = `<span>${word}</span>`;
  let moonDiv = document.createElement( 'div' );
  moonDiv.className = 'label';
  // moonDiv.textContent = 'Moon';
  // moonDiv.style.marginTop = '-1em';
  moonDiv.innerHTML = name;
  const label = new CSS2DObject( moonDiv );
  group.add( label );
  return label;
}

function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize( window.innerWidth, window.innerHeight );
}

function animate() {
  requestAnimationFrame( animate );

  stats.update();
  controls.update();
  labelRenderer.render( scene, camera );
  renderer.render( scene, camera );
}
</script>
</body>
</html>

具体思路代码中都有注释,实在不懂也没关系,函数一封装先用着就是,后面慢慢理解!

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