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文章目录
- 一、????前言
- 1.1 ☘️THREE.Raycaster光线投射概念
- 二、????通过THREE.Raycaster给模型绑定点击事件
- 1. ☘️实现思路
- 2. ☘️代码样例
一、????前言
本文详细介绍如何基于threejs在三维场景中实现通过THREE.Raycaster给模型绑定点击事件,亲测可用。希望能帮助到您。一起学习,加油!加油!
1.1 ☘️THREE.Raycaster光线投射概念
THREE.Raycaster 光线投射,常用于和3D图形之间做一些点击事件和交互操作,也可用于碰撞检测等
创建方法:
Raycaster( origin : Vector3, direction : Vector3, near : Float, far : Float )
origin:光线投射的原点向量。
direction:向射线提供方向的方向向量,应当被标准化。
near:返回的所有结果比near远。near不能为负值,其默认值为0。
far:返回的所有结果都比far近。far不能小于near,其默认值为Infinity(正无穷。)
属性
far:远距离因数(投射远点)。这个值表明哪些对象可以基于该距离而被raycaster所丢弃。 这个值不应当为负,并且应当比near属性大。
near:近距离因数(投射近点)。这个值表明哪些对象可以基于该距离而被raycaster所丢弃。 这个值不应当为负,并且应当比far属性小。
camera : 对依赖于视图的对象进行光线投射时使用的相机。默认为空。
layers:Raycaster 在执行相交测试时使用它来选择性地忽略 3D 对象。
ray:用于进行光线投射的射线。
二、????通过THREE.Raycaster给模型绑定点击事件
1. ☘️实现思路
- 1、初始化renderer渲染器
- 2、初始化Scene三维场景
- 3、初始化camera相机,定义相机位置 camera.position.set,定义相机方向lookAt。
- 4、加载模型:添加THREE.AxesHelper坐标辅助工具,添加3000个位置随机的THREE.BoxGeometry立方体,scene场景中加入坐标辅助工具和立方体。
- 5、创建THREE.Raycaste光线投射对象,创建onMouseClick事件,定义THREE.Raycaster光线投射与scene中立方体交互事件。
- 6、加入controls,加入stats监控器,监控帧数信息。
2. ☘️代码样例
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>learn27(通过THREE.Raycaster给模型绑定点击事件)</title>
<script src="lib/threejs/127/three.js-master/build/three.js"></script>
<script src="lib/threejs/127/three.js-master/examples/js/utils/SceneUtils.js"></script>
<script src="lib/threejs/127/three.js-master/examples/js/controls/OrbitControls.js"></script>
<script src="lib/threejs/127/three.js-master/examples/js/libs/stats.min.js"></script>
<script src="lib/threejs/127/three.js-master/examples/js/libs/dat.gui.min.js"></script>
</head>
<style>
body {
margin: 0;
}
canvas {
width: 100%;
height: 100%;
display: block;
}
</style>
<body onload="draw()">
</body>
<script>
var renderer
var initRender = () => {
renderer = new THREE.WebGLRenderer({antialias: true})
renderer.setClearColor(0xffffff)
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
}
var scene
var initScene = () => {
scene = new THREE.Scene()
}
var camera
var initCamera = () => {
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000)
camera.position.set(0, 40, 100)
camera.lookAt(new THREE.Vector3(0, 0, 0))
}
var initModel = () => {
var helper = new THREE.AxesHelper(20)
scene.add(helper)
var s = 25
var cube = new THREE.BoxGeometry(s, s, s)
for (var i = 0; i < 3000; i++) {
var material = new THREE.MeshBasicMaterial({color: randomColor()})
var mesh = new THREE.Mesh(cube, material)
mesh.position.x = 800 * ( 2.0 * Math.random() - 1.0 )
mesh.position.y = 800 * ( 2.0 * Math.random() - 1.0 )
mesh.position.z = 800 * ( 2.0 * Math.random() - 1.0 )
mesh.rotation.x = Math.random() * Math.PI
mesh.rotation.y = Math.random() * Math.PI
mesh.rotation.z = Math.random() * Math.PI
mesh.updateMatrix()
scene.add(mesh)
}
}
var randomColor = () => {
var arrHex = ["0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "a", "b", "c", "d", "e", "f"],
strHex = "#",
index;
for (var i = 0; i < 6; i++) {
index = Math.round(Math.random() * 15)
strHex += arrHex[index]
}
return strHex
}
var raycaster = new THREE.Raycaster()
var mouse = new THREE.Vector2()
var onMouseClick = (event) => {
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.children)
console.log(intersects)
for (var i = 0; i < intersects.length; i++) {
intersects[i].object.material.color.set(0xff0000)
}
}
window.addEventListener('click', onMouseClick, false)
var stats
var initStats = () => {
stats = new Stats()
document.body.appendChild(stats.dom)
}
var controls
var initControls = () => {
controls = new THREE.OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
}
var render = () => {
renderer.render(scene, camera)
}
var onWindowResize = (event) => {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
render()
renderer.setSize(window.innerWidth, window.innerHeight)
}
var animate = () => {
render()
stats.update()
controls.update()
requestAnimationFrame(animate)
}
var draw = () => {
initRender()
initScene()
initCamera()
initModel()
initStats()
initControls()
animate()
window.onresize = onWindowResize
}
</script>
</html>
效果如下: