I've been playing with the interactive cubes and decided to add a click function, which leads to a specific link. Now I would like to add unique text on each block which is rendered as a material. For right now, I am using a single material, so I am thinking I need to create an array for all my possible materials, however whenever I reference that array in the parameters for building the mesh of my objects, I get a setHex() is undefined returned to me in the console. How can I attach a unique material to each cube?
我一直在玩互动立方体,并决定添加一个点击功能,这将导致一个特定的链接。现在我想在每个作为材料渲染的块上添加唯一文本。现在,我正在使用单一材质,所以我想我需要为所有可能的材质创建一个数组,但每当我在参数中引用该数组来构建我的对象的网格时,我得到一个setHex()未定义在控制台中返回给我。如何将独特材料附加到每个立方体?
<html lang="en">
<head>
<title>three.js webgl - interactive cubes</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
div#stats{
display:none;
}
p{
position:absolute;
top:500px;
left:500px;
}
</style>
</head>
<body>
<div><p>Hello!</p></div>
<script src="../build/three.min.js"></script>
<script src="js/renderers/Projector.js"></script>
<script src='../build/threex.dynamictexture.js'></script>
<script src="js/libs/stats.min.js"></script>
<script>
var container, stats;
var camera, scene, raycaster, renderer;
var mouse = new THREE.Vector2(), INTERSECTED;
var radius = 100, theta = 0;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
var info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
// info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - interactive cubes';
container.appendChild( info );
camera = new THREE.PerspectiveCamera( 100, window.innerWidth / window.innerHeight, 1, 10000 );
scene = new THREE.Scene();
var light = new THREE.DirectionalLight( 0x6699CC, 0.5 );
light.position.set( 1, 1, 1 ).normalize();
scene.add( light );
raycaster = new THREE.Raycaster();
projector = new THREE.Projector();
renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0xf0f0f0 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.sortObjects = false;
container.appendChild(renderer.domElement);
var dynamicTexture = new THREEx.DynamicTexture(512,512);
var dynamicTexture2 = new THREEx.DynamicTexture(512,512);
dynamicTexture.context.font = "bold"+(0.2*512)+ "px Courier";
dynamicTexture.texture.anisotropy = renderer.getMaxAnisotropy();
dynamicTexture2.context.font = "bold"+(0.2*512)+ "px Courier";
dynamicTexture2.texture.anisotropy = renderer.getMaxAnisotropy();
dynamicTexture2.clear('blue');
dynamicTexture.drawTextCooked({
text: 'alltheletters',
lineHeight: 0.2,
})
dynamicTexture.clear('gray');
dynamicTexture.drawTextCooked({
text: 'wow text text text',
lineHeight: 0.2,
})
// var materialArray = [];
// materialArray.push(new THREE.MeshBasicMaterial({map: dynamicTexture2 }))
scene.add(object);
for ( var i = 0; i < 5; i ++ ) {
var object = new THREE.Mesh( geometry, material );
object.position.x = Math.random() * 800 - 400;
object.position.y = Math.random() * 800 - 400;
object.position.z = Math.random() * 800 - 400;
object.rotation.x = Math.random() * 2 * Math.PI;
object.rotation.y = Math.random() * 2 * Math.PI;
object.rotation.z = Math.random() * 2 * Math.PI;
object.scale.x = Math.random() + 0.5;
object.scale.y = Math.random() + 0.5;
object.scale.z = Math.random() + 0.5;
scene.add( object );
var geometry = new THREE.BoxGeometry( 62, 62, 62 );
var material = new THREE.MeshBasicMaterial({
map: dynamicTexture.texture,
color:Math.random() * 0xffffff,
name: "box1",
})
switch (i) {
case 0:
object.userData = {
URL: "http://google.com"
};
break;
case 1:
object.userData = {
URL: "http://yahoo.com"
};
break;
case 2:
object.userData = {
URL: "http://msn.com"
};
break;
case 3:
object.userData = {
URL: "http://engadget.com"
};
break;
case 4:
object.userData = {
URL: "http://*.com"
};
break;
}
}
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
document.addEventListener('mousedown', onDocumentMouseDown,false);
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
function onDocumentMouseDown(event) {
event.preventDefault();
var vector = new THREE.Vector3((event.clientX / window.innerWidth) * 2 -
1, -(event.clientY / window.innerHeight) * 2 + 1, 0.5);
projector.unprojectVector(vector, camera);
var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position)
.normalize());
var intersects = raycaster.intersectObjects(scene.children);
if (intersects.length > 0) {
window.open(intersects[0].object.userData.URL);
}
}
//
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
theta += 0.1;
camera.position.x = radius * Math.sin( THREE.Math.degToRad( theta ) );
camera.position.y = radius * Math.sin( THREE.Math.degToRad( theta ) );
camera.position.z = radius * Math.cos( THREE.Math.degToRad( theta ) );
camera.lookAt( scene.position );
camera.updateMatrixWorld();
// find intersections
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( scene.children ), material;
// for(var p =0; p < intersects.length; p++){
// }
if (intersects.length > 0) {
if (INTERSECTED != intersects[0].object) {
if (INTERSECTED){
material = INTERSECTED.material;
if(material.emissive){
material.emissive.setHex(INTERSECTED.currentHex);
}
else{
material.color.setHex(INTERSECTED.currentHex);
}
}
INTERSECTED = intersects[0].object;
material = INTERSECTED.material;
if(material.emissive){
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
material.emissive.setHex(0xff0000);
}
else{
INTERSECTED.currentHex = material.color.getHex();
material.color.setHex(0xff0000);
}
console.log(INTERSECTED.position);
}
}
else {
if (INTERSECTED){
material = INTERSECTED.material;
if(material.emissive){
material.emissive.setHex(INTERSECTED.currentHex);
}
else
{
material.color.setHex(INTERSECTED.currentHex);
}
}
INTERSECTED = null;
}
renderer.render( scene, camera );
}
</script>
</body>
</html>
1 个解决方案
#1
0
I don't think the problem is the array, its the object in the array. Try this:
我不认为问题是数组,它是数组中的对象。试试这个:
var materialArray = [];
materialArray.push(new THREE.MeshBasicMaterial({
map: dynamicTexture2.texture,
color:Math.random() * 0xffffff,
name: "box1",
}));
//...
var object = new THREE.Mesh( geometry, materialArray[0] );
If you want to create multiple cubes with different materials, you'll need to create multiple objects, instead of reusing object
. You can wrap all the object creation/positioning code in a function, and have the unique material be a parameter.
如果要创建具有不同材质的多个多维数据集,则需要创建多个对象,而不是重用对象。您可以将所有对象创建/定位代码包装在函数中,并将唯一材质作为参数。
#1
0
I don't think the problem is the array, its the object in the array. Try this:
我不认为问题是数组,它是数组中的对象。试试这个:
var materialArray = [];
materialArray.push(new THREE.MeshBasicMaterial({
map: dynamicTexture2.texture,
color:Math.random() * 0xffffff,
name: "box1",
}));
//...
var object = new THREE.Mesh( geometry, materialArray[0] );
If you want to create multiple cubes with different materials, you'll need to create multiple objects, instead of reusing object
. You can wrap all the object creation/positioning code in a function, and have the unique material be a parameter.
如果要创建具有不同材质的多个多维数据集,则需要创建多个对象,而不是重用对象。您可以将所有对象创建/定位代码包装在函数中,并将唯一材质作为参数。