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700字范文 > three.js使用光线投射对象Raycaster在屏幕中拾取/选取对象(vue中使用three.js60)

three.js使用光线投射对象Raycaster在屏幕中拾取/选取对象(vue中使用three.js60)

时间:2018-11-28 02:54:29

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three.js使用光线投射对象Raycaster在屏幕中拾取/选取对象(vue中使用three.js60)

用鼠标在屏幕中拾取/选取对象

1.demo效果2.知识要点2.1 光线投射对象Raycaster2.1.1 创建光线投射对象2.1.2获取射线交叉对象3.实现要点3.1 添加鼠标点击和悬浮监听事件3.2 屏幕坐标系转换为three.js 坐标系3.3 创建光线投射对象获取选取对象3.4 选中对象处理4.demo代码

1.demo效果

如上图,该demo实现鼠标可以在屏幕中选取球体、圆柱或方块,点击时改变其透明度。若勾选showRay属性。鼠标滑过对象时出现模拟投射射线的红色线条

2.知识要点

2.1 光线投射对象Raycaster

该对象用于在三维空间中选取某个对象。其原理是从某一点发射一条射线。如果这条射线穿过一个对象。那么就会选中这个对象。

2.1.1 创建光线投射对象

创建光投射对象通过new THREE.Raycaster(origin, direction, near, far)语句创建。其参数说明如下:

origin -光线投射的原点,Vector3类型。direction -射线的方向,Vector3类型。near -投射近点,不能为负值,应该小于far,其默认值为0far -投射远点,不能小于near,其默认值为无穷大

关于参数near和far做一下特别说明:如下图如果选取对象在射线选取范围内才可以被选中,

2.1.2获取射线交叉对象

创建的光线投射对象有一个intersectObject()方法用来获取射线交叉的对象,使用方法如下

const raycaster = new THREE.Raycaster(origin, direction, near, far)

const arr= raycaster.intersectObjects(object, recursive, optionalTarget)

raycaster.intersectObjects()参数

object-要检查的是否与射线相交的对象,Object3D类型。recursive-是否检查所有后代,可选默认为false,Boolean类型。optionalTarget-可选参数,放置结果的目标数组。Array类型。若使用这个参数返回检查结果则在每次调用之前必须清空这个数组

raycaster.intersectObjects()的返回值

distance -射线投射原点和相交部分之间的距离。point -相交部分的坐标。face -相交的面。faceIndex -相交的面的索引。object -相交的物体。uv -相交部分的点的UV坐标。

使用示例

//示例1-射线只检查指定的成员-球体、圆柱、方块const intersects = raycaster.intersectObjects([this.sphere,this.cylinder,this.cube])//示例2-射线检查所有指定对象的后代const intersects = raycaster.intersectObjects(this.scene.children, true)// 设置选中对象透明度为0.1if (intersects.length > 0) {intersects[0].object.material.transparent = trueintersects[0].object.material.opacity = 0.1}

3.实现要点

3.1 添加鼠标点击和悬浮监听事件

mounted() {document.addEventListener('mousedown', this.onDocumentMouseDown, false)document.addEventListener('mousemove', this.onDocumentMouseMove, false)}

3.2 屏幕坐标系转换为three.js 坐标系

//屏幕坐标系转换为three.js坐标系let vector = new THREE.Vector3((event.clientX / window.innerWidth) * 2 - 1,-(event.clientY / window.innerHeight) * 2 + 1,0.5)

3.3 创建光线投射对象获取选取对象

// 创建光线投射对象const raycaster = new THREE.Raycaster(this.camera.position,vector.sub(this.camera.position).normalize())//射线只检查指定的成员-球体、圆柱、方块const intersects = raycaster.intersectObjects([this.sphere,this.cylinder,this.cube])

3.4 选中对象处理

// 设置选中对象透明度为0.1if (intersects.length > 0) {intersects[0].object.material.transparent = trueintersects[0].object.material.opacity = 0.1}// 创建模拟射线if (intersects.length > 0) {const points = []// 创建模拟射线的起点和终点points.push(new THREE.Vector3(-30, 39.8, 30))points.push(intersects[0].point)const mat = new THREE.MeshBasicMaterial({color: 0xff0000,transparent: true,opacity: 0.6})//创建管道几何体模拟射线const tubeGeometry = new THREE.TubeGeometry(new THREE.CatmullRomCurve3(points),60,0.001)if (this.tube) this.scene.remove(this.tube)if (this.properties.showRay) {//创建模拟射线的对象并添加到场景this.tube = new THREE.Mesh(tubeGeometry, mat)this.scene.add(this.tube)}}

4.demo代码

<template><div><div id="container"></div><div class="controls-box"><section><el-row><div v-for="(item,key) in properties" :key="key"><div v-if="item&&item.name!=undefined"><el-col :span="8"><span class="vertice-span">{{item.name}}</span></el-col><el-col :span="13"><el-slider v-model="item.value" :min="item.min" :max="item.max" :step="item.step" :format-tooltip="formatTooltip" @change="redraw"></el-slider></el-col><el-col :span="3"><span class="vertice-span">{{item.value}}</span></el-col></div></div></el-row><el-row><el-checkbox v-model="properties.showRay">showRay</el-checkbox></el-row></section></div></div></template><script>import * as THREE from 'three'import {OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'export default {components: {},data() {return {properties: {rotationSpeed: {name: 'rotationSpeed',value: 0.02,min: 0,max: 0.5,step: 0.01},bouncingSpeed: {name: 'bouncingSpeed',value: 0.03,min: 0,max: 0.5,step: 0.01},scalingSpeed: {name: 'scalingSpeed',value: 0.03,min: 0,max: 0.5,step: 0.01},showRay: false},cube: null,sphere: null,cylinder: null,step: 0,scalingStep: 0,camera: null,scene: null,renderer: null,controls: null,hoverTarget: null,mouse: null}},mounted() {document.addEventListener('mousedown', this.onDocumentMouseDown, false)document.addEventListener('mousemove', this.onDocumentMouseMove, false)this.init()},methods: {formatTooltip(val) {return val},onDocumentMouseDown(event) {//屏幕坐标系转换为three.js坐标系let vector = new THREE.Vector3((event.clientX / window.innerWidth) * 2 - 1,-(event.clientY / window.innerHeight) * 2 + 1,0.5)vector = vector.unproject(this.camera)// 创建光线投射对象const raycaster = new THREE.Raycaster(this.camera.position,vector.sub(this.camera.position).normalize())//射线只检查指定的成员-球体、圆柱、方块const intersects = raycaster.intersectObjects([this.sphere,this.cylinder,this.cube])//const intersects = raycaster.intersectObjects(this.scene.children, true)//射线检查所有指定对象的成员// 设置选中对象透明度为0.1if (intersects.length > 0) {intersects[0].object.material.transparent = trueintersects[0].object.material.opacity = 0.1}},onDocumentMouseMove(event) {if (this.properties.showRay) {//屏幕坐标系转换为three.js坐标系let vector = new THREE.Vector3((event.clientX / window.innerWidth) * 2 - 1,-(event.clientY / window.innerHeight) * 2 + 1,0.5)vector = vector.unproject(this.camera)// 创建光线投射,用于在三维空间中计算出鼠标移过了什么物体const raycaster = new THREE.Raycaster(this.camera.position,vector.sub(this.camera.position).normalize())//射线只检查指定的成员-球体、圆柱、方块const intersects = raycaster.intersectObjects([this.sphere,this.cylinder,this.cube])//console.log(intersects)if (intersects.length > 0) {const points = []// 创建模拟射线的起点和终点points.push(new THREE.Vector3(-30, 39.8, 30))points.push(intersects[0].point)const mat = new THREE.MeshBasicMaterial({color: 0xff0000,transparent: true,opacity: 0.6})//创建管道几何体模拟射线const tubeGeometry = new THREE.TubeGeometry(new THREE.CatmullRomCurve3(points),60,0.001)if (this.tube) this.scene.remove(this.tube)if (this.properties.showRay) {//创建模拟射线的对象并添加到场景this.tube = new THREE.Mesh(tubeGeometry, mat)this.scene.add(this.tube)}}}},// 初始化init() {this.createScene() // 创建场景this.createMeshs() // 创建网格对象this.createLight() // 创建光源this.createCamera() // 创建相机this.createRender() // 创建渲染器this.createControls() // 创建控件对象this.render() // 渲染},// 创建场景createScene() {this.scene = new THREE.Scene()},// 创建光源createLight() {// 添加聚光灯const spotLight = new THREE.SpotLight(0xffffff)spotLight.position.set(-40, 60, 20)spotLight.castShadow = truethis.scene.add(spotLight) // 聚光灯添加到场景中// 环境光const ambientLight = new THREE.AmbientLight(0x0c0c0c)this.scene.add(ambientLight)},// 创建相机createCamera() {const element = document.getElementById('container')const width = element.clientWidth // 窗口宽度const height = element.clientHeight // 窗口高度const k = width / height // 窗口宽高比// PerspectiveCamera( fov, aspect, near, far )this.camera = new THREE.PerspectiveCamera(45, k, 0.1, 1000)this.camera.position.set(-30, 40, 30) // 设置相机位置this.camera.lookAt(new THREE.Vector3(5, 0, 0)) // 设置相机方向this.scene.add(this.camera)},// 创建渲染器createRender() {const element = document.getElementById('container')this.renderer = new THREE.WebGLRenderer()this.renderer.setSize(element.clientWidth, element.clientHeight) // 设置渲染区域尺寸this.renderer.setClearColor(0x3f3f3f, 1) // 设置背景颜色element.appendChild(this.renderer.domElement)},// 创建网格对象createMeshs() {// 创建底板并添加到场景const planeGeometry = new THREE.PlaneGeometry(60, 20, 1, 1)const planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff })const plane = new THREE.Mesh(planeGeometry, planeMaterial)plane.rotation.x = -0.5 * Math.PIplane.position.x = 15plane.position.y = 0plane.position.z = 0this.scene.add(plane)// 创建方块并添加到场景const cubeGeometry = new THREE.BoxGeometry(4, 4, 4)const cubeMaterial = new THREE.MeshLambertMaterial({color: 0xff0000 })this.cube = new THREE.Mesh(cubeGeometry, cubeMaterial)this.cube.position.set(-9, 3, 0)this.scene.add(this.cube)// 创建球体并添加到场景const sphereGeometry = new THREE.SphereGeometry(4, 20, 20)const sphereMaterial = new THREE.MeshLambertMaterial({color: 0x7777ff })this.sphere = new THREE.Mesh(sphereGeometry, sphereMaterial)this.sphere.position.set(20, 0, 2)this.scene.add(this.sphere)// 创建圆柱并添加到场景const cylinderGeometry = new THREE.CylinderGeometry(2, 2, 20)const cylinderMaterial = new THREE.MeshLambertMaterial({color: 0x77ff77})this.cylinder = new THREE.Mesh(cylinderGeometry, cylinderMaterial)this.cylinder.position.set(0, 0, 1)this.scene.add(this.cylinder)},redraw() {this.scene.remove(this.cube)this.scene.remove(this.sphere)this.scene.remove(this.cylinder)this.createMeshs()},animation() {// 方块旋转this.cube.rotation.x += this.properties.rotationSpeed.valuethis.cube.rotation.y += this.properties.rotationSpeed.valuethis.cube.rotation.z += this.properties.rotationSpeed.value// 球体上下弧形跳动this.step += this.properties.bouncingSpeed.valuethis.sphere.position.x = 20 + 10 * Math.cos(this.step)this.sphere.position.y = 2 + 10 * Math.abs(Math.sin(this.step))// 圆柱放大缩小this.scalingStep += this.properties.scalingSpeed.valueconst scaleX = Math.abs(Math.sin(this.scalingStep / 4))const scaleY = Math.abs(Math.cos(this.scalingStep / 5))const scaleZ = Math.abs(Math.sin(this.scalingStep / 7))this.cylinder.scale.set(scaleX, scaleY, scaleZ)},render() {this.animation()this.renderer.render(this.scene, this.camera)requestAnimationFrame(this.render)},// 创建控件对象createControls() {this.controls = new OrbitControls(this.camera, this.renderer.domElement)}}}</script><style>#container {position: absolute;width: 100%;height: 100%;}.controls-box {position: absolute;right: 5px;top: 5px;width: 300px;padding: 10px;background-color: #fff;border: 1px solid #c3c3c3;}.vertice-span {line-height: 38px;padding: 0 2px 0 10px;}</style>

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