光线投射实现3d场景交互事件
代码
创建三个球,点击其中一个球,改变其颜色
js
import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'
import { GUI } from 'three/examples/jsm/libs/lil-gui.module.min.js';
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
0.1,
1000
)
const renderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
camera.position.z = 15;
camera.position.y = 2;
camera.position.x = 2;
camera.lookAt(0, 0, 0)
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
function animate() {
requestAnimationFrame(animate)
controls.update()
renderer.render(scene, camera)
}
animate()
window.addEventListener('resize', () => {
renderer.setSize(window.innerWidth, innerHeight)
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
})
let eventObj = {
Fullscreen: function () {
document.body.requestFullscreen()
},
ExitFullscreen: function () {
document.exitFullscreen()
}
}
const gui = new GUI()
gui.add(eventObj, 'Fullscreen').name('全屏')
gui.add(eventObj, 'ExitFullscreen').name('退出全屏')
// 创建三个球
const sphere1 = new THREE.Mesh(
new THREE.SphereGeometry(1, 32, 32),
new THREE.MeshBasicMaterial({ color: 0x00ff00 })
)
sphere1.position.x = -4
scene.add(sphere1)
const sphere2 = new THREE.Mesh(
new THREE.SphereGeometry(1, 32, 32),
new THREE.MeshBasicMaterial({ color: 0x0000ff })
)
scene.add(sphere2)
const sphere3 = new THREE.Mesh(
new THREE.SphereGeometry(1, 32, 32),
new THREE.MeshBasicMaterial({ color: 0xff00ff })
)
sphere3.position.x = 4
scene.add(sphere3)
// 创建射线
const raycaster = new THREE.Raycaster()
// 创建鼠标向量
const mouse = new THREE.Vector2()
// 监听鼠标的点击事件
window.addEventListener('click', (event) => {
// 设置鼠标向量的x, y值
mouse.x = (event.clientX / window.innerWidth) * 2 - 1
mouse.y = -((event.clientY / window.innerHeight) * 2 - 1)
// 通过摄像机和鼠标位置更新射线
raycaster.setFromCamera(mouse, camera)
// 计算物体和射线的焦点
const intersects = raycaster.intersectObjects([sphere1, sphere2, sphere3])
if (intersects.length > 0) {
if (intersects[0].object.isSelected){
intersects[0].object.material.color.set(intersects[0].object._originalColor)
intersects[0].object.isSelected = false // 标记为未选中
return
}
// 自定义的一个属性
intersects[0].object.isSelected = true // 标记为选中
intersects[0].object._originalColor = intersects[0].object.material.color.getHex() // 保存原始颜色
intersects[0].object.material.color.set(0xff0000) // 改变颜色
}
})
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