可点击的三个JS凸对象(点击一次即可显示图像)
Clickable Three JS Convex Objects (once clicked reveals image)
我从三个js网站中调整了一个例子。
我正在寻找使小的浮动对象有一个点击事件。
点击事件将触发显示在中心中较大凸起形状上的图像或视频
概念+图像
http://kevinwitkowski.tumblr.com/post/109592122645/workshop-update
工作样品
这是我当前的代码。
var container;
var camera, scene, renderer;
var mesh;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
// array of functions for the rendering loop
var onRenderFcts= [];
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
scene = new THREE.Scene();
scene.fog = new THREE.FogExp2( 0xd6e3e8, 0.0030 );
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.01, 1000);
camera.position.z = 0;
controls = new THREE.OrbitControls(camera)
var light, object, materials;
light = new THREE.DirectionalLight( 0xe8dbd6 );
light.position.set( -50, -80, -10 );
scene.add( light );
light = new THREE.DirectionalLight( 0xd6dae8 );
light.position.set( 20, 120, 1 );
scene.add( light );
light = new THREE.DirectionalLight( 0xd6e8e4 );
light.position.set( 0, 1, 30 );
scene.add( light );
var map = THREE.ImageUtils.loadTexture( 'textures/1.jpeg' );
map.wrapS = map.wrapT =
THREE.RepeatWrapping;
map.anisotropy = 16;
var materials = [
new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors } )
//new THREE.MeshBasicMaterial( { color: 0x00000, shading: THREE.FlatShading, wireframe: true, transparent: false, opacity: 0.5} )
];
// random convex 1
points = [];
for ( var i = 0; i < 30; i ++ ) {
points.push( randomPointInSphere( 50 ) );
}
object = THREE.SceneUtils.createMultiMaterialObject( new THREE.ConvexGeometry( points ), materials );
object.position.set( 0, 0, 0);
scene.add( object );
// random convex 2
points = [];
for ( var i = 0; i < 30; i ++ ) {
points.push( randomPointInSphere( 15 ) );
}
object = THREE.SceneUtils.createMultiMaterialObject( new THREE.ConvexGeometry( points ), materials );
object.position.set( 15, 50, -60 );
scene.add( object );
// random convex 3
points = [];
for ( var i = 0; i < 30; i ++ ) {
points.push( randomPointInSphere( 15 ) );
}
object = THREE.SceneUtils.createMultiMaterialObject( new THREE.ConvexGeometry( points ), materials );
object.position.set( 30, 10, 80 );
scene.add( object );
// random convex 4
points = [];
for ( var i = 0; i < 30; i ++ ) {
points.push( randomPointInSphere( 8 ) );
}
object = THREE.SceneUtils.createMultiMaterialObject( new THREE.ConvexGeometry( points ), materials );
object.position.set( -80, -50, 20 );
scene.add( object );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( 0xf5f5f5 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
window.addEventListener( 'resize', onWindowResize, true );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX );
mouseY = ( event.clientY - windowHalfY );
}
//
function randomPointInSphere( radius ) {
return new THREE.Vector3(
( Math.random() - 0.5 ) * 1 * radius,
( Math.random() - 0.5 ) * 2 * radius,
( Math.random() - 0.5 ) * 2 * radius
);
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var timer = Date.now() * 0.00005;
camera.position.x = Math.cos( timer ) * 300;
camera.position.z = Math.sin( timer ) * 300;
camera.lookAt( scene.position );
for ( var i = 0, l = scene.children.length; i < l; i ++ ) {
var object = scene.children[ i ];
object.rotation.x = timer * 1;
object.rotation.y = timer * 3;
}
// handle window resize
window.addEventListener('resize', function(){
renderer.setSize( window.innerWidth, window.innerHeight )
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
}, true)
renderer.render( scene, camera );
}
var lastTimeMsec= null
requestAnimationFrame(function animate(nowMsec){
// keep looping
requestAnimationFrame( animate );
// measure time
lastTimeMsec = lastTimeMsec || nowMsec-1000/60
var deltaMsec = Math.min(200, nowMsec - lastTimeMsec)
lastTimeMsec = nowMsec
// call each update function
onRenderFcts.forEach(function(onRenderFct){
onRenderFct(deltaMsec/1000, nowMsec/1000)
})
})
通常的方法是使用THREE.Raycaster和THREE.Projector从相机向太空投射光线,然后查找对象是否与该光线相交。
请参见此示例:http://soledadpenades.com/articles/three-js-tutorials/object-picking/
值得庆幸的是,其他人已经实现了ObjectControls等库:https://github.com/cabbibo/ObjectControls
这允许您直接将悬停或选择事件附加到网格,这样就可以正常工作了。
CreateMultiMaterialObject
方法创建一个object3D,因此当您单击时,需要指定第二个参数(recursion
)=true
:
var intersects = raycaster.intersectObjects( objects, true );
if ( intersects.length > 0 ) {
intersects[ 0 ].object.material.color.setHex( Math.random() * 0xffffff );
}
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