Three.js给模型添加点击事件例子

2020-11-23  本文已影响0人  灵魂旅者s

<!DOCTYPE html>

<html lang="en">

  <meta charset="UTF-8">

  <title>点击事件

  <script src="../build/three.min.js">

  <script src="./js/controls/TrackballControls.js">

  <script src="./js/libs/dat.gui.min.js">

  <script src="./js/libs/stats.min.js">

<div id="WebGL-output">

<div id="Stats-output">

<div id="label">

<script type="module">

  import {GUI }from './jsm/libs/dat.gui.module.js';

  var stats =initStats();

  var scene, camera, renderer, controls, light, selectObject;

  // 场景

  function initScene() {

scene =new THREE.Scene();

  }

// 相机

  function initCamera() {

camera =new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 10000);

      camera.position.set(0, 400, 600);

      camera.lookAt(new THREE.Vector3(0, 0, 0));

  }

// 渲染器

  function initRenderer() {

renderer =new THREE.WebGLRenderer({antialias:true});

      renderer.setSize(window.innerWidth, window.innerHeight);

      renderer.setClearColor(0x050505);

      document.body.appendChild(renderer.domElement);

  }

// 初始化模型

  function initContent() {

var helper =new THREE.GridHelper(1200, 50, 0xCD3700, 0x4A4A4A);

      scene.add(helper);

      var cubeGeometry =new THREE.BoxGeometry(100, 100, 100);

      var cubeMaterial =new THREE.MeshLambertMaterial({color:0x9370DB});

      var cube =new THREE.Mesh(cubeGeometry, cubeMaterial);

      cube.position.y =50;

      cube.name ="cube";

      scene.add(cube);

      var sphereGeometry =new THREE.SphereGeometry(50, 50, 50, 50);

      var sphereMaterial =new THREE.MeshLambertMaterial({color:0x3CB371});

      var sphere =new THREE.Mesh(sphereGeometry, sphereMaterial);

      sphere.position.x =200;

      sphere.position.y =50;

      sphere.name ="sphere";

      // sphere.position.z = 200;

      scene.add(sphere);

      var cylinderGeometry =new THREE.CylinderGeometry(50, 50, 100, 100);

      var cylinderMaterial =new THREE.MeshLambertMaterial({color:0xCD7054});

      var cylinder =new THREE.Mesh(cylinderGeometry, cylinderMaterial);

      cylinder.position.x = -200;

      cylinder.position.y =50;

      cylinder.name ="cylinder";

      // cylinder.position.z = -200;

      scene.add(cylinder);

  }

// 鼠标双击触发的方法

  function onMouseDblclick(event) {

// 获取 raycaster 和所有模型相交的数组,其中的元素按照距离排序,越近的越靠前

      var intersects =getIntersects(event);

      // 获取选中最近的 Mesh 对象

      if (intersects.length !=0 && intersects[0].objectinstanceof THREE.Mesh) {

selectObject = intersects[0].object;

        changeMaterial(selectObject);

      }else {

alert("未选中 Mesh!");

      }

}

// 获取与射线相交的对象数组

  function getIntersects(event) {

event.preventDefault();

      // 声明 raycaster 和 mouse 变量

      var raycaster =new THREE.Raycaster();

      var mouse =new THREE.Vector2();

      // 通过鼠标点击位置,计算出 raycaster 所需点的位置,以屏幕为中心点,范围 -1 到 1

      mouse.x = (event.clientX / window.innerWidth) *2 -1;

      mouse.y = -(event.clientY / window.innerHeight) *2 +1;

      //通过鼠标点击的位置(二维坐标)和当前相机的矩阵计算出射线位置

      raycaster.setFromCamera(mouse, camera);

      // 获取与射线相交的对象数组,其中的元素按照距离排序,越近的越靠前

      var intersects = raycaster.intersectObjects(scene.children);

      //返回选中的对象

      return intersects;

  }

// 窗口变动触发的方法

  function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;

      camera.updateProjectionMatrix();

      renderer.setSize(window.innerWidth, window.innerHeight);

  }

// 键盘按下触发的方法

  function onKeyDown(event) {

switch (event.keyCode) {

case 13:

initCamera();

            initControls();

            break;

      }

}

// 改变对象材质属性

  function changeMaterial(object) {

var material =new THREE.MeshLambertMaterial({

color:0xffffff * Math.random(),

        transparent: object.material.transparent ?false :true,

        opacity:0.8

      });

      object.material = material;

  }

// 初始化轨迹球控件

  function initControls() {

controls =new THREE.TrackballControls(camera, renderer.domElement);

      // controls.noRotate = true;

      controls.noPan =true;

  }

// 初始化灯光

  function initLight() {

light =new THREE.SpotLight(0xffffff);

      light.position.set(-300, 600, -400);

      light.castShadow =true;

      scene.add(light);

      scene.add(new THREE.AmbientLight(0x5C5C5C));

  }

// 初始化 dat.GUI

  function initGui() {

// 保存需要修改相关数据的对象

      const gui =new GUI();

      // 属性添加到控件

      var guiControls =new GUI();;

  }

// 初始化性能插件

  function initStats() {

var stats =new Stats();

      stats.domElement.style.position ='absolute';

      stats.domElement.style.left ='0px';

      stats.domElement.style.top ='0px';

      document.body.appendChild(stats.domElement);

      return stats;

  }

// 更新控件

  function update() {

stats.update();

      controls.update();

      controls.handleResize();

  }

// 初始化

  function init() {

initScene();

      initCamera();

      initRenderer();

      initContent();

      initLight();

      initControls();

      initGui();

      addEventListener('dblclick', onMouseDblclick, false);

      addEventListener('resize', onWindowResize, false);

      addEventListener('keydown', onKeyDown, false);

  }

function animate() {

requestAnimationFrame(animate);

      renderer.render(scene, camera);

      update();

  }

init();

  animate();

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