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three.js(23)-拾取封装

2023-01-01  本文已影响0人  姜治宇

我们可以将元素拾取进行进一步封装。

<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>拾取</title>
    <script src="http://www.yanhuangxueyuan.com/threejs/build/three.min.js"></script>
    <script src="http://www.yanhuangxueyuan.com/threejs/examples/js/controls/OrbitControls.js"></script>
</head>

<body>
    <div id="webgl"></div>

</body>

</html>
<script>
    var scene, camera, renderer;
    init();
    function init() {
        scene = new THREE.Scene();
        camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.set(0, 100, 300);
        camera.lookAt(new THREE.Vector3(0, 0, 0))//相机观看物体的位置
        scene.add(camera);//添加相机
        //添加坐标轴
        var axes = new THREE.AxesHelper(500);//500表示xyz轴的长度,红:x,绿:y,蓝:z
        scene.add(axes);
        createBox(scene);
        render();
        animate();
    }

    function createBox(scene) {

        //楼体
        for (let i = 0; i < 10; i++) {

            let box = new THREE.Mesh(
                new THREE.BoxGeometry(10, 10, 10),
                new THREE.MeshBasicMaterial({ color: Math.random() * 0xffffff })

            );
            box.name = `第${i}个`;
            box.position.x = Math.random() * 100;
            box.position.y = Math.random() * 50;
            box.position.z = Math.random() * 200;
            scene.add(box);

        }



    }


    function render() {
        renderer = new THREE.WebGLRenderer({
            antialias: true,

        });//画布
        renderer.setSize(window.innerWidth, window.innerHeight);//设置渲染区域尺寸
        renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色

        window.addEventListener('resize', () => {
            camera.aspect = window.innerWidth / window.innerHeight;

            camera.updateProjectionMatrix();

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

        });

        //将渲染好的canvas追加到dom
        var cont = document.getElementById('webgl');
        cont.appendChild(renderer.domElement);
        var controls = new THREE.OrbitControls(camera, renderer.domElement);

        getXYZ(renderer, camera, scene);
    }


    function getXYZ(renderer, camera, scene) {
        const raycaster = new THREE.Raycaster(); //光线投射,用于确定鼠标点击位置
        const mouse = new THREE.Vector2(); //创建二维平面
        window.addEventListener("mousedown", mousedown); //页面绑定鼠标点击事件
        //点击方法
        function mousedown(e) {
            //将html坐标系转化为webgl坐标系,并确定鼠标点击位置
            mouse.x = (e.clientX / renderer.domElement.clientWidth) * 2 - 1;
            mouse.y = -((e.clientY / renderer.domElement.clientHeight) * 2) + 1;
            //以camera为z坐标,确定所点击物体的3D空间位置
            raycaster.setFromCamera(mouse, camera);
            //确定所点击位置上的物体数量
            const intersects = raycaster.intersectObjects(scene.children);
            //选中后进行的操作
            if (intersects.length) {
                var selected = intersects[0]; //取第一个物体
                console.log(selected);
                console.log("x坐标:" + selected.point.x);
                console.log("y坐标:" + selected.point.y);
                console.log("z坐标:" + selected.point.z);
            }
        }
    }

    function animate() {

        renderer.render(scene, camera);//开始渲染

        requestAnimationFrame(animate);

    }

</script>
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