已经可以通过改变摄像机来旋转场景了,现在我想尝试下鼠标经过的高亮显示
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title></title>
<!--引入Three.js-->
<script src="../build/three.min.js"></script>
<script type="text/javascript">
//开启Three.js渲染器
var renderer; //声明全局变量(对象)
var projector, mouse = { x: 0, y: 0 }, INTERSECTED;
function initThree() {
width = document.getElementById('canvas3d').clientWidth; //获取画布「canvas3d」的宽
height = document.getElementById('canvas3d').clientHeight; //获取画布「canvas3d」的高
renderer = new THREE.WebGLRenderer({ antialias: true }); //生成渲染器对象(属性:抗锯齿效果为设置有效)
renderer.setSize(width, height); //指定渲染器的高宽(和画布框大小一致)
document.getElementById('canvas3d').appendChild(renderer.domElement); //追加 【canvas】 元素到 【canvas3d】 元素中。
renderer.setClearColorHex(0xFFFFFF, 1.0); //设置canvas背景色(clearColor)
}
//设置相机
var camera;
function initCamera() {
camera = new THREE.PerspectiveCamera(45, width / height, 1, 5000); //设置透视投影的相机,默认情况下相机的上方向为Y轴,右方向为X轴,沿着Z轴朝里(视野角:fov 纵横比:aspect 相机离视体积最近的距离:near 相机离视体积最远的距离:far)
camera.position.x = 0; //设置相机的位置坐标
camera.position.y = 50; //设置相机的位置坐标
camera.position.z = 100; //设置相机的位置坐标
camera.up.x = 0; //设置相机的上为「x」轴方向
camera.up.y = 1; //设置相机的上为「y」轴方向
camera.up.z = 0; //设置相机的上为「z」轴方向
camera.lookAt({ x: 0, y: 0, z: 0 }); //设置视野的中心坐标
}
//设置场景
var scene;
function initScene() {
scene = new THREE.Scene();
}
//设置光源
var light;
function initLight() {
light = new THREE.DirectionalLight(0xffffff, 1.0, 0); //设置平行光源
light.position.set(200, 200, 200); //设置光源向量
scene.add(light); // 追加光源到场景
}
//设置物体
var cube;
function initObject() {
var cubeGeometry = new THREE.CubeGeometry(20, 20, 20);
var cubeMaterial = new THREE.MeshBasicMaterial({ color: 0x000088 });
cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.set(0, 0, 0);
scene.add(cube);
projector = new THREE.Projector();
document.addEventListener('mousemove', onDocumentMouseMove, false);
}
function onDocumentMouseMove(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function update() {
var vector = new THREE.Vector3(mouse.x, mouse.y, 1);
projector.unprojectVector(vector, camera);
var ray = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
var intersects = ray.intersectObjects(scene.children);
if (intersects.length > 0) {
if (intersects[0].object != INTERSECTED) {
if (INTERSECTED)
INTERSECTED.material.color.setHex(INTERSECTED.currentHex);
INTERSECTED = intersects[0].object;
INTERSECTED.currentHex = INTERSECTED.material.color.getHex();
INTERSECTED.material.color.setHex(0xffff00);
}
}
else
{
if (INTERSECTED)
INTERSECTED.material.color.setHex(INTERSECTED.currentHex);
INTERSECTED = null;
}
}
//执行
animate();
function threeStart() {
initThree();
initCamera();
initScene();
initLight();
initObject();
renderer.clear();
renderer.render(scene, camera);
}
function animate() {
requestAnimationFrame(animate);
cube.rotation.y += 0.01;
renderer.render(scene, camera);
update();
}
</script>
<style type="text/css">
div#canvas3d{
border: none;
cursor: move;
width: 1400px;
height: 600px;
background-color: #EEEEEE;
}
</style>
</head>
<body onload='threeStart();'>
<!--盛放canvas的容器-->
<div id="canvas3d"></div>
</body>
</html>其实关键代码仅仅是onDocumentMouseMove(event)以及update();
通过onDocumentMouseMove获取鼠标坐标,这里详细说一下update()函数,首先将用vector将鼠标坐标转换为3维坐标,再通过projector.unprojectVector将坐标转变到场景中,然后通过相机和点坐标来确定一条射线ray,用intersects来存入射线ray接触到的每一个scene的子节点,最后取出intersects的第一个子节点,也就是最接近相机的节点,将它的颜色进行改变。
本文介绍了如何使用three.js实现鼠标移动时的高亮显示功能。通过捕获鼠标移动事件,将2D坐标转换为3D坐标,并生成射线与场景交互,找出最近的物体节点并改变其颜色,从而达到高亮效果。
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