无法使 Three.js onDocumentMouseDown 正常工作
Can't get Three.js onDocumentMouseDown to work correctly
我看过很多例子——并借鉴了一些例子——但似乎无法让它正常工作。我想要的是让 onDocumentMouseDown 中的光线投射器在用户单击精灵可见表面上的任意位置时拾取精灵。我得到的是一个未对齐的结果,如果用户点击精灵的右侧、上方或下方,精灵可能会被拾取,而如果用户点击左边缘则根本不会拾取它的精灵。所以基本上有些地方错位了,我不知道自己做错了什么。任何指导将不胜感激。
<script src="/common/three.js"></script>
<script src="/common/Detector.js"></script>
<script src="/common/CanvasRenderer.js"></script>
<script src="/common/GeometryUtils.js"></script>
<script src="/common/OrbitControls.js"></script>
<div id="WebGLCanvas"></div>
<script>
var container, scene, camera, renderer, controls;
var keyboard;
</script>
<script>
// custom global variables
var mouse = { x: 0, y: 0 };
var raycaster;
var sprites = new Array();
init();
try {
for (i = 0; i < 10; i++) {
var text = "Text " + i;
var x = Math.random() * 100;
var y = Math.random() * 100;
var z = Math.random() * 100;
var spritey = addOrUPdateSprite(text, i, x, y, z);
}
}
catch (ex) {
alert("error when creating sprite: " + ex.message);
}
animate();
function init() {
try {
scene = new THREE.Scene();
// CAMERA
var cont = document.getElementById("WebGLCanvas");
var SCREEN_WIDTH = window.innerWidth;
OFFSET_TOP = document.getElementById("WebGLCanvas").getBoundingClientRect().top;
var SCREEN_HEIGHT = window.innerHeight - OFFSET_TOP; //; //-document.getElementById("upper").clientHeight;
var VIEW_ANGLE = 60;
var ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT;
var NEAR = 0.1;
var FAR = 1000;
camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(0, 100, 200);
camera.lookAt(new THREE.Vector3());
renderer = new THREE.WebGLRenderer({ antialias: true });
container = document.getElementById('WebGLCanvas');
container.appendChild(renderer.domElement);
renderer.setSize(window.innerWidth, SCREEN_HEIGHT);
controls = new THREE.OrbitControls(camera, renderer.domElement);
// spritey.position.normalize();
raycaster = new THREE.Raycaster();
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('touchstart', onDocumentTouchStart, false);
}
catch (ex) {
alert("error " + ex.message);
}
}
function animate() {
requestAnimationFrame(animate);
render();
update();
}
function update() {
controls.update();
}
function render() {
renderer.render(scene, camera);
}
function addOrUPdateSprite(text, name, x, y, z) {
var sprite = scene.getObjectByName(name);
if (sprite == null) {
sprite = makeTextSprite(text, { fontsize: 36, borderColor: { r: 255, g: 0, b: 0, a: 1.0 }, backgroundColor: { r: 255, g: 100, b: 100, a: 0.8 } });
sprite.name = name;
sprites.push(sprite);
scene.add(sprite);
}
sprite.position.set(x, y, z);
}
function makeTextSprite(message, parameters) {
if (parameters === undefined) parameters = {};
var fontface = parameters.hasOwnProperty("fontface") ? parameters["fontface"] : "sans-serif";
var fontsize = parameters.hasOwnProperty("fontsize") ? parameters["fontsize"] : 36;
var borderThickness = parameters.hasOwnProperty("borderThickness") ? parameters["borderThickness"] : 1;
var borderColor = parameters.hasOwnProperty("borderColor") ? parameters["borderColor"] : { r: 0, g: 0, b: 0, a: 1.0 };
var backgroundColor = parameters.hasOwnProperty("backgroundColor") ? parameters["backgroundColor"] : { r: 255, g: 255, b: 255, a: 1.0 };
var textColor = parameters.hasOwnProperty("textColor") ? parameters["textColor"] : { r: 0, g: 0, b: 0, a: 1.0 };
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.font = fontsize + "px " + fontface;
var metrics = context.measureText(message);
var textWidth = metrics.width;
context.fillStyle = "rgba(" + backgroundColor.r + "," + backgroundColor.g + "," + backgroundColor.b + "," + backgroundColor.a + ")";
context.strokeStyle = "rgba(" + borderColor.r + "," + borderColor.g + "," + borderColor.b + "," + borderColor.a + ")";
context.lineWidth = borderThickness;
roundRect(context, borderThickness / 2, borderThickness / 2, (textWidth + borderThickness) * 1.1, fontsize * 1.4 + borderThickness, 8);
context.fillStyle = "rgba(" + textColor.r + ", " + textColor.g + ", " + textColor.b + ", 1.0)";
context.fillText(message, borderThickness, fontsize + borderThickness);
var texture = new THREE.Texture(canvas)
texture.needsUpdate = true;
var spriteMaterial = new THREE.SpriteMaterial({ map: texture, useScreenCoordinates: false });
var sprite = new THREE.Sprite(spriteMaterial);
sprite.scale.set(1.0 * fontsize, 0.5 * fontsize, 1.5 * fontsize);
return sprite;
}
// function for drawing rounded rectangles
function roundRect(ctx, x, y, w, h, r) {
ctx.beginPath();
ctx.moveTo(x + r, y);
ctx.lineTo(x + w - r, y);
ctx.quadraticCurveTo(x + w, y, x + w, y + r);
ctx.lineTo(x + w, y + h - r);
ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h);
ctx.lineTo(x + r, y + h);
ctx.quadraticCurveTo(x, y + h, x, y + h - r);
ctx.lineTo(x, y + r);
ctx.quadraticCurveTo(x, y, x + r, y);
ctx.closePath();
ctx.fill();
ctx.stroke();
}
function onDocumentTouchStart(event) {
event.preventDefault();
event.clientX = event.touches[0].clientX;
event.clientY = event.touches[0].clientY;
onDocumentMouseDown(event);
}
function onDocumentMouseDown(event) {
mouse.x = (event.clientX / renderer.domElement.clientWidth) * 2 - 1;
mouse.y = -((event.clientY) / renderer.domElement.clientHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(sprites, true);
if (intersects.length > 0) {
var obj = intersects[0].object;
alert(obj.name);
event.preventDefault();
}
}
</script>
您的 Three.js canvas 可能不在屏幕的左上角,并且您没有考虑页面上 0,0 的偏移量。要修复它,请调整鼠标位置以减去偏移量。
var rect = container.getBoundingClientRect();
mouse.x = ((event.clientX - rect.left) / renderer.domElement.clientWidth) * 2 - 1;
mouse.y = -((event.clientY - rect.top) / renderer.domElement.clientHeight) * 2 + 1;
在您的 makeTextSprite()
函数中,在
之后
var textWidth = metrics.width;
添加这个
context.strokeStyle = "white";
context.lineWidth = 5;
context.strokeRect(0,0,canvas.width, canvas.height);
你会发现,你的精灵没有你想象的那么大。
更新。您可以像这样设置 canvas 的大小
var ctxFont = "bold " + fontsize + "px " + fontface;
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.font = ctxFont;
var metrics = context.measureText(message);
var textWidth = metrics.width;
canvas.width = textWidth + borderThickness * 2;
canvas.height = fontsize * 1.2 + (borderThickness * 2);
context = canvas.getContext('2d');
context.font = ctxFont;
然后设置精灵的比例
sprite.scale.set(canvas.width / 10, canvas.height / 10, 1);
jsfiddle 示例
我看过很多例子——并借鉴了一些例子——但似乎无法让它正常工作。我想要的是让 onDocumentMouseDown 中的光线投射器在用户单击精灵可见表面上的任意位置时拾取精灵。我得到的是一个未对齐的结果,如果用户点击精灵的右侧、上方或下方,精灵可能会被拾取,而如果用户点击左边缘则根本不会拾取它的精灵。所以基本上有些地方错位了,我不知道自己做错了什么。任何指导将不胜感激。
<script src="/common/three.js"></script>
<script src="/common/Detector.js"></script>
<script src="/common/CanvasRenderer.js"></script>
<script src="/common/GeometryUtils.js"></script>
<script src="/common/OrbitControls.js"></script>
<div id="WebGLCanvas"></div>
<script>
var container, scene, camera, renderer, controls;
var keyboard;
</script>
<script>
// custom global variables
var mouse = { x: 0, y: 0 };
var raycaster;
var sprites = new Array();
init();
try {
for (i = 0; i < 10; i++) {
var text = "Text " + i;
var x = Math.random() * 100;
var y = Math.random() * 100;
var z = Math.random() * 100;
var spritey = addOrUPdateSprite(text, i, x, y, z);
}
}
catch (ex) {
alert("error when creating sprite: " + ex.message);
}
animate();
function init() {
try {
scene = new THREE.Scene();
// CAMERA
var cont = document.getElementById("WebGLCanvas");
var SCREEN_WIDTH = window.innerWidth;
OFFSET_TOP = document.getElementById("WebGLCanvas").getBoundingClientRect().top;
var SCREEN_HEIGHT = window.innerHeight - OFFSET_TOP; //; //-document.getElementById("upper").clientHeight;
var VIEW_ANGLE = 60;
var ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT;
var NEAR = 0.1;
var FAR = 1000;
camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(0, 100, 200);
camera.lookAt(new THREE.Vector3());
renderer = new THREE.WebGLRenderer({ antialias: true });
container = document.getElementById('WebGLCanvas');
container.appendChild(renderer.domElement);
renderer.setSize(window.innerWidth, SCREEN_HEIGHT);
controls = new THREE.OrbitControls(camera, renderer.domElement);
// spritey.position.normalize();
raycaster = new THREE.Raycaster();
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('touchstart', onDocumentTouchStart, false);
}
catch (ex) {
alert("error " + ex.message);
}
}
function animate() {
requestAnimationFrame(animate);
render();
update();
}
function update() {
controls.update();
}
function render() {
renderer.render(scene, camera);
}
function addOrUPdateSprite(text, name, x, y, z) {
var sprite = scene.getObjectByName(name);
if (sprite == null) {
sprite = makeTextSprite(text, { fontsize: 36, borderColor: { r: 255, g: 0, b: 0, a: 1.0 }, backgroundColor: { r: 255, g: 100, b: 100, a: 0.8 } });
sprite.name = name;
sprites.push(sprite);
scene.add(sprite);
}
sprite.position.set(x, y, z);
}
function makeTextSprite(message, parameters) {
if (parameters === undefined) parameters = {};
var fontface = parameters.hasOwnProperty("fontface") ? parameters["fontface"] : "sans-serif";
var fontsize = parameters.hasOwnProperty("fontsize") ? parameters["fontsize"] : 36;
var borderThickness = parameters.hasOwnProperty("borderThickness") ? parameters["borderThickness"] : 1;
var borderColor = parameters.hasOwnProperty("borderColor") ? parameters["borderColor"] : { r: 0, g: 0, b: 0, a: 1.0 };
var backgroundColor = parameters.hasOwnProperty("backgroundColor") ? parameters["backgroundColor"] : { r: 255, g: 255, b: 255, a: 1.0 };
var textColor = parameters.hasOwnProperty("textColor") ? parameters["textColor"] : { r: 0, g: 0, b: 0, a: 1.0 };
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.font = fontsize + "px " + fontface;
var metrics = context.measureText(message);
var textWidth = metrics.width;
context.fillStyle = "rgba(" + backgroundColor.r + "," + backgroundColor.g + "," + backgroundColor.b + "," + backgroundColor.a + ")";
context.strokeStyle = "rgba(" + borderColor.r + "," + borderColor.g + "," + borderColor.b + "," + borderColor.a + ")";
context.lineWidth = borderThickness;
roundRect(context, borderThickness / 2, borderThickness / 2, (textWidth + borderThickness) * 1.1, fontsize * 1.4 + borderThickness, 8);
context.fillStyle = "rgba(" + textColor.r + ", " + textColor.g + ", " + textColor.b + ", 1.0)";
context.fillText(message, borderThickness, fontsize + borderThickness);
var texture = new THREE.Texture(canvas)
texture.needsUpdate = true;
var spriteMaterial = new THREE.SpriteMaterial({ map: texture, useScreenCoordinates: false });
var sprite = new THREE.Sprite(spriteMaterial);
sprite.scale.set(1.0 * fontsize, 0.5 * fontsize, 1.5 * fontsize);
return sprite;
}
// function for drawing rounded rectangles
function roundRect(ctx, x, y, w, h, r) {
ctx.beginPath();
ctx.moveTo(x + r, y);
ctx.lineTo(x + w - r, y);
ctx.quadraticCurveTo(x + w, y, x + w, y + r);
ctx.lineTo(x + w, y + h - r);
ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h);
ctx.lineTo(x + r, y + h);
ctx.quadraticCurveTo(x, y + h, x, y + h - r);
ctx.lineTo(x, y + r);
ctx.quadraticCurveTo(x, y, x + r, y);
ctx.closePath();
ctx.fill();
ctx.stroke();
}
function onDocumentTouchStart(event) {
event.preventDefault();
event.clientX = event.touches[0].clientX;
event.clientY = event.touches[0].clientY;
onDocumentMouseDown(event);
}
function onDocumentMouseDown(event) {
mouse.x = (event.clientX / renderer.domElement.clientWidth) * 2 - 1;
mouse.y = -((event.clientY) / renderer.domElement.clientHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(sprites, true);
if (intersects.length > 0) {
var obj = intersects[0].object;
alert(obj.name);
event.preventDefault();
}
}
</script>
您的 Three.js canvas 可能不在屏幕的左上角,并且您没有考虑页面上 0,0 的偏移量。要修复它,请调整鼠标位置以减去偏移量。
var rect = container.getBoundingClientRect();
mouse.x = ((event.clientX - rect.left) / renderer.domElement.clientWidth) * 2 - 1;
mouse.y = -((event.clientY - rect.top) / renderer.domElement.clientHeight) * 2 + 1;
在您的 makeTextSprite()
函数中,在
var textWidth = metrics.width;
添加这个
context.strokeStyle = "white";
context.lineWidth = 5;
context.strokeRect(0,0,canvas.width, canvas.height);
你会发现,你的精灵没有你想象的那么大。
更新。您可以像这样设置 canvas 的大小
var ctxFont = "bold " + fontsize + "px " + fontface;
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
context.font = ctxFont;
var metrics = context.measureText(message);
var textWidth = metrics.width;
canvas.width = textWidth + borderThickness * 2;
canvas.height = fontsize * 1.2 + (borderThickness * 2);
context = canvas.getContext('2d');
context.font = ctxFont;
然后设置精灵的比例
sprite.scale.set(canvas.width / 10, canvas.height / 10, 1);
jsfiddle 示例