如何 select 并在 three.js 中使用矩形 selection(色带)突出显示多个对象
How to select and highlight multiple objects with rectangular selection (ribbon) in three.js
我在这里尝试使用鼠标拖动中的边界框绘制一个矩形,并突出显示矩形内的对象。在鼠标按下和鼠标向上时使用 box3(边界框)绘制一个矩形,并突出显示矩形(边界框)内的特定对象。我想我可以通过选择边界框内的对象来实现它们,我对此没有明确的想法。
这是 fiddle https://jsfiddle.net/mc7dxokr/
var camera, scene, renderer, mesh, material, controls;
init();
animate();
addCubes();
render();
function addCubes() {
var xDistance = 50;
var zDistance = 30;
var geometry = new THREE.BoxGeometry(10, 10, 10);
var material = new THREE.MeshBasicMaterial({ color: 0x00ff44 });
//initial offset so does not start in middle.
var xOffset = -80;
for (var i = 0; i < 4; i++) {
for (var j = 0; j < 3; j++) {
var mesh = new THREE.Mesh(geometry, material);
mesh.position.x = (xDistance * i) + xOffset;
mesh.position.z = (zDistance * j);
scene.add(mesh);
}
};
}
function init() {
// Renderer.
renderer = new THREE.WebGLRenderer();
//renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
// Add renderer to page
document.body.appendChild(renderer.domElement);
// Create camera.
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 100;
// Add controls
controls = new THREE.TrackballControls(camera);
controls.addEventListener('change', render);
controls.enabled = false;
// Create scene.
scene = new THREE.Scene();
// Create ambient light and add to scene.
var light = new THREE.AmbientLight(0x404040); // soft white light
scene.add(light);
// Create directional light and add to scene.
var directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(1, 1, 1).normalize();
scene.add(directionalLight);
// Add listener for window resize.
window.addEventListener('resize', onWindowResize, false);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
}
function render() {
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
controls.handleResize();
}
在 3D 上渲染矩形带的两种方法是:
<div>
元素覆盖 webgl canvas(此处显示 http://output.jsbin.com/tamoce/3/)
- three.js 从 OrthographicCamera 渲染的线(将在我下面的回答中呈现)
演示: http://jsfiddle.net/mmalex/40ucrd8g/
什么是Frustum, and how it works: https://www.youtube.com/watch?v=KyTaxN2XUyQ
你会在这里找到完整的解决方案,按照我在代码中的评论:
// this is the core of the solution,
// it builds the Frustum object by given camera and mouse coordinates
function updateFrustrum(camera, mousePos0, mousePos1, frustum) {
let pos0 = new THREE.Vector3(Math.min(mousePos0.x, mousePos1.x), Math.min(mousePos0.y, mousePos1.y));
let pos1 = new THREE.Vector3(Math.max(mousePos0.x, mousePos1.x), Math.max(mousePos0.y, mousePos1.y));
// build near and far planes first
{
// camera direction IS normal vector for near frustum plane
// say - plane is looking "away" from you
let cameraDir = new THREE.Vector3();
camera.getWorldDirection(cameraDir);
// INVERTED! camera direction becomes a normal vector for far frustum plane
// say - plane is "facing you"
let cameraDirInv = cameraDir.clone().negate();
// calc the point that is in the middle of the view, and lies on the near plane
let cameraNear = camera.position.clone().add(cameraDir.clone().multiplyScalar(camera.near));
// calc the point that is in the middle of the view, and lies on the far plane
let cameraFar = camera.position.clone().add(cameraDir.clone().multiplyScalar(camera.far));
// just build near and far planes by normal+point
frustum.planes[0].setFromNormalAndCoplanarPoint(cameraDir, cameraNear);
frustum.planes[1].setFromNormalAndCoplanarPoint(cameraDirInv, cameraFar);
}
// next 4 planes (left, right, top and bottom) are built by 3 points:
// camera postion + two points on the far plane
// each time we build a ray casting from camera through mouse coordinate,
// and finding intersection with far plane.
//
// To build a plane we need 2 intersections with far plane.
// This is why mouse coordinate will be duplicated and
// "adjusted" either in vertical or horizontal direction
// build frustrum plane on the left
if (true) {
let ray = new THREE.Ray();
ray.origin.setFromMatrixPosition(camera.matrixWorld);
// Here's the example, - we take X coordinate of a mouse, and Y we set to -0.25 and 0.25
// values do not matter here, - important that ray will cast two different points to form
// the vertically aligned frustum plane.
ray.direction.set(pos0.x, -0.25, 1).unproject(camera).sub(ray.origin).normalize();
let far1 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far1);
ray.origin.setFromMatrixPosition(camera.matrixWorld);
// Same as before, making 2nd ray
ray.direction.set(pos0.x, 0.25, 1).unproject(camera).sub(ray.origin).normalize();
let far2 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far2);
frustum.planes[2].setFromCoplanarPoints(camera.position, far1, far2);
}
// build frustrum plane on the right
if (true) {
let ray = new THREE.Ray();
ray.origin.setFromMatrixPosition(camera.matrixWorld);
ray.direction.set(pos1.x, 0.25, 1).unproject(camera).sub(ray.origin).normalize();
let far1 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far1);
ray.origin.setFromMatrixPosition(camera.matrixWorld);
ray.direction.set(pos1.x, -0.25, 1).unproject(camera).sub(ray.origin).normalize();
let far2 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far2);
frustum.planes[3].setFromCoplanarPoints(camera.position, far1, far2);
}
// build frustrum plane on the top
if (true) {
let ray = new THREE.Ray();
ray.origin.setFromMatrixPosition(camera.matrixWorld);
ray.direction.set(0.25, pos0.y, 1).unproject(camera).sub(ray.origin).normalize();
let far1 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far1);
ray.origin.setFromMatrixPosition(camera.matrixWorld);
ray.direction.set(-0.25, pos0.y, 1).unproject(camera).sub(ray.origin).normalize();
let far2 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far2);
frustum.planes[4].setFromCoplanarPoints(camera.position, far1, far2);
}
// build frustrum plane on the bottom
if (true) {
let ray = new THREE.Ray();
ray.origin.setFromMatrixPosition(camera.matrixWorld);
ray.direction.set(-0.25, pos1.y, 1).unproject(camera).sub(ray.origin).normalize();
let far1 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far1);
ray.origin.setFromMatrixPosition(camera.matrixWorld);
ray.direction.set(0.25, pos1.y, 1).unproject(camera).sub(ray.origin).normalize();
let far2 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far2);
frustum.planes[5].setFromCoplanarPoints(camera.position, far1, far2);
}
}
// checks if object is inside of given frustum,
// and updates the object material accordingly
function selectObjects(objects, frustum) {
// each object in array here is essentially a record:
// {
// obj: scene object,
// selected: flag,
// bbox: object's bounding box in world coordinates
// }
for (let key of Object.keys(objects)) {
// three.js Frustum can not intersect meshes,
// it can only intersect boxes, spheres (mainly for performance reasons)
// TODO: // to make it precisely work with complex meshes,
// Frustum needs to check Sphere, Box, and then iterate
// throuh mesh vertices array (well, I know, this will be slow)
if (frustum.intersectsBox(objects[key].bbox)) {
if (!objects[key].selected) {
objects[key].obj.material = selectedMaterial;
}
objects[key].selected = true;
} else {
if (objects[key].selected) {
objects[key].obj.material = defaultMaterial;
}
objects[key].selected = false;
}
}
}
// == three.js routine starts here ==
// nothing special, just creating a scene
const SHOW_FRUSTUM_PLANES = false;
var renderer;
var controls;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(54, window.innerWidth / window.innerHeight, 1, 100);
camera.position.x = 5;
camera.position.y = 5;
camera.position.z = 5;
camera.lookAt(0, 0, 0);
// this camera is used to render selection ribbon
var ocamera = new THREE.OrthographicCamera(window.innerWidth / -2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / -2, 0.1, 1000);
scene.add(ocamera);
ocamera.position.x = 0;
ocamera.position.y = 0;
ocamera.position.z = 100; // this does not matter, just far away
ocamera.lookAt(0, 0, 0);
// IMPORTANT, camera and ribbon are in layer#1,
// Here we render by layers, from two different cameras
ocamera.layers.set(1);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setClearColor(new THREE.Color(0xf9f9f9));
document.body.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera); // not used, just abandoned it here
// add some lights
var spotLight = new THREE.SpotLight(0xffffff, 2.5, 25, Math.PI / 4);
spotLight.position.set(4, 10, 7);
scene.add(spotLight);
var size = 6;
var divisions = 6;
var gridHelper = new THREE.GridHelper(size, divisions);
scene.add(gridHelper);
// this material is used for normal object state
var defaultMaterial = new THREE.MeshPhongMaterial({
color: 0x90a090
});
// this material is used for selected object state
var selectedMaterial = new THREE.MeshPhongMaterial({
color: 0x20ff20
});
var cubes = {};
// generate some random cubes
for (let i = -2; i <= 2; i++) {
for (let j = -2; j <= 2; j++) {
let width = 0.25 + Math.random() * 0.25;
let height = 0.25 + Math.random() * 0.5;
let length = width + Math.random() * 0.25;
let cubeGeometry = new THREE.BoxGeometry(length, height, width);
let cube = new THREE.Mesh(cubeGeometry, defaultMaterial);
cube.applyMatrix(new THREE.Matrix4().makeTranslation(i, height / 2, j));
cubeGeometry.computeBoundingBox();
let bbox = cubeGeometry.boundingBox.clone();
bbox.applyMatrix4(cube.matrix);
scene.add(cube);
cubes[cube.uuid] = {
obj: cube, // we need to map the object
selected: false, // to some flag
bbox: bbox // and remember it's bounding box (to avoid recalculations on each mouse move)
};
}
}
// selection ribbon
var material = new THREE.LineBasicMaterial({
color: 0x900090
});
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(-1, -1, 0));
geometry.vertices.push(new THREE.Vector3(-1, 1, 0));
geometry.vertices.push(new THREE.Vector3(1, 1, 0));
geometry.vertices.push(new THREE.Vector3(1, -1, 0));
geometry.vertices.push(new THREE.Vector3(-1, -1, 0));
var line = new THREE.Line(geometry, material);
line.layers.set(1); // IMPORTANT, this goes to layer#1, everything else remains in layer#0 by default
line.visible = false;
scene.add(line);
let frustum = new THREE.Frustum();
// this helpers will visualize frustum planes,
// I keep it here for debug reasons
if (SHOW_FRUSTUM_PLANES) {
let helper0 = new THREE.PlaneHelper(frustum.planes[0], 1, 0xffff00);
scene.add(helper0);
let helper1 = new THREE.PlaneHelper(frustum.planes[1], 1, 0xffff00);
scene.add(helper1);
let helper2 = new THREE.PlaneHelper(frustum.planes[2], 1, 0xffff00);
scene.add(helper2);
let helper3 = new THREE.PlaneHelper(frustum.planes[3], 1, 0xffff00);
scene.add(helper3);
let helper4 = new THREE.PlaneHelper(frustum.planes[4], 1, 0xffff00);
scene.add(helper4);
let helper5 = new THREE.PlaneHelper(frustum.planes[5], 1, 0xffff00);
scene.add(helper5);
}
let pos0, pos1; // mouse coordinates
// You find the code for this class here: https://github.com/nmalex/three.js-helpers
var mouse = new RayysMouse(renderer, camera, controls);
// subscribe my helper class, to receive mouse coordinates
// in convenient format
mouse.subscribe(
function handleMouseDown(pos, sender) {
// make selection ribbon visible
line.visible = true;
// update ribbon shape verts to match the mouse coordinates
for (let i = 0; i < line.geometry.vertices.length; i++) {
line.geometry.vertices[i].x = sender.rawCoords.x;
line.geometry.vertices[i].y = sender.rawCoords.y;
}
geometry.verticesNeedUpdate = true;
// remember where we started
pos0 = pos.clone();
pos1 = pos.clone();
// update frustum to the current mouse coordinates
updateFrustrum(camera, pos0, pos1, frustum);
// try to select/deselect some objects
selectObjects(cubes, frustum);
},
function handleMouseMove(pos, sender) {
if (sender.mouseDown) {
line.geometry.vertices[1].y = sender.rawCoords.y;
line.geometry.vertices[2].x = sender.rawCoords.x;
line.geometry.vertices[2].y = sender.rawCoords.y;
line.geometry.vertices[3].x = sender.rawCoords.x;
geometry.verticesNeedUpdate = true;
// pos0 - where mouse down event occurred,
// pos1 - where the mouse was moved
pos1.copy(pos);
// update frustum to the current mouse coordinates
updateFrustrum(camera, pos0, pos1, frustum);
// try to select/deselect some objects
selectObjects(cubes, frustum);
}
},
function handleMouseUp(pos) {
// hide selection ribbon
line.visible = false;
}
);
var animate = function() {
requestAnimationFrame(animate);
controls.update();
// render the scene from perspective camera
// render layer#0 as camera belongs to it
renderer.render(scene, camera);
renderer.autoClear = false;
// render selection ribbon in layer#1 as ocamera belongs to it
renderer.render(scene, ocamera);
renderer.autoClear = true;
};
animate();
我在这里尝试使用鼠标拖动中的边界框绘制一个矩形,并突出显示矩形内的对象。在鼠标按下和鼠标向上时使用 box3(边界框)绘制一个矩形,并突出显示矩形(边界框)内的特定对象。我想我可以通过选择边界框内的对象来实现它们,我对此没有明确的想法。 这是 fiddle https://jsfiddle.net/mc7dxokr/
var camera, scene, renderer, mesh, material, controls;
init();
animate();
addCubes();
render();
function addCubes() {
var xDistance = 50;
var zDistance = 30;
var geometry = new THREE.BoxGeometry(10, 10, 10);
var material = new THREE.MeshBasicMaterial({ color: 0x00ff44 });
//initial offset so does not start in middle.
var xOffset = -80;
for (var i = 0; i < 4; i++) {
for (var j = 0; j < 3; j++) {
var mesh = new THREE.Mesh(geometry, material);
mesh.position.x = (xDistance * i) + xOffset;
mesh.position.z = (zDistance * j);
scene.add(mesh);
}
};
}
function init() {
// Renderer.
renderer = new THREE.WebGLRenderer();
//renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
// Add renderer to page
document.body.appendChild(renderer.domElement);
// Create camera.
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 100;
// Add controls
controls = new THREE.TrackballControls(camera);
controls.addEventListener('change', render);
controls.enabled = false;
// Create scene.
scene = new THREE.Scene();
// Create ambient light and add to scene.
var light = new THREE.AmbientLight(0x404040); // soft white light
scene.add(light);
// Create directional light and add to scene.
var directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(1, 1, 1).normalize();
scene.add(directionalLight);
// Add listener for window resize.
window.addEventListener('resize', onWindowResize, false);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
}
function render() {
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
controls.handleResize();
}
在 3D 上渲染矩形带的两种方法是:
<div>
元素覆盖 webgl canvas(此处显示 http://output.jsbin.com/tamoce/3/)- three.js 从 OrthographicCamera 渲染的线(将在我下面的回答中呈现)
演示: http://jsfiddle.net/mmalex/40ucrd8g/
什么是Frustum, and how it works: https://www.youtube.com/watch?v=KyTaxN2XUyQ
你会在这里找到完整的解决方案,按照我在代码中的评论:
// this is the core of the solution,
// it builds the Frustum object by given camera and mouse coordinates
function updateFrustrum(camera, mousePos0, mousePos1, frustum) {
let pos0 = new THREE.Vector3(Math.min(mousePos0.x, mousePos1.x), Math.min(mousePos0.y, mousePos1.y));
let pos1 = new THREE.Vector3(Math.max(mousePos0.x, mousePos1.x), Math.max(mousePos0.y, mousePos1.y));
// build near and far planes first
{
// camera direction IS normal vector for near frustum plane
// say - plane is looking "away" from you
let cameraDir = new THREE.Vector3();
camera.getWorldDirection(cameraDir);
// INVERTED! camera direction becomes a normal vector for far frustum plane
// say - plane is "facing you"
let cameraDirInv = cameraDir.clone().negate();
// calc the point that is in the middle of the view, and lies on the near plane
let cameraNear = camera.position.clone().add(cameraDir.clone().multiplyScalar(camera.near));
// calc the point that is in the middle of the view, and lies on the far plane
let cameraFar = camera.position.clone().add(cameraDir.clone().multiplyScalar(camera.far));
// just build near and far planes by normal+point
frustum.planes[0].setFromNormalAndCoplanarPoint(cameraDir, cameraNear);
frustum.planes[1].setFromNormalAndCoplanarPoint(cameraDirInv, cameraFar);
}
// next 4 planes (left, right, top and bottom) are built by 3 points:
// camera postion + two points on the far plane
// each time we build a ray casting from camera through mouse coordinate,
// and finding intersection with far plane.
//
// To build a plane we need 2 intersections with far plane.
// This is why mouse coordinate will be duplicated and
// "adjusted" either in vertical or horizontal direction
// build frustrum plane on the left
if (true) {
let ray = new THREE.Ray();
ray.origin.setFromMatrixPosition(camera.matrixWorld);
// Here's the example, - we take X coordinate of a mouse, and Y we set to -0.25 and 0.25
// values do not matter here, - important that ray will cast two different points to form
// the vertically aligned frustum plane.
ray.direction.set(pos0.x, -0.25, 1).unproject(camera).sub(ray.origin).normalize();
let far1 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far1);
ray.origin.setFromMatrixPosition(camera.matrixWorld);
// Same as before, making 2nd ray
ray.direction.set(pos0.x, 0.25, 1).unproject(camera).sub(ray.origin).normalize();
let far2 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far2);
frustum.planes[2].setFromCoplanarPoints(camera.position, far1, far2);
}
// build frustrum plane on the right
if (true) {
let ray = new THREE.Ray();
ray.origin.setFromMatrixPosition(camera.matrixWorld);
ray.direction.set(pos1.x, 0.25, 1).unproject(camera).sub(ray.origin).normalize();
let far1 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far1);
ray.origin.setFromMatrixPosition(camera.matrixWorld);
ray.direction.set(pos1.x, -0.25, 1).unproject(camera).sub(ray.origin).normalize();
let far2 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far2);
frustum.planes[3].setFromCoplanarPoints(camera.position, far1, far2);
}
// build frustrum plane on the top
if (true) {
let ray = new THREE.Ray();
ray.origin.setFromMatrixPosition(camera.matrixWorld);
ray.direction.set(0.25, pos0.y, 1).unproject(camera).sub(ray.origin).normalize();
let far1 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far1);
ray.origin.setFromMatrixPosition(camera.matrixWorld);
ray.direction.set(-0.25, pos0.y, 1).unproject(camera).sub(ray.origin).normalize();
let far2 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far2);
frustum.planes[4].setFromCoplanarPoints(camera.position, far1, far2);
}
// build frustrum plane on the bottom
if (true) {
let ray = new THREE.Ray();
ray.origin.setFromMatrixPosition(camera.matrixWorld);
ray.direction.set(-0.25, pos1.y, 1).unproject(camera).sub(ray.origin).normalize();
let far1 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far1);
ray.origin.setFromMatrixPosition(camera.matrixWorld);
ray.direction.set(0.25, pos1.y, 1).unproject(camera).sub(ray.origin).normalize();
let far2 = new THREE.Vector3();
ray.intersectPlane(frustum.planes[1], far2);
frustum.planes[5].setFromCoplanarPoints(camera.position, far1, far2);
}
}
// checks if object is inside of given frustum,
// and updates the object material accordingly
function selectObjects(objects, frustum) {
// each object in array here is essentially a record:
// {
// obj: scene object,
// selected: flag,
// bbox: object's bounding box in world coordinates
// }
for (let key of Object.keys(objects)) {
// three.js Frustum can not intersect meshes,
// it can only intersect boxes, spheres (mainly for performance reasons)
// TODO: // to make it precisely work with complex meshes,
// Frustum needs to check Sphere, Box, and then iterate
// throuh mesh vertices array (well, I know, this will be slow)
if (frustum.intersectsBox(objects[key].bbox)) {
if (!objects[key].selected) {
objects[key].obj.material = selectedMaterial;
}
objects[key].selected = true;
} else {
if (objects[key].selected) {
objects[key].obj.material = defaultMaterial;
}
objects[key].selected = false;
}
}
}
// == three.js routine starts here ==
// nothing special, just creating a scene
const SHOW_FRUSTUM_PLANES = false;
var renderer;
var controls;
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(54, window.innerWidth / window.innerHeight, 1, 100);
camera.position.x = 5;
camera.position.y = 5;
camera.position.z = 5;
camera.lookAt(0, 0, 0);
// this camera is used to render selection ribbon
var ocamera = new THREE.OrthographicCamera(window.innerWidth / -2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / -2, 0.1, 1000);
scene.add(ocamera);
ocamera.position.x = 0;
ocamera.position.y = 0;
ocamera.position.z = 100; // this does not matter, just far away
ocamera.lookAt(0, 0, 0);
// IMPORTANT, camera and ribbon are in layer#1,
// Here we render by layers, from two different cameras
ocamera.layers.set(1);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setClearColor(new THREE.Color(0xf9f9f9));
document.body.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera); // not used, just abandoned it here
// add some lights
var spotLight = new THREE.SpotLight(0xffffff, 2.5, 25, Math.PI / 4);
spotLight.position.set(4, 10, 7);
scene.add(spotLight);
var size = 6;
var divisions = 6;
var gridHelper = new THREE.GridHelper(size, divisions);
scene.add(gridHelper);
// this material is used for normal object state
var defaultMaterial = new THREE.MeshPhongMaterial({
color: 0x90a090
});
// this material is used for selected object state
var selectedMaterial = new THREE.MeshPhongMaterial({
color: 0x20ff20
});
var cubes = {};
// generate some random cubes
for (let i = -2; i <= 2; i++) {
for (let j = -2; j <= 2; j++) {
let width = 0.25 + Math.random() * 0.25;
let height = 0.25 + Math.random() * 0.5;
let length = width + Math.random() * 0.25;
let cubeGeometry = new THREE.BoxGeometry(length, height, width);
let cube = new THREE.Mesh(cubeGeometry, defaultMaterial);
cube.applyMatrix(new THREE.Matrix4().makeTranslation(i, height / 2, j));
cubeGeometry.computeBoundingBox();
let bbox = cubeGeometry.boundingBox.clone();
bbox.applyMatrix4(cube.matrix);
scene.add(cube);
cubes[cube.uuid] = {
obj: cube, // we need to map the object
selected: false, // to some flag
bbox: bbox // and remember it's bounding box (to avoid recalculations on each mouse move)
};
}
}
// selection ribbon
var material = new THREE.LineBasicMaterial({
color: 0x900090
});
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(-1, -1, 0));
geometry.vertices.push(new THREE.Vector3(-1, 1, 0));
geometry.vertices.push(new THREE.Vector3(1, 1, 0));
geometry.vertices.push(new THREE.Vector3(1, -1, 0));
geometry.vertices.push(new THREE.Vector3(-1, -1, 0));
var line = new THREE.Line(geometry, material);
line.layers.set(1); // IMPORTANT, this goes to layer#1, everything else remains in layer#0 by default
line.visible = false;
scene.add(line);
let frustum = new THREE.Frustum();
// this helpers will visualize frustum planes,
// I keep it here for debug reasons
if (SHOW_FRUSTUM_PLANES) {
let helper0 = new THREE.PlaneHelper(frustum.planes[0], 1, 0xffff00);
scene.add(helper0);
let helper1 = new THREE.PlaneHelper(frustum.planes[1], 1, 0xffff00);
scene.add(helper1);
let helper2 = new THREE.PlaneHelper(frustum.planes[2], 1, 0xffff00);
scene.add(helper2);
let helper3 = new THREE.PlaneHelper(frustum.planes[3], 1, 0xffff00);
scene.add(helper3);
let helper4 = new THREE.PlaneHelper(frustum.planes[4], 1, 0xffff00);
scene.add(helper4);
let helper5 = new THREE.PlaneHelper(frustum.planes[5], 1, 0xffff00);
scene.add(helper5);
}
let pos0, pos1; // mouse coordinates
// You find the code for this class here: https://github.com/nmalex/three.js-helpers
var mouse = new RayysMouse(renderer, camera, controls);
// subscribe my helper class, to receive mouse coordinates
// in convenient format
mouse.subscribe(
function handleMouseDown(pos, sender) {
// make selection ribbon visible
line.visible = true;
// update ribbon shape verts to match the mouse coordinates
for (let i = 0; i < line.geometry.vertices.length; i++) {
line.geometry.vertices[i].x = sender.rawCoords.x;
line.geometry.vertices[i].y = sender.rawCoords.y;
}
geometry.verticesNeedUpdate = true;
// remember where we started
pos0 = pos.clone();
pos1 = pos.clone();
// update frustum to the current mouse coordinates
updateFrustrum(camera, pos0, pos1, frustum);
// try to select/deselect some objects
selectObjects(cubes, frustum);
},
function handleMouseMove(pos, sender) {
if (sender.mouseDown) {
line.geometry.vertices[1].y = sender.rawCoords.y;
line.geometry.vertices[2].x = sender.rawCoords.x;
line.geometry.vertices[2].y = sender.rawCoords.y;
line.geometry.vertices[3].x = sender.rawCoords.x;
geometry.verticesNeedUpdate = true;
// pos0 - where mouse down event occurred,
// pos1 - where the mouse was moved
pos1.copy(pos);
// update frustum to the current mouse coordinates
updateFrustrum(camera, pos0, pos1, frustum);
// try to select/deselect some objects
selectObjects(cubes, frustum);
}
},
function handleMouseUp(pos) {
// hide selection ribbon
line.visible = false;
}
);
var animate = function() {
requestAnimationFrame(animate);
controls.update();
// render the scene from perspective camera
// render layer#0 as camera belongs to it
renderer.render(scene, camera);
renderer.autoClear = false;
// render selection ribbon in layer#1 as ocamera belongs to it
renderer.render(scene, ocamera);
renderer.autoClear = true;
};
animate();