Threejs gltfLoader 使模型可点击

Threejs gltfLoader make model clickable

我是 threejs 的新手,现在正在努力使这项工作自 ....

我正在将带有映射 (jpg) 的 GLTF 加载到 threejs 中。

我找不到使加载的模型可点击的方法。

你能展示一下,如何让这个模型可以点击(单击或双击并触摸) 并调用一个 js 函数 ?

这是我的场景:

threejs-model-link

function sendMail() {
    //$('#myModal').modal('show');
    alert('click');
}

import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r127/build/three.module.js';
import {OrbitControls} from 'https://threejsfundamentals.org/threejs/resources/threejs/r127/examples/jsm/controls/OrbitControls.js';
import {GLTFLoader} from 'https://threejsfundamentals.org/threejs/resources/threejs/r127/examples/jsm/loaders/GLTFLoader.js';

let model;
let object = new THREE.Object3D();
let raycaster, mouse,  intersects, gltfobject;

function main() {
    
    const canvas = document.querySelector('#c');
    const renderer = new THREE.WebGLRenderer({canvas , antialias: true});

    const fov = 60;
    const aspect = 1;  // the canvas default
    const near = 0.6;
    const far = 1200;
    const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
    camera.position.set(0, 10, 20);

    const controls = new OrbitControls(camera, canvas);
    controls.target.set(0, 5, 0);
    controls.update();

    const scene = new THREE.Scene();
    scene.background = new THREE.Color('black');

    //raycaster = new THREE.Raycaster();
    //mouse = new THREE.Vector2();
    //let pickableMeshes = [];


    
    {
        const skyColor = 0xB1E1FF;  // light blue
        const groundColor = 0xFFFFFF;  // brownish orange
        const intensity = 0.9;
        const light = new THREE.HemisphereLight(skyColor, groundColor, intensity);
        scene.add(light);
    }

    {
        const color = 0xFFFFFF;
        const intensity = 0.3;
        const light = new THREE.DirectionalLight(color, intensity);
        light.position.set(5, 10, 2);
        scene.add(light);
        scene.add(light.target);
    }

    function frameArea(sizeToFitOnScreen, boxSize, boxCenter, camera) {
        
        const halfSizeToFitOnScreen = sizeToFitOnScreen * 0.5;
        const halfFovY = THREE.MathUtils.degToRad(camera.fov * .5);
        const distance = halfSizeToFitOnScreen / Math.tan(halfFovY);
        // compute a unit vector that points in the direction the camera is now
        // in the xz plane from the center of the box
        const direction = (new THREE.Vector3())
        .subVectors(camera.position, boxCenter)
        .multiply(new THREE.Vector3(1, 0, 1))
        .normalize();

        // move the camera to a position distance units way from the center
        // in whatever direction the camera was from the center already
        camera.position.copy(direction.multiplyScalar(distance).add(boxCenter));

        // pick some near and far values for the frustum that
        // will contain the box.
        camera.near = boxSize / 100;
        camera.far = boxSize * 100;

        camera.updateProjectionMatrix();

        // point the camera to look at the center of the box
        camera.lookAt(boxCenter.x, boxCenter.y, boxCenter.z);
    }
    
    window.addEventListener('resize', () => {
        renderer.setSize(window.innerWidth, window.innerHeight); // Update size
        camera.aspect = window.innerWidth / window.innerHeight; // Update aspect ratio
        camera.updateProjectionMatrix(); // Apply changes
    });

    {

        const gltfLoader = new GLTFLoader();

        gltfLoader.load('my_test_id_card_app.gltf', (gltf) => {
            
            const root = gltf.scene;
            scene.add(root);


            // compute the box that contains all the stuff
            // from root and below
            const box = new THREE.Box3().setFromObject(root);
            const boxSize = box.getSize(new THREE.Vector3()).length();
            const boxCenter = box.getCenter(new THREE.Vector3());

            // set the camera to frame the box
            frameArea(boxSize * 2, boxSize, boxCenter, camera);

            scene.rotation.z = 20;
            //scene.rotation.x -= 0.002;
            scene.rotation.y = 20;

            // update the Trackball controls to handle the new size
            controls.maxDistance = boxSize * 10;
            controls.target.copy(boxCenter);
            controls.update();
        });

    }

    
    

    function resizeRendererToDisplaySize(renderer) {
        const canvas = renderer.domElement;
        const width = canvas.clientWidth;
        const height = canvas.clientHeight;
        const needResize = canvas.width !== width || canvas.height !== height;
        if (needResize) {
            renderer.setSize(width, height, false);
        }
        return needResize;
    }

    function render() {
        if (resizeRendererToDisplaySize(renderer)) {
        const canvas = renderer.domElement;
        camera.aspect = canvas.clientWidth / canvas.clientHeight;
        camera.updateProjectionMatrix();
    }

    renderer.setPixelRatio(window.devicePixelRatio);

    // Update trackball controls
    controls.update();

    // Constantly rotate box
    scene.rotation.z -= 0.002;
    scene.rotation.x -= 0.004;
    scene.rotation.y -= 0.006;

    renderer.render(scene, camera);

    requestAnimationFrame(render);
    }

  requestAnimationFrame(render);
}


    

main();

您需要使用像 pointerup 这样的指针事件,然后像您已经尝试过的那样使用 Raycaster

这是相关代码:

renderer.domElement.addEventListener('pointerup', (event) => {
    mouse.x = (event.clientX / renderer.domElement.clientWidth - renderer.domElement.getBoundingClientRect().x) * 2 - 1;
    mouse.y = -(event.clientY / renderer.domElement.clientHeight + renderer.domElement.getBoundingClientRect().y) * 2 + 1;
    
    console.log(mouse.x, mouse.y);

    raycaster.setFromCamera(mouse, camera);

    const intersects = raycaster.intersectObjects(scene.children, true);

    if (intersects.length > 0) {
      console.log("Model clicked.")
    }
});

基于此ThreeJS example

首先我们需要将鼠标坐标映射到(1,1) (1, -1) (-1, -1) 和(-1, 1)之间的矩形。

然后我们将映射的鼠标坐标用于 setFromCamera 光线投射器。

之后使用光线投射器找到与光线相交的所有对象raycaster.intersectObjects(scene.children, true)。请注意,recursiveintersectObjects 中设置为 true,因为我们还想检测对嵌套对象的点击。

最后是完整的JSFiddle