Three.js将鼠标控制限制并缩放到画布大小 [英] Three.js limit and scale mouse controls to canvas size

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问题描述

我一直在玩Three.js一段时间,我正在处理鼠标拖动方式与three.js的可拖动立方体示例相同,使用轨迹球控制来操作相机,但这些控件两者似乎都假设我将整个浏览器窗口用于我的应用程序。

有没有办法将这些鼠标控件扩展(并限制)到我的画布?

I've been playing around with Three.js for a little while, I'm currently handling mouse dragging the same way as in the draggable cubes example of three.js, with Trackball Controls to operate the camera, however these controls both seem to work on the assumption that I use the whole browser window for my application.
Is there any way to scale (and restrict) these mouse controls to my canvas?

编辑:
这是一个代码示例,显示拖动对象的鼠标事件(它实际上与three.js的examples目录中提供的示例非常相似,但我应用了uhura的代码)

Here is a code sample showing the mouse events for dragging objects (it's actually pretty much identical to the example provided in three.js' examples directory, but I applied uhura's code)

`//Called when cursor is moved, drags object if one is selected
        function onDocumentMouseMove( event ) {

            event.preventDefault();

            //mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
            //mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

            mouse.x = cursorPositionInCanvas( renderer.domElement, event )[0];
            mouse.y = cursorPositionInCanvas( renderer.domElement, event )[1];

            var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 );
            projector.unprojectVector( vector, camera );
            var raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );

            if ( SELECTED ) {
                var intersects = raycaster.intersectObject( plane );
                SELECTED.position.copy( intersects[ 0 ].point.sub( offset ) );
                return;
            }

            var intersects = raycaster.intersectObjects( objects );

            if ( intersects.length > 0 ) {
                if ( INTERSECTED != intersects[ 0 ].object ) {
                    INTERSECTED = intersects[ 0 ].object;
                    plane.position.copy( INTERSECTED.position );
                    plane.lookAt( camera.position );
                }
            } 
            else {
                INTERSECTED = null;
            }               

        }

        //Called when user clicks, selects object if mouse is over it and disables trackball controls
        function onDocumentMouseDown( event ) {

            event.preventDefault();

            var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 );
            projector.unprojectVector( vector, camera );
            var raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
            var intersects = raycaster.intersectObjects( objects );
            if ( intersects.length > 0 ) {
                controls.enabled = false;

                SELECTED = intersects[ 0 ].object;
                var intersects = raycaster.intersectObject( plane );
                offset.copy( intersects[ 0 ].point ).sub( plane.position );
            }

        }

        //Called when user releases mouse button, deselects any selected objects and re-enables trackball controls
        function onDocumentMouseUp( event ) {

            event.preventDefault();

            controls.enabled = true;
            if ( INTERSECTED ) {
                plane.position.copy( INTERSECTED.position );

                SELECTED = null;
            }

        }

        function cursorPositionInCanvas(canvas, event) {
            var x, y;

            canoffset = $(canvas).offset();
            x = event.clientX + document.body.scrollLeft + document.documentElement.scrollLeft - Math.floor(canoffset.left);
            y = event.clientY + document.body.scrollTop + document.documentElement.scrollTop - Math.floor(canoffset.top) + 1;
            return [x,y];
        }`


推荐答案

使用jQuery:

function cursorPositionInCanvas(canvas, event) {
                var x, y;

                canoffset = $(canvas).offset();
                x = event.clientX + document.body.scrollLeft + document.documentElement.scrollLeft - Math.floor(canoffset.left);
                y = event.clientY + document.body.scrollTop + document.documentElement.scrollTop - Math.floor(canoffset.top) + 1;

                return [x,y];
    }

Javascript解决方案

其他

更新:

mouse.x = (cursorPositionInCanvas( renderer.domElement, event )[0]) / $(canvas).width()) * 2 - 1;
mouse.y = - (cursorPositionInCanvas( renderer.domElement, event )[1])/ $(canvas).height()) * 2 + 1;

这篇关于Three.js将鼠标控制限制并缩放到画布大小的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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