如何在THREE.js中获取CLICKED元素 [英] how to Get CLICKED element in THREE.js

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本文介绍了如何在THREE.js中获取CLICKED元素的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我在画布上使用THREE.js,



有很多元素,它们可能会相互覆盖。



如此现在,当点击一个点,

我怎么能得到那个元素?



更新:大家好,这个演示有很多帮助:
http://mrdoob.github.com/three.js/examples/canvas_interactive_cubes.html

解决方案

使用下面的代码。这将允许您添加单击事件,并在发生这种情况时执行您需要的操作。你可以查看页面的源代码,看看他们在做什么,哪些是我从这里获得的代码。

  document.addEventListener ('mousedown',onDocumentMouseDown,false); 

var projector = new THREE.Projector();

函数onDocumentMouseDown(event){

event.preventDefault();

var vector = new THREE.Vector3(
(event.clientX / window.innerWidth)* 2 - 1,
- (event.clientY / window.innerHeight)* 2 + 1,
0.5
);
projector.unprojectVector(vector,camera);

var ray = new THREE.Ray(camera.position,
vector.subSelf(camera.position).normalize());

var intersects = ray.intersectObjects(objects);

if(intersects.length> 0){

intersects [0] .object.materials [0] .color.setHex(Math.random()* 0xffffff) ;

var particle = new THREE.Particle(particleMaterial);
particle.position = intersects [0] .point;
particle.scale.x = particle.scale.y = 8;
scene.add(particle);



$ b //解析所有面
(相交的var i){
intersects [i]。 face.material [0] .color
.setHex(Math.random()* 0xffffff | 0x80000000);
}
* /
}


I have many elements in the canvas using THREE.js,

they may be override with each others.

so now, when click on a point,

how can i get that very element?

update: guys, this demo helps a lot: http://mrdoob.github.com/three.js/examples/canvas_interactive_cubes.html

解决方案

Use the following code. This will allow you to add a click event and do what you need to when that happens. You can view the source of the page to see what they are doing which is were I got this code from.

document.addEventListener( 'mousedown', onDocumentMouseDown, false );

var projector = new THREE.Projector();

function onDocumentMouseDown( event ) {

    event.preventDefault();

    var vector = new THREE.Vector3(
        ( event.clientX / window.innerWidth ) * 2 - 1,
      - ( event.clientY / window.innerHeight ) * 2 + 1,
        0.5
    );
    projector.unprojectVector( vector, camera );

    var ray = new THREE.Ray( camera.position, 
                             vector.subSelf( camera.position ).normalize() );

    var intersects = ray.intersectObjects( objects );

    if ( intersects.length > 0 ) {

        intersects[ 0 ].object.materials[ 0 ].color.setHex( Math.random() * 0xffffff );

        var particle = new THREE.Particle( particleMaterial );
        particle.position = intersects[ 0 ].point;
        particle.scale.x = particle.scale.y = 8;
        scene.add( particle );

    }

    /*
    // Parse all the faces
    for ( var i in intersects ) {
        intersects[ i ].face.material[ 0 ].color
            .setHex( Math.random() * 0xffffff | 0x80000000 );
    }
    */
}

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