threejs 之 复制删除正方体 原

2019-05-31 10:26:48 浏览数 (1)

这是threejs官方的一个例子webgl_interactive_voxelpainter.html  查看效果 查看效果

红色的正方体随着鼠标的移动而移动,单击时会创建另一个正方体,按住shift单击会删除点击的正方体。

主要用到的知识点

1、设置物体的位置为射线与物体相交的位置,并且把物体的位置设置到网格中心且高度全部在网格的上面

代码语言:javascript复制
rollOverMesh.position.copy(intersect.point).add(intersect.face.normal)
rollOverMesh.position.divideScalar(50).floor().multiplyScalar(50).addScalar(25)

完整的代码:

代码语言:javascript复制
<script src="../dist/js/three.js"></script>
<script src="../dist/js/WebGL.js"></script>
    <script>
    if (WEBGL.isWebGLAvailable() === false) {
        document.body.appendChild(WEBGL.getWebGLErrorMessage());
    }

    var camera, scene, renderer;
    var plane, cube;
    var mouse, raycaster, isShiftDown = false;

    var rollOverMesh, rollOverMaterial;
    var cubeGeo, cubeMaterial;
    var objects = [];
    var width, height;
    init();
    render();

    function init() {
        var container = document.getElementById('canvasWrap')
        width = document.getElementById('canvasWrap').clientWidth;
        height = document.getElementById('canvasWrap').clientHeight;
        camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000);
        camera.position.set(150, 350, 1000); //position(0,300,1000) 中间的线会不显示
        camera.lookAt(0, 0, 0);

        scene = new THREE.Scene();
        scene.background = new THREE.Color(0xf0f0f0);

        //roll-over helpers
        var rollOverGeo = new THREE.BoxBufferGeometry(50, 50, 50);
        rollOverMaterial = new THREE.MeshBasicMaterial({ color: 0xff0000, opacity: 0.5, transparent: true })
        rollOverMesh = new THREE.Mesh(rollOverGeo, rollOverMaterial);
        rollOverMesh.position.set(0, 25, 0)
        //console.log(rollOverMesh)
        scene.add(rollOverMesh);

        //cubes
        cubeGeo = new THREE.BoxBufferGeometry(50, 50, 50);
        cubeMaterial = new THREE.MeshLambertMaterial({ color: 0xfeb74c, map: new THREE.TextureLoader().load("../dist/textures/square-outline-textured.png") });
        var voxel = new THREE.Mesh(cubeGeo, cubeMaterial);
        voxel.position.set(500, 500, 0)
        console.log(voxel)
        //grid
        var gridHelper = new THREE.GridHelper(1000, 20, "red", "green");
        //gridHelper.position.set(0,-50,0)
        //console.log(gridHelper)
        scene.add(gridHelper)

        //raycaster
        raycaster = new THREE.Raycaster();
        mouse = new THREE.Vector2();

        var geometry = new THREE.PlaneBufferGeometry(1000, 1000)
        geometry.rotateX(-Math.PI / 2);

        plane = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial({ visible: true }));
        //plane.position.set(0,-50,0)
        //console.log(plane)
        scene.add(plane);
        objects.push(plane);

        // lights
        var ambientLight = new THREE.AmbientLight(0x606060);
        scene.add(ambientLight);

        var directionalLight = new THREE.DirectionalLight(0xf3821e);
        //向量坐标都除于向量的长度
        //{1,2,3},长度是√1² 2² 3²=√14
        //标准化之后是
        //{1/√14,2/√14,3/√14}
        //新向量的长度恰好为1
        //directionalLight.position.set(1,0.75,0.5); //.normalize()好像不用也没看出啥区别
        directionalLight.position.set(100, 300, 300) //.normalize(); //设置平行光方向,normalize()正则化,变为单位向量
        scene.add(directionalLight);

        renderer = new THREE.WebGLRenderer({ antialias: true });
        renderer.setPixelRatio(window.devicePixelRatio);
        renderer.setSize(width, height);
        container.appendChild(renderer.domElement);

        document.addEventListener("mousemove", onDocumentMouseMove, false);
        document.addEventListener("mousedown", onDocumentMouseDown, false);
        document.addEventListener("keydown", onDocumentKeyDown, false);
        document.addEventListener("keyup", onDocumentKeyUp, false);

        window.addEventListener("resize", onWindowResize, false);


    }


    function onWindowResize(event) {
        camera.aspect = width / height;
        camera.updateProjectionMatrix();
        renderer.setSize(width, height);
    }

    function onDocumentMouseMove(event) {
        event.preventDefault();
        //转换坐标至(-1,1)范围
        mouse.set((event.layerX / width) * 2 - 1, -(event.layerY / height) * 2   1);

        raycaster.setFromCamera(mouse, camera);
        var intersects = raycaster.intersectObjects(objects);
        if (intersects.length > 0) {
            var intersect = intersects[0];
            rollOverMesh.position.copy(intersect.point).add(intersect.face.normal)
            rollOverMesh.position.divideScalar(50).floor().multiplyScalar(50).addScalar(25)
        }
        render();
    }

    function onDocumentMouseDown(event) {
        event.preventDefault();
        mouse.set((event.layerX / width) * 2 - 1, -(event.layerY / height) * 2   1);
        raycaster.setFromCamera(mouse, camera);
        var intersects = raycaster.intersectObjects(objects);
        if (intersects.length > 0) {
            var intersect = intersects[0];
            //delete cube
            if (isShiftDown) {
                if (intersect.object !== plane) {
                    scene.remove(intersect.object);
                    objects.splice(objects.indexOf(intersect.object), 1)
                }
                // create cube
            } else {
                var voxel = new THREE.Mesh(cubeGeo, cubeMaterial);
                voxel.position.copy(intersect.point).add(intersect.face.normal);
                //.divideScalar ( s : Float )将该向量除以标量S
                //.multiplyScalar ( s : Float )将该向量与所传入的标量s进行相乘。
                //.floor () 向量的分量向下取整为最接近的整数值。
                //addScalar(s:Float)将传入的标量S和这个向量的X值、Y值以及Z值相加
                //下面重新设置position的目的是移动的方块的中心在网格的中心,Y轴为25
                voxel.position.divideScalar(50).floor().multiplyScalar(50).addScalar(25);
                scene.add(voxel);
                objects.push(voxel)
            }
            render()

        }
    }


    function onDocumentKeyDown(event) {
        switch (event.keyCode) {
            case 16:
                isShiftDown = true;
                break;
        }
    }

    function onDocumentKeyUp(event) {
        switch (event.keyCode) {
            case 16:
                isShiftDown = false;
                break;
        }
    }

    function render() {
        renderer.render(scene, camera);
    }
    </script>

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