Raycasting And Container In Three.js
I have been struggling with issues concerning raycasting on small circlegeometries on a sphere. I know raycasting can't be done with sprites and this is why I use circlegeometries,
Solution 1:
The formula used to compute intersections wasn't the good one, here is the one that works :
mouse.x = ( ( event.clientX - renderer.domElement.offsetLeft ) / renderer.domElement.width ) * 2 - 1;mouse.y = - ( ( event.clientY - renderer.domElement.offsetTop ) / renderer.domElement.height ) * 2 + 1;
mouse x and y have slightly changed from the examples you can get, and are now fine.
var vector = new THREE.Vector3(mouse.x, mouse.y, 0.5);
projector.unprojectVector(vector, camera);
var ray = new THREE.Raycaster(camera.position, vector.sub(
camera.position).normalize());
var intersects = ray.intersectObjects(objects);
if ( intersects.length > 0 ) {
//do something
}
Solution 2:
if you looking for some thing like this....Your code might need little changes... check this link http://jsfiddle.net/ebeit303/rjJ6q/
// standard global variablesvar container, scene, camera, renderer, controls, stats;
varclock=newTHREE.Clock();
// custom global variablesvartargetList= [];
var projector, mouse = { x: 0, y: 0 };
init();
animate();
// FUNCTIONS
function init()
{
// SCENE
scene = newTHREE.Scene();
// CAMERAvarSCREEN_WIDTH= window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
varVIEW_ANGLE=45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 100000;
camera = newTHREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(600,0,-1200);
camera.lookAt(scene.position);
// RENDERER
renderer = newTHREE.CanvasRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById( 'ThreeJS' );
container.appendChild( renderer.domElement );
// EVENTS// CONTROLS // this material causes a mesh to use colors assigned to facesvarfaceColorMaterial=newTHREE.MeshBasicMaterial(
{ color: 0xffffff, vertexColors: THREE.FaceColors } );
varsphereGeometry=newTHREE.SphereGeometry( 500, 64, 64 );
for ( vari=0; i < sphereGeometry.faces.length; i++ )
{
face = sphereGeometry.faces[ i ];
face.color.setRGB( 0, 0, 0.8 * Math.random() + 0.2 );
}
varsphere=newTHREE.Mesh( sphereGeometry, faceColorMaterial );
sphere.rotation.set(0, 14.5, 0);
scene.add(sphere);
//targetList.push(sphere);var j=0;
for (vari=0; i<100;i+=5){
//var circle = new THREE.CubeGeometry(5,5,5);varcircle=newTHREE.CircleGeometry(5, 8, 0, Math.PI * 2);
//THREE.GeometryUtils.triangulateQuads(circle);varcircleMaterial=newTHREE.MeshBasicMaterial({color: 0xDEF2EF});
circleMaterial.side = THREE.DoubleSide;
varmesh=newTHREE.Mesh(circle, circleMaterial);
varAlon= i - 90;
varAlat= j;
varAphi= Math.PI/2 - Alat * Math.PI / 180;
varAtheta=2 * Math.PI - Alon * Math.PI / 180;
mesh.position.x = Math.sin(Aphi) * Math.cos(Atheta) * (501);
mesh.position.y = Math.cos(Aphi) * (501);
mesh.position.z = Math.sin(Aphi) * Math.sin(Atheta) * (501);
mesh.verticesNeedUpdate = true;
mesh.lookAt( sphere.position );
sphere.add(mesh);
targetList.push(mesh);
j++;
}
// initialize object to perform world/screen calculations
projector = newTHREE.Projector();
// when the mouse moves, call the given function
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
}
function onDocumentMouseDown( event )
{
// update the mouse variable
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
varvector=newTHREE.Vector3( mouse.x, mouse.y, 1 );
projector.unprojectVector( vector, camera );
varray=newTHREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
varintersects= ray.intersectObjects( targetList );
if ( intersects.length > 0 )
{
intersects[ 0 ].object.material.color.setRGB( 0.8 * Math.random() + 0.2,
0.8 * Math.random() + 0.2,
0.8 * Math.random() + 0.2 );
}
}
function animate()
{
requestAnimationFrame( animate );
render();
}
function render()
{
renderer.render( scene, camera );
}
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