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JavaScript

import * as THREE from 'https://cdn.skypack.dev/three@0.136.0/build/three.module.js';
export const state = {
width: 300, // canvas default
height: 150, // canvas default
};
export const pickPosition = { x: 0, y: 0 };
export function init( data ) { // eslint-disable-line no-unused-vars
const { canvas } = data;
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
state.width = canvas.width;
state.height = canvas.height;
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 100;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.z = 4;
const scene = new THREE.Scene();
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.DirectionalLight( color, intensity );
light.position.set( - 1, 2, 4 );
scene.add( light );
}
const boxWidth = 1;
const boxHeight = 1;
const boxDepth = 1;
const geometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );
function makeInstance( geometry, color, x ) {
const material = new THREE.MeshPhongMaterial( {
color,
} );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
cube.position.x = x;
return cube;
}
const cubes = [
makeInstance( geometry, 0x44aa88, 0 ),
makeInstance( geometry, 0x8844aa, - 2 ),
makeInstance( geometry, 0xaa8844, 2 ),
];
class PickHelper {
constructor() {
this.raycaster = new THREE.Raycaster();
this.pickedObject = null;
this.pickedObjectSavedColor = 0;
}
pick( normalizedPosition, scene, camera, time ) {
// restore the color if there is a picked object
if ( this.pickedObject ) {
this.pickedObject.material.emissive.setHex( this.pickedObjectSavedColor );
this.pickedObject = undefined;
}
// cast a ray through the frustum
this.raycaster.setFromCamera( normalizedPosition, camera );
// get the list of objects the ray intersected
const intersectedObjects = this.raycaster.intersectObjects( scene.children );
if ( intersectedObjects.length ) {
// pick the first object. It's the closest one
this.pickedObject = intersectedObjects[ 0 ].object;
// save its color
this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
// set its emissive color to flashing red/yellow
this.pickedObject.material.emissive.setHex( ( time * 8 ) % 2 > 1 ? 0xFFFF00 : 0xFF0000 );
}
}
}
const pickHelper = new PickHelper();
function resizeRendererToDisplaySize( renderer ) {
const canvas = renderer.domElement;
const width = state.width;
const height = state.height;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
}
function render( time ) {
time *= 0.001;
if ( resizeRendererToDisplaySize( renderer ) ) {
camera.aspect = state.width / state.height;
camera.updateProjectionMatrix();
}
cubes.forEach( ( cube, ndx ) => {
const speed = 1 + ndx * .1;
const rot = time * speed;
cube.rotation.x = rot;
cube.rotation.y = rot;
} );
pickHelper.pick( pickPosition, scene, camera, time );
renderer.render( scene, camera );
requestAnimationFrame( render );
}
requestAnimationFrame( render );
}