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earthquake_3d_viewer_front/three/manual/examples/webxr-look-to-select-w-curs...

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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - WebXR - Look to Select w/cursor</title>
<style>
html, body {
height: 100%;
margin: 0;
}
#c {
width: 100%;
height: 100%;
display: block;
}
</style>
</head>
<body>
<canvas id="c"></canvas>
</body>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js",
"three/addons/": "../../examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { VRButton } from 'three/addons/webxr/VRButton.js';
function main() {
const canvas = document.querySelector( '#c' );
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
renderer.xr.enabled = true;
document.body.appendChild( VRButton.createButton( renderer ) );
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 50;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.set( 0, 1.6, 0 );
const scene = new THREE.Scene();
{
const loader = new THREE.CubeTextureLoader();
const texture = loader.load( [
'resources/images/grid-1024.png',
'resources/images/grid-1024.png',
'resources/images/grid-1024.png',
'resources/images/grid-1024.png',
'resources/images/grid-1024.png',
'resources/images/grid-1024.png',
] );
scene.background = texture;
}
{
const color = 0xFFFFFF;
const intensity = 3;
const light = new THREE.DirectionalLight( color, intensity );
light.position.set( - 1, 2, 4 );
scene.add( light );
}
function makeDataTexture( data, width, height ) {
const texture = new THREE.DataTexture( data, width, height, THREE.RGBAFormat );
texture.minFilter = THREE.NearestFilter;
texture.magFilter = THREE.NearestFilter;
texture.needsUpdate = true;
return texture;
}
const boxWidth = 1;
const boxHeight = 1;
const boxDepth = 1;
const boxGeometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );
const sphereRadius = 0.5;
const sphereGeometry = new THREE.SphereGeometry( sphereRadius );
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;
cube.position.y = 1.6;
cube.position.z = - 2;
return cube;
}
const meshToMeshMap = new Map();
[
{ x: 0, boxColor: 0x44aa88, sphereColor: 0xFF4444, },
{ x: 2, boxColor: 0x8844aa, sphereColor: 0x44FF44, },
{ x: - 2, boxColor: 0xaa8844, sphereColor: 0x4444FF, },
].forEach( ( info ) => {
const { x, boxColor, sphereColor } = info;
const sphere = makeInstance( sphereGeometry, sphereColor, x );
const box = makeInstance( boxGeometry, boxColor, x );
// hide the sphere
sphere.visible = false;
// map the sphere to the box
meshToMeshMap.set( box, sphere );
// map the box to the sphere
meshToMeshMap.set( sphere, box );
} );
class PickHelper {
constructor( camera ) {
this.raycaster = new THREE.Raycaster();
this.pickedObject = null;
this.pickedObjectSavedColor = 0;
const cursorColors = new Uint8Array( [
64, 64, 64, 64, // dark gray
255, 255, 255, 255, // white
] );
this.cursorTexture = makeDataTexture( cursorColors, 2, 1 );
const ringRadius = 0.4;
const tubeRadius = 0.1;
const tubeSegments = 4;
const ringSegments = 64;
const cursorGeometry = new THREE.TorusGeometry(
ringRadius, tubeRadius, tubeSegments, ringSegments );
const cursorMaterial = new THREE.MeshBasicMaterial( {
color: 'white',
map: this.cursorTexture,
transparent: true,
blending: THREE.CustomBlending,
blendSrc: THREE.OneMinusDstColorFactor,
blendDst: THREE.OneMinusSrcColorFactor,
} );
const cursor = new THREE.Mesh( cursorGeometry, cursorMaterial );
camera.add( cursor );
cursor.position.z = - 1;
const scale = 0.05;
cursor.scale.set( scale, scale, scale );
this.cursor = cursor;
this.selectTimer = 0;
this.selectDuration = 2;
this.lastTime = 0;
}
pick( normalizedPosition, scene, camera, time ) {
const elapsedTime = time - this.lastTime;
this.lastTime = time;
const lastPickedObject = this.pickedObject;
// restore the color if there is a picked object
if ( this.pickedObject ) {
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;
}
// show or hide cursor
this.cursor.visible = this.pickedObject ? true : false;
let selected = false;
// if we're looking at the same object as before
// increment time select timer
if ( this.pickedObject && lastPickedObject === this.pickedObject ) {
this.selectTimer += elapsedTime;
if ( this.selectTimer >= this.selectDuration ) {
this.selectTimer = 0;
selected = true;
}
} else {
this.selectTimer = 0;
}
// set cursor material to show the timer state
const fromStart = 0;
const fromEnd = this.selectDuration;
const toStart = - 0.5;
const toEnd = 0.5;
this.cursorTexture.offset.x = THREE.MathUtils.mapLinear(
this.selectTimer,
fromStart, fromEnd,
toStart, toEnd );
return selected ? this.pickedObject : undefined;
}
}
const pickHelper = new PickHelper( camera );
scene.add( camera );
function resizeRendererToDisplaySize( renderer ) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
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 ) ) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
let ndx = 0;
for ( const mesh of meshToMeshMap.keys() ) {
const speed = 1 + ndx * .1;
const rot = time * speed;
mesh.rotation.x = rot;
mesh.rotation.y = rot;
++ ndx;
}
// 0, 0 is the center of the view in normalized coordinates.
const selectedObject = pickHelper.pick( { x: 0, y: 0 }, scene, camera, time );
if ( selectedObject ) {
selectedObject.visible = false;
const partnerObject = meshToMeshMap.get( selectedObject );
partnerObject.visible = true;
}
renderer.render( scene, camera );
}
renderer.setAnimationLoop( render );
}
main();
</script>
</html>