Three js clickable Img in Scene - javascript

i have a 360 degree scene where i place some imgs (sprits) on. I'd like to make this imgs clickable, so that I receive a function if i click on it.
My Code:
var map = new THREE.TextureLoader().load( "arrow-poi.png" );
var material = new THREE.SpriteMaterial( { map: map, color: 0xffffff, fog: true } );
var sprite = new THREE.Sprite( material );
var geometry = new THREE.PlaneGeometry(6,6);
sprite.material.side = THREE.DoubleSide,
sprite.position.x= 40,
sprite.position.y= -6,
sprite.position.z= 10,
sprite.scale.set(6,6,1),
sprite.name="arrow",
sprite.directto=r,
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector3( 0, 1, 0 );
projector = new THREE.Projector();
clickableObjects = [];
clickableObjects.push(sprite, sprite1);
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 raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
var intersects = raycaster.intersectObjects( clickableObjects );
if ( intersects.length > 0) {
intersects[0].object.onClick();
}
}
sprite1.onClick = function(){console.log('Clicked');}

I've been looking for something like that, and after some research, I found that the last THREE.js version has new features in the Raycasting. So i'm using this function for detecting the clicks on sprites, and it's working.
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
function clickOnSprite(event){
console.log("CLICK! " + event.clientX + ", " + event.clientY);
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( iconsSprites );
intersects.forEach(function(element){
console.log("Intersection: " + element.object.id);
});
}

Related

THREE JS Raycaster

How to select only a specific object by clicking the mouse in THREE JS
Now the function is executed by clicking on any point, although the condition states the name mesh
var cubeGeometry = new THREE.BoxGeometry(100, 100, 100);
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x9370DB});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.y = 50;
cube.name = "cube";
scene.add(cube);
const sizeBox = 30;
const geo = new THREE.BoxGeometry(sizeBox, sizeBox, sizeBox);
const mat = new THREE.MeshPhongMaterial({
side: THREE.DoubleSide,
});
const earth = new THREE.Mesh(geo, mat);
earth.position.set(-300, sizeBox/2, 10);
scene.add(earth);
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
function onMouseClick( event ) {
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
const intersects = raycaster.intersectObjects( scene.children );
console.log(intersects);
for ( var i = 0; i < intersects.length; i++ ) {
console.log(intersects[ i ].name)
if(intersects[ i ].name = 'cube') {
gsap.to(camera.position, {z: 100, duration: 10})
}
}
}
window.addEventListener( 'click', onMouseClick, false );
if (intersects[ i ].name = 'cube') {
gsap.to(camera.position, {z: 100, duration: 10})
}
You're not testing anything in that "if" statement. It should be "===" instead of "=".

Runaway raycasting when it should only respond on click

I've created a script to add a new plane to a scene every time I click on an existing plane - the detection uses a raycaster. However, instead of waiting for a click, the script uncontrollably adds more and more planes to the scene with no clicks at all. What have I missed?
Thanks!
var container, renderer, scene, camera;
var container = document.body;
var frustumSize = 1000;
var width, height;
var numRows = 4;
var numCols = 7;
var spacingSize = 300;
var raycaster;
var mouse;
var savedColor;
function init() {
width = window.innerWidth;
height = window.innerHeight;
container = document.createElement( 'div' );
document.body.appendChild( container );
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor(0x000000);
scene = new THREE.Scene();
var aspect = window.innerWidth / window.innerHeight;
camera = new THREE.OrthographicCamera( frustumSize * aspect / - 2, frustumSize * aspect / 2, frustumSize / 2, frustumSize / - 2, 0, 2000 );
// camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 0, 2000 );
camera.updateProjectionMatrix();
// set up grid of colored planes
var startXPos = -((spacingSize*(numCols-1))/2);
var startYPos = -((spacingSize*(numRows-1))/2);
for ( var i = 0; i < numCols; i++ ) {
var x = startXPos + (i*spacingSize);
for ( var j = 0; j < numRows; j++ ) {
var y = startYPos + (j*spacingSize);
var z = -10 + (j * -1.0001);
var geometry = new THREE.PlaneGeometry( 50, 50 );
var material = new THREE.MeshBasicMaterial( {color: new THREE.Color( Math.random(), Math.random(), Math.random() ), side: THREE.DoubleSide} );
var plane = new THREE.Mesh( geometry, material );
plane.position.set( x, y, z );
scene.add(plane);
}
}
savedColor = null;
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
document.addEventListener( 'click', onDocumentClick, false );
var axesHelper = new THREE.AxesHelper( 100 );
scene.add( axesHelper );
container.appendChild( renderer.domElement );
scene.updateMatrixWorld();
render();
}
function render() {
// update the picking ray with the camera and mouse position
raycaster.setFromCamera( mouse, camera );
// calculate objects intersecting the picking ray
var intersects = raycaster.intersectObjects( scene.children );
// calculate objects intersecting the picking ray
if ( intersects.length > 0 ) {
// console.log("yo!");
for ( var i = 0; i < intersects.length; i++ ) {
var geometry = new THREE.PlaneGeometry( 60, 60 );
var material = new THREE.MeshBasicMaterial( {color: new THREE.Color( 0xffff00 ), side: THREE.DoubleSide} );
var plane = new THREE.Mesh( geometry, material );
plane.position.set( getRandomBetween(-300,300), getRandomBetween(-300,300), -20 );
scene.add(plane);
// console.log("hey!");
scene.updateMatrixWorld();
}
}
renderer.render( scene, camera );
requestAnimationFrame( render );
}
function getRandomBetween( min, max ) {
return Math.random() * (max - min) + min;
}
function onDocumentClick( event ) {
event.preventDefault();
// calculate mouse position in normalized device coordinates
// (-1 to +1) for both components
// console.log("Oi!");
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
init();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/106/three.js"></script>
It's because the initial position of mouse is (0, 0), which intersects with the AxesHelper.
change the inital position of mouse or remove AxesHelper or change the intersecting target to a specific group should resolve this.

javascript THREE OrbitControls: doubleclick Object

I am using THREE.js and OrbitControls.js. I want to doubleclick an Object and then do stuff.
This is the code I am using. cube1 is the Object I want to doubleclick.
var projector = new THREE.Projector();
document.addEventListener('dblclick', ondblclick, false);
function ondblclick(event)
{
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( cube1 );
if ( intersects.length > 0 )
{
alert("hit");
}
}
Unfortunately the code does not work.
I appreciate any help.
This is the camera I am using:
var camera = new THREE.PerspectiveCamera( 45, WIDTH/HEIGHT, 0.1, 10000 );
camera.position.z = 1500;
camera.position.y = -1800;
scene.add(camera);
And this is OrbitControls:
var controls = new THREE.OrbitControls(camera, renderer.domElement);
I just corrected the ondblclick function
function ondblclick(event) {
x = (event.clientX / window.innerWidth) * 2 - 1;
y = -(event.clientY / window.innerHeight) * 2 + 1;
dir = new THREE.Vector3(x, y, -1)
dir.unproject(camera)
ray = new THREE.Raycaster(camera.position, dir.sub(camera.position).normalize())
var intersects = ray.intersectObject(sphere);
if ( intersects.length > 0 )
{
alert("hit");
}
}
Here is the working sample: http://jsfiddle.net/ddbTy/241/

can me subdivide a selected faces from loaded model

I created this code to load an existed model and subdivide a selected faces.
var loader = new THREE.PLYLoader();
loader.addEventListener( 'load', function ( event ) {
var geometry = event.content;
var material = new THREE.MeshPhongMaterial( { color:0xFFFFFF , specular: 0x0, shading: THREE.FlatShading, side: THREE.DoubleSide } );
geometry.dynamic=true;
for ( var i = 0; i < geometry.faces.length; i++ )
{
face = geometry.faces[ i ];
face.color.setRGB( 0, 0, 0.8 * Math.random() + 0.2 );
}
var faceColorMaterial = new THREE.MeshBasicMaterial(
{ color: 0xffffff, vertexColors: THREE.FaceColors } );
var mesh = new THREE.Mesh( geometry,faceColorMaterial );
mesh.position.set( 0, - 0.5, 0 );
mesh.rotation.set( 0, - Math.PI / 2, 0 );
mesh.scale.set( 5, 5, 5 );
scene.add( mesh ); targetList.push(mesh);
projector = new THREE.Projector();
} );
loader.load('http://localhost/tessellation/data/Mesh20.ply');
the selected faces is choosed are selected by the user clicking on faces.
The objective of this work is to refine a mesh portion by the subdivision of its faces.
To do it we created this code :
function onDocumentMouseDown( event )
{
console.log("Click.");
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
var vector = new THREE.Vector3( mouse.x, mouse.y, 1 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
var intersects = ray.intersectObjects( targetList );
if ( intersects.length > 0 )
{
var smooth = THREE.GeometryUtils.clone( intersects[0].object.geometry );
var modifier = new THREE.SubdivisionModifier(1);
modifier.modify( smooth );
intersects[0].object.geometry = smooth;
}
but the totality of the mesh is subdivided not the selected faces.
can you help me to subdivide selected part of loaded model.
the program subdivide the totality of mesh

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, but it doesn't work all the time, and moreover the raycasting doesn't always work on circles but sometimes around them as well.
Does anybody have an idea ? Here is a JSBin to show you basically
Edit :
I updated my previous version of JSBin, you can click any circleGeometries it will work here, run it with output tab only open for better results
This is related to the renderer width and height properties, my sphere isn't in fullscreen and this is why it fails.
Does anybody have an idea on how to set up it right in order to get this to work perfectly ?
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
}
if you looking for some thing like this....Your code might need little changes... check this link http://jsfiddle.net/ebeit303/rjJ6q/
// standard global variables
var container, scene, camera, renderer, controls, stats;
var clock = new THREE.Clock();
// custom global variables
var targetList = [];
var projector, mouse = { x: 0, y: 0 };
init();
animate();
// FUNCTIONS
function init()
{
// SCENE
scene = new THREE.Scene();
// CAMERA
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 100000;
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(600,0,-1200);
camera.lookAt(scene.position);
// RENDERER
renderer = new THREE.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 faces
var faceColorMaterial = new THREE.MeshBasicMaterial(
{ color: 0xffffff, vertexColors: THREE.FaceColors } );
var sphereGeometry = new THREE.SphereGeometry( 500, 64, 64 );
for ( var i = 0; i < sphereGeometry.faces.length; i++ )
{
face = sphereGeometry.faces[ i ];
face.color.setRGB( 0, 0, 0.8 * Math.random() + 0.2 );
}
var sphere = new THREE.Mesh( sphereGeometry, faceColorMaterial );
sphere.rotation.set(0, 14.5, 0);
scene.add(sphere);
//targetList.push(sphere);
var j=0;
for (var i =0; i<100;i+=5){
//var circle = new THREE.CubeGeometry(5,5,5);
var circle = new THREE.CircleGeometry(5, 8, 0, Math.PI * 2);
//THREE.GeometryUtils.triangulateQuads(circle);
var circleMaterial = new THREE.MeshBasicMaterial({color: 0xDEF2EF});
circleMaterial.side = THREE.DoubleSide;
var mesh = new THREE.Mesh(circle, circleMaterial);
var Alon = i - 90;
var Alat = j;
var Aphi = Math.PI/2 - Alat * Math.PI / 180;
var Atheta = 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 = new THREE.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;
var vector = new THREE.Vector3( mouse.x, mouse.y, 1 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
var intersects = 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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