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<!DOCTYPE html>
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<html>
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<head>
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<title>Threejs鼠标点击场景对象获取对象信息,Threejs使用Raycaster拾取对象信息</title>
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<meta charset="UTF-8">
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<script type="text/javascript" src="libs/statistics.js"></script>
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<script type="text/javascript" src="libs/steak.js"></script>
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<script type="text/javascript" src="libs/three.js"></script>
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<script type="text/javascript" src="libs/OrbitControls.js"></script>
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<style>
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body {
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margin: 0;
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overflow: hidden;
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}
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</style>
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</head>
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<body>
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<div id="dom"></div>
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<script type="text/javascript">
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var camera;
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var renderer;
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var length = 36;
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var ws = 2;
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var graph = [];
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var mesh = [];
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function init() {
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// 创建一个场景,它将包含我们所有的元素,如物体,相机和灯光。
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var scene = new THREE.Scene();
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var urls = [
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'assets/bgImage/skyBox4/posx.jpg',
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'assets/bgImage/skyBox4/negx.jpg',
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'assets/bgImage/skyBox4/posy.jpg',
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'assets/bgImage/skyBox4/negy.jpg',
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'assets/bgImage/skyBox4/posz.jpg',
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'assets/bgImage/skyBox4/negz.jpg'
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];
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var cubeLoader = new THREE.CubeTextureLoader();
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scene.background = cubeLoader.load(urls);
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// 创建一个摄像机,它定义了我们正在看的地方
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camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 0.1, 1000);
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// 将摄像机对准场景的中心
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camera.position.x = 60;
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camera.position.y = 35;
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camera.position.z = 60;
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camera.lookAt(scene.position);
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var orbit = new THREE.OrbitControls(camera);
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// 创建一个渲染器并设置大小,WebGLRenderer将会使用电脑显卡来渲染场景
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// initialize basic renderer
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renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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// 将平面添加到场景中
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var plane = createPlaneGeometryBasicMaterial();
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scene.add(plane);
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// 在屏幕上显示坐标轴
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var axes = new THREE.AxesHelper(100);
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scene.add(axes);
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scene.add(new THREE.AmbientLight(0x666666));
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scene.add(new THREE.AmbientLight("#ffffff", 1));
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document.getElementById("dom").appendChild(renderer.domElement);
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initGround();
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initGrid();
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// 启动动画
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renderScene();
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// 创建一个地面
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function createPlaneGeometryBasicMaterial() {
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var textureLoader = new THREE.TextureLoader();
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var cubeMaterial = new THREE.MeshStandardMaterial({
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map: textureLoader.load("assets/textures/cd.jpg"),
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});
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cubeMaterial.map.wrapS = THREE.RepeatWrapping;
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cubeMaterial.map.wrapT = THREE.RepeatWrapping;
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cubeMaterial.map.repeat.set(18, 18)
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// 创建地平面并设置大小
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var planeGeometry = new THREE.PlaneGeometry(500, 500);
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var plane = new THREE.Mesh(planeGeometry, cubeMaterial);
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// 设置平面位置并旋转
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plane.rotation.x = -0.5 * Math.PI;
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plane.position.x = 0;
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plane.position.z = 0;
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return plane;
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}
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// 初始化线路
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function initLine(pArr) {
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var points = [];
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var geometry = new THREE.Geometry();
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for (var i = 0; i < pArr.length; i++) {
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var randomX = pArr[i].x;
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var randomY = pArr[i].y;
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var randomZ = pArr[i].z;
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var vector = new THREE.Vector3(randomX, randomY, randomZ);
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geometry.vertices.push(vector);
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points.push(vector);
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}
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var material = new THREE.LineBasicMaterial({
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color: 0x0000FF
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});
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var line = new THREE.Line(geometry, material);
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scene.add(line);
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return points;
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}
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// 绘制路网
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function initGround() {
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var geometry = new THREE.Geometry();
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geometry.vertices.push(new THREE.Vector3(0, 0, 0));
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geometry.vertices.push(new THREE.Vector3(length, 0, 0));
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for (var i = 0; i <= length / ws; i++) {
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var material = new THREE.LineBasicMaterial({
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color: 0x808080
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});
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var line = new THREE.Line(geometry, material);
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line.position.z = i * ws;
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scene.add(line);
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var line = new THREE.Line(geometry, material);
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line.position.x = i * ws;
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line.position.z = length;
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line.rotation.y = 90 * Math.PI / 180;
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scene.add(line);
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}
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}
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// 初始化障碍物
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function initGrid() {
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for (var i = 0; i < length / ws; i++) {
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var nodeRow = [];
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for (var j = 0; j < length / ws; j++) {
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var salt = Math.random() * 7;
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if (salt > 2) {
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nodeRow.push(1);
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} else {
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nodeRow.push(0);
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}
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if (salt <= 2) {
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var cube = new THREE.Mesh(new THREE.CubeGeometry(1, 1, 1), new THREE.MeshBasicMaterial({
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color: 0xC0C0C0
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}));
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let x = ws * j + ws / 2;
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let z = ws * i + ws / 2;
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cube.position.set(x, 1.2, z);
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scene.add(cube);
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mesh.push(cube);
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}
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}
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graph.push(nodeRow);
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}
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}
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document.addEventListener('click', onDocumentMouseDown, false);
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function onDocumentMouseDown(event) {
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// 点击屏幕创建一个向量
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var vector = new THREE.Vector3((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window
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.innerHeight) * 2 + 1, 0.5);
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vector = vector.unproject(camera); // 将屏幕的坐标转换成三维场景中的坐标
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var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
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var intersects = raycaster.intersectObjects(mesh, true);
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if (intersects.length > 0) {
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intersects[0].object.material.color.set("#ff0000");
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alert(JSON.stringify(intersects[0]))
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}
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}
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// 动画渲染
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var step = 5;
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function renderScene() {
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orbit.update();
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// 使用requestAnimationFrame函数进行渲染
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requestAnimationFrame(renderScene);
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renderer.render(scene, camera);
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}
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// 渲染的场景
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renderer.render(scene, camera);
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}
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window.onload = init;
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function onResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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}
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// 监听调整大小事件
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window.addEventListener('resize', onResize, false);
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</script>
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</body>
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</html>
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