You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

293 lines
7.1 KiB

2 years ago
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - interactive - raycasting - points</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="container"></div>
<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - interactive - raycasting - points </div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
let renderer, scene, camera, stats;
let pointclouds;
let raycaster;
let intersection = null;
let spheresIndex = 0;
let clock;
let toggle = 0;
const pointer = new THREE.Vector2();
const spheres = [];
const threshold = 0.1;
const pointSize = 0.05;
const width = 80;
const length = 160;
const rotateY = new THREE.Matrix4().makeRotationY( 0.005 );
init();
animate();
function generatePointCloudGeometry( color, width, length ) {
const geometry = new THREE.BufferGeometry();
const numPoints = width * length;
const positions = new Float32Array( numPoints * 3 );
const colors = new Float32Array( numPoints * 3 );
let k = 0;
for ( let i = 0; i < width; i ++ ) {
for ( let j = 0; j < length; j ++ ) {
const u = i / width;
const v = j / length;
const x = u - 0.5;
const y = ( Math.cos( u * Math.PI * 4 ) + Math.sin( v * Math.PI * 8 ) ) / 20;
const z = v - 0.5;
positions[ 3 * k ] = x;
positions[ 3 * k + 1 ] = y;
positions[ 3 * k + 2 ] = z;
const intensity = ( y + 0.1 ) * 5;
colors[ 3 * k ] = color.r * intensity;
colors[ 3 * k + 1 ] = color.g * intensity;
colors[ 3 * k + 2 ] = color.b * intensity;
k ++;
}
}
geometry.setAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
geometry.setAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
geometry.computeBoundingBox();
return geometry;
}
function generatePointcloud( color, width, length ) {
const geometry = generatePointCloudGeometry( color, width, length );
const material = new THREE.PointsMaterial( { size: pointSize, vertexColors: true } );
return new THREE.Points( geometry, material );
}
function generateIndexedPointcloud( color, width, length ) {
const geometry = generatePointCloudGeometry( color, width, length );
const numPoints = width * length;
const indices = new Uint16Array( numPoints );
let k = 0;
for ( let i = 0; i < width; i ++ ) {
for ( let j = 0; j < length; j ++ ) {
indices[ k ] = k;
k ++;
}
}
geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
const material = new THREE.PointsMaterial( { size: pointSize, vertexColors: true } );
return new THREE.Points( geometry, material );
}
function generateIndexedWithOffsetPointcloud( color, width, length ) {
const geometry = generatePointCloudGeometry( color, width, length );
const numPoints = width * length;
const indices = new Uint16Array( numPoints );
let k = 0;
for ( let i = 0; i < width; i ++ ) {
for ( let j = 0; j < length; j ++ ) {
indices[ k ] = k;
k ++;
}
}
geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) );
geometry.addGroup( 0, indices.length );
const material = new THREE.PointsMaterial( { size: pointSize, vertexColors: true } );
return new THREE.Points( geometry, material );
}
function init() {
const container = document.getElementById( 'container' );
scene = new THREE.Scene();
clock = new THREE.Clock();
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 10, 10, 10 );
camera.lookAt( scene.position );
camera.updateMatrix();
//
const pcBuffer = generatePointcloud( new THREE.Color( 1, 0, 0 ), width, length );
pcBuffer.scale.set( 5, 10, 10 );
pcBuffer.position.set( - 5, 0, 0 );
scene.add( pcBuffer );
const pcIndexed = generateIndexedPointcloud( new THREE.Color( 0, 1, 0 ), width, length );
pcIndexed.scale.set( 5, 10, 10 );
pcIndexed.position.set( 0, 0, 0 );
scene.add( pcIndexed );
const pcIndexedOffset = generateIndexedWithOffsetPointcloud( new THREE.Color( 0, 1, 1 ), width, length );
pcIndexedOffset.scale.set( 5, 10, 10 );
pcIndexedOffset.position.set( 5, 0, 0 );
scene.add( pcIndexedOffset );
pointclouds = [ pcBuffer, pcIndexed, pcIndexedOffset ];
//
const sphereGeometry = new THREE.SphereGeometry( 0.1, 32, 32 );
const sphereMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
for ( let i = 0; i < 40; i ++ ) {
const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
scene.add( sphere );
spheres.push( sphere );
}
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
raycaster = new THREE.Raycaster();
raycaster.params.Points.threshold = threshold;
//
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize );
document.addEventListener( 'pointermove', onPointerMove );
}
function onPointerMove( event ) {
pointer.x = ( event.clientX / window.innerWidth ) * 2 - 1;
pointer.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
camera.applyMatrix4( rotateY );
camera.updateMatrixWorld();
raycaster.setFromCamera( pointer, camera );
const intersections = raycaster.intersectObjects( pointclouds, false );
intersection = ( intersections.length ) > 0 ? intersections[ 0 ] : null;
if ( toggle > 0.02 && intersection !== null ) {
spheres[ spheresIndex ].position.copy( intersection.point );
spheres[ spheresIndex ].scale.set( 1, 1, 1 );
spheresIndex = ( spheresIndex + 1 ) % spheres.length;
toggle = 0;
}
for ( let i = 0; i < spheres.length; i ++ ) {
const sphere = spheres[ i ];
sphere.scale.multiplyScalar( 0.98 );
sphere.scale.clampScalar( 0.01, 1 );
}
toggle += clock.getDelta();
renderer.render( scene, camera );
}
</script>
</body>
</html>