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					218 lines
				
				5.0 KiB
			
		
		
			
		
	
	
					218 lines
				
				5.0 KiB
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											3 years ago
										 
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								<!DOCTYPE html>
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								<html lang="en">
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									<head>
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										<title>three.js webgl - drag controls</title>
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										<meta charset="utf-8">
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										<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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										<link type="text/css" rel="stylesheet" href="main.css">
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										<style>
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											body {
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												background-color: #f0f0f0;
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												color: #444;
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											}
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											a {
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												color: #08f;
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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="info">
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											<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - drag controls<br />
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											Use "Shift+Click" to add/remove objects to/from a group.<br />
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											Grouped objects can be transformed as a union.
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										</div>
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										<!-- Import maps polyfill -->
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										<!-- Remove this when import maps will be widely supported -->
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										<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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										<script type="importmap">
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											{
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												"imports": {
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													"three": "../build/three.module.js",
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													"three/addons/": "./jsm/"
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												}
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											}
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										</script>
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										<script type="module">
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											import * as THREE from 'three';
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											import { DragControls } from 'three/addons/controls/DragControls.js';
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											let container;
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											let camera, scene, renderer;
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											let controls, group;
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											let enableSelection = false;
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											const objects = [];
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											const mouse = new THREE.Vector2(), raycaster = new THREE.Raycaster();
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											init();
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											function init() {
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												container = document.createElement( 'div' );
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												document.body.appendChild( container );
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												camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 5000 );
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												camera.position.z = 1000;
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												scene = new THREE.Scene();
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												scene.background = new THREE.Color( 0xf0f0f0 );
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												scene.add( new THREE.AmbientLight( 0x505050 ) );
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												const light = new THREE.SpotLight( 0xffffff, 1.5 );
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												light.position.set( 0, 500, 2000 );
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												light.angle = Math.PI / 9;
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												light.castShadow = true;
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												light.shadow.camera.near = 1000;
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												light.shadow.camera.far = 4000;
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												light.shadow.mapSize.width = 1024;
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												light.shadow.mapSize.height = 1024;
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												scene.add( light );
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												group = new THREE.Group();
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												scene.add( group );
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												const geometry = new THREE.BoxGeometry( 40, 40, 40 );
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												for ( let i = 0; i < 200; i ++ ) {
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													const object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
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													object.position.x = Math.random() * 1000 - 500;
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													object.position.y = Math.random() * 600 - 300;
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													object.position.z = Math.random() * 800 - 400;
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													object.rotation.x = Math.random() * 2 * Math.PI;
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													object.rotation.y = Math.random() * 2 * Math.PI;
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													object.rotation.z = Math.random() * 2 * Math.PI;
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													object.scale.x = Math.random() * 2 + 1;
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													object.scale.y = Math.random() * 2 + 1;
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													object.scale.z = Math.random() * 2 + 1;
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													object.castShadow = true;
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													object.receiveShadow = true;
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													scene.add( object );
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													objects.push( object );
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												}
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												renderer = new THREE.WebGLRenderer( { antialias: true } );
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												renderer.setPixelRatio( window.devicePixelRatio );
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												renderer.setSize( window.innerWidth, window.innerHeight );
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												renderer.shadowMap.enabled = true;
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												renderer.shadowMap.type = THREE.PCFShadowMap;
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												container.appendChild( renderer.domElement );
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												controls = new DragControls( [ ... objects ], camera, renderer.domElement );
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												controls.addEventListener( 'drag', render );
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												//
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												window.addEventListener( 'resize', onWindowResize );
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												document.addEventListener( 'click', onClick );
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												window.addEventListener( 'keydown', onKeyDown );
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												window.addEventListener( 'keyup', onKeyUp );
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												render();
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											}
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											function onWindowResize() {
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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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												render();
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											}
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											function onKeyDown( event ) {
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												enableSelection = ( event.keyCode === 16 ) ? true : false;
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											}
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											function onKeyUp() {
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												enableSelection = false;
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											}
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											function onClick( event ) {
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												event.preventDefault();
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												if ( enableSelection === true ) {
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													const draggableObjects = controls.getObjects();
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													draggableObjects.length = 0;
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													mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
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													mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
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													raycaster.setFromCamera( mouse, camera );
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													const intersections = raycaster.intersectObjects( objects, true );
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													if ( intersections.length > 0 ) {
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														const object = intersections[ 0 ].object;
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														if ( group.children.includes( object ) === true ) {
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															object.material.emissive.set( 0x000000 );
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															scene.attach( object );
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														} else {
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															object.material.emissive.set( 0xaaaaaa );
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															group.attach( object );
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														}
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														controls.transformGroup = true;
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														draggableObjects.push( group );
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													}
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													if ( group.children.length === 0 ) {
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														controls.transformGroup = false;
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														draggableObjects.push( ...objects );
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													}
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												}
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												render();
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											}
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											function render() {
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												renderer.render( scene, camera );
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											}
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										</script>
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									</body>
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								</html>
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