NOTE: The examples on this page require a VR capable device with a pointing device. Without one they won't work. See this article as to why
In the previous article we went over a very simple VR example where we let the user choose things by pointing via looking. In this article we will take it one step further and let the user choose with a pointing device
Three.js makes is relatively easy by providing 2 controller objects in VR
and tries to handle both cases of a single 3DOF controller and two 6DOF
controllers. Each of the controllers are Object3D
objects which give
the orientation and position of that controller. They also provide
selectstart
, select
and selectend
events when the user starts pressing,
is pressing, and stops pressing (ends) the "main" button on the controller.
Starting with the last example from the previous article
let's change the PickHelper
into a ControllerPickHelper
.
Our new implementation will emit a select
event that gives us the object that was picked
so to use it we'll just need to do this.
const pickHelper = new ControllerPickHelper(scene); pickHelper.addEventListener('select', (event) => { event.selectedObject.visible = false; const partnerObject = meshToMeshMap.get(event.selectedObject); partnerObject.visible = true; });
Remember from our previous code meshToMeshMap
maps our boxes and spheres to
each other so if we have one we can look up its partner through meshToMeshMap
so here we're just hiding the selected object and un-hiding its partner.
As for the actual implementation of ControllerPickHelper
, first we need
to add the VR controller objects to the scene and to those add some 3D lines
we can use to display where the user is pointing. We save off both the controllers
and the their lines.
class ControllerPickHelper { constructor(scene) { const pointerGeometry = new THREE.BufferGeometry().setFromPoints([ new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 0, -1), ]); this.controllers = []; for (let i = 0; i < 2; ++i) { const controller = renderer.xr.getController(i); scene.add(controller); const line = new THREE.Line(pointerGeometry); line.scale.z = 5; controller.add(line); this.controllers.push({controller, line}); } } }
Without doing anything else this alone would give us 1 or 2 lines in the scene showing where the user's pointing devices are and which way they are pointing.
One problem we have though, we don't want have our RayCaster
pick the line itself
so an easy solution is separate the objects we wanted to be able to pick from the
objects we don't by parenting them under another Object3D
.
const scene = new THREE.Scene(); +// object to put pickable objects on so we can easily +// separate them from non-pickable objects +const pickRoot = new THREE.Object3D(); +scene.add(pickRoot); ... function makeInstance(geometry, color, x) { const material = new THREE.MeshPhongMaterial({color}); const cube = new THREE.Mesh(geometry, material); - scene.add(cube); + pickRoot.add(cube); ...
Next let's add some code to pick from the controllers. This is the first time we've picked with something not the camera. In our article on picking the user uses the mouse or finger to pick which means picking comes from the camera into the screen. In the previous article we were picking based on which way the user is looking so again that comes from the camera. This time though we're picking from the position of the controllers so we're not using the camera.
class ControllerPickHelper { constructor(scene) { + this.raycaster = new THREE.Raycaster(); + this.objectToColorMap = new Map(); + this.controllerToObjectMap = new Map(); + this.tempMatrix = new THREE.Matrix4(); const pointerGeometry = new THREE.BufferGeometry().setFromPoints([ new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 0, -1), ]); this.controllers = []; for (let i = 0; i < 2; ++i) { const controller = renderer.xr.getController(i); scene.add(controller); const line = new THREE.Line(pointerGeometry); line.scale.z = 5; controller.add(line); this.controllers.push({controller, line}); } } + update(pickablesParent, time) { + this.reset(); + for (const {controller, line} of this.controllers) { + // cast a ray through the from the controller + this.tempMatrix.identity().extractRotation(controller.matrixWorld); + this.raycaster.ray.origin.setFromMatrixPosition(controller.matrixWorld); + this.raycaster.ray.direction.set(0, 0, -1).applyMatrix4(this.tempMatrix); + // get the list of objects the ray intersected + const intersections = this.raycaster.intersectObjects(pickablesParent.children); + if (intersections.length) { + const intersection = intersections[0]; + // make the line touch the object + line.scale.z = intersection.distance; + // pick the first object. It's the closest one + const pickedObject = intersection.object; + // save which object this controller picked + this.controllerToObjectMap.set(controller, pickedObject); + // highlight the object if we haven't already + if (this.objectToColorMap.get(pickedObject) === undefined) { + // save its color + this.objectToColorMap.set(pickedObject, pickedObject.material.emissive.getHex()); + // set its emissive color to flashing red/yellow + pickedObject.material.emissive.setHex((time * 8) % 2 > 1 ? 0xFF2000 : 0xFF0000); + } + } else { + line.scale.z = 5; + } + } + } }
Like before we use a Raycaster
but this time we take the ray from the controller.
Our previous PickHelper
there was only one thing picking but here we have up to 2
controllers, one for each hand. We save off which object each controller is
looking at in controllerToObjectMap
. We also save off the original emissive color in
objectToColorMap
and we make the line long enough to touch whatever it's pointing at.
We need to add some code to reset these settings every frame.
class ControllerPickHelper { ... + _reset() { + // restore the colors + this.objectToColorMap.forEach((color, object) => { + object.material.emissive.setHex(color); + }); + this.objectToColorMap.clear(); + this.controllerToObjectMap.clear(); + } update(pickablesParent, time) { + this._reset(); ... }
Next we want to emit a select
event when the user clicks the controller.
To do that we can extend three.js's EventDispatcher
and then we'll check
when we get a select
event from the controller, then if that controller
is pointing at something we emit what that controller is pointing at
as our own select
event.
-class ControllerPickHelper { +class ControllerPickHelper extends THREE.EventDispatcher { constructor(scene) { + super(); this.raycaster = new THREE.Raycaster(); this.objectToColorMap = new Map(); // object to save color and picked object this.controllerToObjectMap = new Map(); this.tempMatrix = new THREE.Matrix4(); const pointerGeometry = new THREE.BufferGeometry().setFromPoints([ new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 0, -1), ]); this.controllers = []; for (let i = 0; i < 2; ++i) { const controller = renderer.xr.getController(i); + controller.addEventListener('select', (event) => { + const controller = event.target; + const selectedObject = this.controllerToObjectMap.get(controller); + if (selectedObject) { + this.dispatchEvent({type: 'select', controller, selectedObject}); + } + }); scene.add(controller); const line = new THREE.Line(pointerGeometry); line.scale.z = 5; controller.add(line); this.controllers.push({controller, line}); } } }
All that is left is to call update
in our render loop
function render(time) { ... + pickHelper.update(pickablesParent, time); renderer.render(scene, camera); }
and assuming you have a VR device with a controller you should be able to use the controllers to pick things.
And what if we wanted to be able to move the objects?
That's relatively easy. Let's move our controller 'select' listener code out into a function so we can use it for more than one thing.
class ControllerPickHelper extends THREE.EventDispatcher { constructor(scene) { super(); ... this.controllers = []; + const selectListener = (event) => { + const controller = event.target; + const selectedObject = this.controllerToObjectMap.get(event.target); + if (selectedObject) { + this.dispatchEvent({type: 'select', controller, selectedObject}); + } + }; for (let i = 0; i < 2; ++i) { const controller = renderer.xr.getController(i); - controller.addEventListener('select', (event) => { - const controller = event.target; - const selectedObject = this.controllerToObjectMap.get(event.target); - if (selectedObject) { - this.dispatchEvent({type: 'select', controller, selectedObject}); - } - }); + controller.addEventListener('select', selectListener); ...
Then let's use it for both selectstart
and select
class ControllerPickHelper extends THREE.EventDispatcher { constructor(scene) { super(); ... this.controllers = []; const selectListener = (event) => { const controller = event.target; const selectedObject = this.controllerToObjectMap.get(event.target); if (selectedObject) { - this.dispatchEvent({type: 'select', controller, selectedObject}); + this.dispatchEvent({type: event.type, controller, selectedObject}); } }; for (let i = 0; i < 2; ++i) { const controller = renderer.xr.getController(i); controller.addEventListener('select', selectListener); controller.addEventListener('selectstart', selectListener); ...
and let's also pass on the selectend
event which three.js sends out
when you user lets of the button on the controller.
class ControllerPickHelper extends THREE.EventDispatcher { constructor(scene) { super(); ... this.controllers = []; const selectListener = (event) => { const controller = event.target; const selectedObject = this.controllerToObjectMap.get(event.target); if (selectedObject) { this.dispatchEvent({type: event.type, controller, selectedObject}); } }; + const endListener = (event) => { + const controller = event.target; + this.dispatchEvent({type: event.type, controller}); + }; for (let i = 0; i < 2; ++i) { const controller = renderer.xr.getController(i); controller.addEventListener('select', selectListener); controller.addEventListener('selectstart', selectListener); + controller.addEventListener('selectend', endListener); ...
Now let's change the code so when we get a selectstart
event we'll
remove the selected object from the scene and make it a child of the controller.
This means it will move with the controller. When we get a selectend
event we'll put it back in the scene.
const pickHelper = new ControllerPickHelper(scene); -pickHelper.addEventListener('select', (event) => { - event.selectedObject.visible = false; - const partnerObject = meshToMeshMap.get(event.selectedObject); - partnerObject.visible = true; -}); +const controllerToSelection = new Map(); +pickHelper.addEventListener('selectstart', (event) => { + const {controller, selectedObject} = event; + const existingSelection = controllerToSelection.get(controller); + if (!existingSelection) { + controllerToSelection.set(controller, { + object: selectedObject, + parent: selectedObject.parent, + }); + controller.attach(selectedObject); + } +}); + +pickHelper.addEventListener('selectend', (event) => { + const {controller} = event; + const selection = controllerToSelection.get(controller); + if (selection) { + controllerToSelection.delete(controller); + selection.parent.attach(selection.object); + } +});
When an object is selected we save off that object and its original parent. When the user is done we can put the object back.
We use the Object3D.attach
to re-parent
the selected objects. These functions let us change the parent
of an object without changing its orientation and position in the
scene.
And with that we should be able to move the objects around with a 6DOF controller or at least change their orientation with a 3DOF controller
To be honest I'm not 100% sure this ControllerPickHelper
is
the best way to organize the code but it's useful to demonstrating
the various parts of getting something simple working in VR
in three.js