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							206 lines
						
					
					
						
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							206 lines
						
					
					
						
							5.9 KiB
						
					
					
				
								<!-- Licensed under a BSD license. See license.html for license -->
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								<!DOCTYPE html>
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								<html>
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								  <head>
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								    <meta charset="utf-8">
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								    <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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								    <title>Three.js - Align HTML Elements w/hiding</title>
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								    <style>
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								    html, body {
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								        height: 100%;
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								        margin: 0;
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								    }
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								    #c {
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								        width: 100%;  /* let our container decide our size */
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								        height: 100%;
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								        display: block;
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								    }
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								    #container {
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								      position: relative;  /* makes this the origin of its children */
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								      width: 100%;
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								      height: 100%;
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								      overflow: hidden;
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								    }
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								    #labels {
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								      position: absolute;  /* let us position ourself inside the container */
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								      z-index: 0;          /* make a new stacking context so children don't sort with rest of page */
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								      left: 0;             /* make our position the top left of the container */
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								      top: 0;
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								      color: white;
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								    }
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								    #labels>div {
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								      white-space: nowrap;
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								      position: absolute;  /* let us position them inside the container */
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								      left: 0;             /* make their default position the top left of the container */
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								      top: 0;
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								      cursor: pointer;     /* change the cursor to a hand when over us */
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								      font-size: large;
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								      user-select: none;   /* don't let the text get selected */
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								      text-shadow:         /* create a black outline */
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								        -1px -1px 0 #000,
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								         0   -1px 0 #000,
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								         1px -1px 0 #000,
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								         1px  0   0 #000,
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								         1px  1px 0 #000,
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								         0    1px 0 #000,
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								        -1px  1px 0 #000,
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								        -1px  0   0 #000;
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								    }
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								    #labels>div:hover {
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								      color: red;
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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="container">
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								      <canvas id="c"></canvas>
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								      <div id="labels"></div>
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								    </div>
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								  </body>
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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/": "../../examples/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 {OrbitControls} from 'three/addons/controls/OrbitControls.js';
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								function main() {
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								  const canvas = document.querySelector('#c');
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								  const renderer = new THREE.WebGLRenderer({canvas});
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								  const fov = 75;
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								  const aspect = 2;  // the canvas default
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								  const near = 1.1;
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								  const far = 20;
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								  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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								  camera.position.z = 7;
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								  const controls = new OrbitControls(camera, canvas);
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								  controls.target.set(0, 0, 0);
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								  controls.update();
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								  const scene = new THREE.Scene();
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								  {
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								    const color = 0xFFFFFF;
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								    const intensity = 1;
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								    const light = new THREE.DirectionalLight(color, intensity);
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								    light.position.set(-1, 2, 4);
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								    scene.add(light);
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								  }
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								  const boxWidth = 1;
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								  const boxHeight = 1;
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								  const boxDepth = 1;
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								  const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
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								  const labelContainerElem = document.querySelector('#labels');
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								  function makeInstance(geometry, color, x, name) {
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								    const material = new THREE.MeshPhongMaterial({color});
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								    const cube = new THREE.Mesh(geometry, material);
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								    scene.add(cube);
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								    cube.position.x = x;
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								    const elem = document.createElement('div');
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								    elem.textContent = name;
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								    labelContainerElem.appendChild(elem);
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								    return {cube, elem};
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								  }
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								  const cubes = [
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								    makeInstance(geometry, 0x44aa88,  0, 'Aqua Colored Box'),
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								    makeInstance(geometry, 0x8844aa, -2, 'Purple Colored Box'),
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								    makeInstance(geometry, 0xaa8844,  2, 'Gold Colored Box'),
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								  ];
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								  function resizeRendererToDisplaySize(renderer) {
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								    const canvas = renderer.domElement;
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								    const width = canvas.clientWidth;
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								    const height = canvas.clientHeight;
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								    const needResize = canvas.width !== width || canvas.height !== height;
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								    if (needResize) {
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								      renderer.setSize(width, height, false);
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								    }
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								    return needResize;
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								  }
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								  const tempV = new THREE.Vector3();
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								  const raycaster = new THREE.Raycaster();
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								  function render(time) {
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								    time *= 0.001;
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								    if (resizeRendererToDisplaySize(renderer)) {
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								      const canvas = renderer.domElement;
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								      camera.aspect = canvas.clientWidth / canvas.clientHeight;
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								      camera.updateProjectionMatrix();
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								    }
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								    cubes.forEach((cubeInfo, ndx) => {
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								      const {cube, elem} = cubeInfo;
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								      const speed = 1 + ndx * .1;
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								      const rot = time * speed;
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								      cube.rotation.x = rot;
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								      cube.rotation.y = rot;
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								      // get the position of the center of the cube
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								      cube.updateWorldMatrix(true, false);
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								      cube.getWorldPosition(tempV);
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								      // get the normalized screen coordinate of that position
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								      // x and y will be in the -1 to +1 range with x = -1 being
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								      // on the left and y = -1 being on the bottom
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								      tempV.project(camera);
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								      // ask the raycaster for all the objects that intersect
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								      // from the eye toward this object's position
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								      raycaster.setFromCamera(tempV, camera);
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								      const intersectedObjects = raycaster.intersectObjects(scene.children);
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								      // We're visible if the first intersection is this object.
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								      const show = intersectedObjects.length && cube === intersectedObjects[0].object;
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								      if (!show || Math.abs(tempV.z) > 1) {
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								        // hide the label
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								        elem.style.display = 'none';
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								      } else {
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								        // unhide the label
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								        elem.style.display = '';
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								        // convert the normalized position to CSS coordinates
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								        const x = (tempV.x *  .5 + .5) * canvas.clientWidth;
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								        const y = (tempV.y * -.5 + .5) * canvas.clientHeight;
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								        // move the elem to that position
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								        elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
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								        // set the zIndex for sorting
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								        elem.style.zIndex = (-tempV.z * .5 + .5) * 100000 | 0;
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								      }
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								    });
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								    renderer.render(scene, camera);
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								    requestAnimationFrame(render);
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								  }
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								  requestAnimationFrame(render);
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								}
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								main();
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								</script>
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								</html>
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