我遵循threejs示例,webgl_interactive_draggablecubes.html。我的项目是使用Threejs制作集装箱装载计划。所以我想制作带边框的实心立方体。我们可以看到有/没有边界差异的东西。
/image attachement/
,
代码我稍微修改为/ 1 /
我可以使用多种材质,但随后我的拖放被打破了。注释了创建Geometry3中的代码片段。
我的问题是如何制作带边框的实心立方体,同时可以拖放?
/ 1 /
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - draggable cubes</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
</style>
</head>
<body>
<script src="js/three.js"></script>
<script src="js/TrackballControls.js"></script>
<script src="js/stats.min.js"></script>
<script>
var container, stats;
var camera, controls, scene, renderer;
var cubes = [];
var plane = new THREE.Plane();
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2(),
offset = new THREE.Vector3(),
intersection = new THREE.Vector3(),
INTERSECTED, SELECTED;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 10;
controls = new THREE.TrackballControls( camera );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
scene = new THREE.Scene();
scene.add( new THREE.AmbientLight( 0x505050 ) );
var geometry = new THREE.BoxGeometry( 2, 5, 7);
var hex = 0xff0000;
for ( var i = 0; i < geometry.faces.length; i++ ) {
geometry.faces[ i ].color.setHex( hex );
}
var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, overdraw: 0.5,wireframe:true } );
var cube = new THREE.Mesh( geometry, material );
cubes.push( cube );
var geometry2 = new THREE.BoxGeometry(2,4, 5);
var hex2 = 0x009fff;
for ( var i = 0; i < geometry2.faces.length; i++ ) {
geometry2.faces[ i ].color.setHex( hex2 );
}
var material2 = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, overdraw: 0.5,wireframe:true } );
var cube2 = new THREE.Mesh( geometry2, material2 );
cubes.push( cube2 );
var geometry3 = new THREE.BoxGeometry(1,3,4);
var hex3 = 0x0f0ff0;
for ( var i = 0; i < geometry3.faces.length; i++ ) {
geometry3.faces[ i ].color.setHex( hex3 );
}
/* var darkMaterial3= new THREE.MeshBasicMaterial( { color: 0xffffcc } );
var wireframeMaterial3= new THREE.MeshBasicMaterial( { color: 0x0f0000, wireframe: true, transparent: false } );
var multiMaterial3= [ darkMaterial3, wireframeMaterial3 ];
var cube3 = THREE.SceneUtils.createMultiMaterialObject(geometry3,multiMaterial3);*/
var material3 = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, overdraw: 0.5,wireframe:true } );
var cube3 = new THREE.Mesh( geometry3, material3 );
cubes.push( cube3 );
scene.add(cube);
scene.add(cube2);
scene.add(cube3);
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( 0xf0f0f0 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.sortObjects = false;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFShadowMap;
container.appendChild( renderer.domElement );
stats = new Stats();
container.appendChild( stats.dom );
renderer.domElement.addEventListener( 'mousemove', onDocumentMouseMove, false );
renderer.domElement.addEventListener( 'mousedown', onDocumentMouseDown, false );
renderer.domElement.addEventListener( 'mouseup', onDocumentMouseUp, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
if ( SELECTED ) {
if ( raycaster.ray.intersectPlane( plane, intersection ) ) {
SELECTED.position.copy( intersection.sub( offset ) );
}
return;
}
var intersects = raycaster.intersectObjects( cubes );
if ( intersects.length > 0 ) {
if ( INTERSECTED != intersects[ 0 ].object ) {
if ( INTERSECTED ) INTERSECTED.material.color.setHex( INTERSECTED.currentHex );
INTERSECTED = intersects[ 0 ].object;
INTERSECTED.currentHex = INTERSECTED.material.color.getHex();
plane.setFromNormalAndCoplanarPoint(
camera.getWorldDirection( plane.normal ),
INTERSECTED.position );
}
container.style.cursor = 'pointer';
} else {
if ( INTERSECTED ) INTERSECTED.material.color.setHex( INTERSECTED.currentHex );
INTERSECTED = null;
container.style.cursor = 'auto';
}
}
function onDocumentMouseDown( event ) {
event.preventDefault();
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( cubes );
if ( intersects.length > 0 ) {
controls.enabled = false;
SELECTED = intersects[ 0 ].object;
if ( raycaster.ray.intersectPlane( plane, intersection ) ) {
offset.copy( intersection ).sub( SELECTED.position );
}
container.style.cursor = 'move';
}
}
function onDocumentMouseUp( event ) {
event.preventDefault();
controls.enabled = true;
if ( INTERSECTED ) {
SELECTED = null;
}
container.style.cursor = 'auto';
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
controls.update();
renderer.render( scene, camera );
}
</script>
</body>
</html>
答案 0 :(得分:7)
添加WireframeGeometry
或EdgesGeometry
作为每个可拖动对象的子项。
scene.add( object );
objects.push( object );
// wireframe
var geo = new THREE.EdgesGeometry( object.geometry );
var mat = new THREE.LineBasicMaterial( { color: 0x000000, linewidth: 4 } );
var wireframe = new THREE.LineSegments( geo, mat );
wireframe.renderOrder = 1; // make sure wireframes are rendered 2nd
object.add( wireframe );
提示:webgl_interactive_draggablecubes.html
示例已经过简化。检查r.83dev分支。
three.js r.82
答案 1 :(得分:0)