当鼠标悬停时,我正在尝试更改网格的颜色。 当鼠标“离开”网格时,网格应恢复为正常颜色。
这是我尝试过的:
init();
animate(); //calling function that does all the rendering
//GLOBAL VARS
var scene, camera, renderer;
var raycaster, mouse;
// once everything is loaded, we run our Three.js stuff.
function init() {
// create a scene, that will hold all our elements such as objects, cameras and lights.
scene = new THREE.Scene();
//SET CAMERA
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
camera.position.z = 5;
// create a render and set the size
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setClearColor("#e5e5e5"); //background color
renderer.setSize(window.innerWidth, window.innerHeight); //size of renderer
//bind rendered to the dom element
document.getElementById("WebGL-output").appendChild(renderer.domElement);
//RAYCASTER
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
// create a cube
var cubeGeometry = new THREE.BoxGeometry(20, 0.00001, 20);
var cubeMaterial = new THREE.MeshLambertMaterial({
color: 0xffff00
}); //0xF7F7F7 = gray
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
// position the cube
cube.position.x = 0;
cube.position.y = 3;
cube.position.z = 0;
/*
//USEFUL METHODS
cube.rotation.x +=0.5
cube.scale.x +=0.5
*/
// add the cube to the scene
scene.add(cube);
/* RENDERING A PLANE
var geometry = new THREE.PlaneGeometry( 20, 20);
var material = new THREE.MeshBasicMaterial( {color: 0xffff00, side: THREE.DoubleSide} );
var plane = new THREE.Mesh( geometry, material );
plane.rotation.set(80,0,0);
scene.add( plane );
//plane.position.x = 2;
*/
//ADDING LIGHTS
var ambientLight = new THREE.AmbientLight(0x0c0c0c);
scene.add(ambientLight);
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
// position and point the camera to the center of the scene
camera.position.x = -30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
// when the mouse moves, call the given function
document.addEventListener('mousemove', onDocumentMouseMove, false);
}
function onDocumentMouseMove(event) {
// the following line would stop any other event handler from firing
// (such as the mouse's TrackballControls)
// event.preventDefault();
// update the mouse variable
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function animate() {
render();
}
function render() {
// update the picking ray with the camera and mouse position
raycaster.setFromCamera(mouse, camera);
// calculate objects intersecting the picking ray
var intersects = raycaster.intersectObjects(scene.children);
for (var i = 0; i < intersects.length; i++) {
intersects[i].object.material.color.set(0xff0000);
}
requestAnimationFrame(animate); //pauses when user switches tab
renderer.render(scene, camera);
}
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
<div id="WebGL-output"></div>
<script src="https://cdn.jsdelivr.net/npm/three@0.116.1/build/three.min.js"></script>
不幸的是,渲染场景时,网格渲染时使用的是红色,而不是黄色。
答案 0 :(得分:1)
创建mouse = new THREE.Vector2()
时,鼠标坐标将在(0, 0)
处启动。这意味着第一次渲染帧时,将在屏幕中心触发光线广播,并将材质更改为0xff0000
。
如果您希望光线投射处于“屏幕外”状态,则应使用[-1, 1]
范围之外的值来初始化矢量:THREE.Vector2(100, 100)
,这样就不会冒意外撞击对象的风险并把它们变成红色。