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テクスチャとメッシュの円柱と、three.js の線と頂点を持つグリッドを使用してシーンを作成しました。マウスを左右にドラッグすると、円柱が回転します。

<!DOCTYPE html>
<html lang="en">
    <head>
        <title>3d Model using HTML5 and three.js</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="three.min.js" type="text/javascript"></script>
        <script src="Stats.js" type="text/javascript"></script>
        <script src="Detector.js" type="text/javascript"></script>

        <script>
            if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

            var container, stats;

            var camera, scene, renderer, light, projector;
            var particleMaterial;
            var cylinder, line, geometry, geometry1;

            var targetRotation = 0;
            var targetRotationOnMouseDown = 0;

            var mouseX = 0;
            var mouseXOnMouseDown = 0;

            var windowHalfX = window.innerWidth / 2;
            var windowHalfY = window.innerHeight / 2;

            var objects = [];

            var radious = 1600, theta = 45, onMouseDownTheta = 45, phi = 60, onMouseDownPhi = 60, isShiftDown = false;
            init();                     
            animate();

            function init() {

                container = document.createElement( 'div' );
                document.body.appendChild( container );

                var info = document.createElement( 'div' );
                info.style.position = 'absolute';
                info.style.top = '10px';
                info.style.width = '100%';
                info.style.textAlign = 'center';
                info.innerHTML = 'Drag to spin the cylinder<br/>Objective: By spining left, cylinder should go into the surface and by spining right it should come out.';
                container.appendChild( info );

                // camera

                camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
                camera.position.y = 200;                
                camera.position.z = 800;


                // scene

                scene = new THREE.Scene();

                // light

                scene.add( new THREE.AmbientLight( 0x404040 ) );
                light = new THREE.DirectionalLight( 0xffffff );
                light.position.set( 0, 1, 0 );
                scene.add( light );

                // texture              

                var materials = [];

                for ( var i = 0; i < 6; i ++ ) {

                    materials.push( new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } ) );

                }//alert(materials.length);

                // Grid

                geometry = new THREE.Geometry();
                geometry.vertices.push( new THREE.Vector3( - 500, 0, 0 ) );
                geometry.vertices.push( new THREE.Vector3( 500, 0, 0 ) );

                for ( var i = 0; i <= 20; i ++ ) {

                    line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } ) );
                    line.position.z = ( i * 50 ) - 500;
                    scene.add( line );

                    line = new THREE.Line( geometry, new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } ) );
                    line.position.x = ( i * 50 ) - 500;
                    line.rotation.y = 90 * Math.PI / 180;
                    scene.add( line );
                }


                // cylinder                                         
                geometry1 = new THREE.CylinderGeometry(100, 100, 300, 16, 4, false);

                cylinder = new THREE.Mesh(geometry1 ,new THREE.MeshLambertMaterial( { color: 0x2D303D, wireframe: true, shading: THREE.FlatShading } ));
                //cylinder.position.x = 100;
                cylinder.position.y = -50;
                //cylinder.overdraw = true;
                scene.add(cylinder);
                alert(geometry1.faces.length);
                objects.push(cylinder);


                // projector
                projector = new THREE.Projector();

                // renderer

                renderer = new THREE.CanvasRenderer();
                renderer.setSize( window.innerWidth, window.innerHeight );
                container.appendChild( renderer.domElement );               

                // stats

                stats = new Stats();
                stats.domElement.style.position = 'absolute';
                stats.domElement.style.top = '0px';
                container.appendChild( stats.domElement );

                document.addEventListener( 'mousedown', onDocumentMouseDown, false );
                document.addEventListener( 'touchstart', onDocumentTouchStart, false );
                document.addEventListener( 'touchmove', onDocumentTouchMove, false );               

                window.addEventListener( 'resize', onWindowResize, false );

            }

            function onWindowResize() {

                camera.left = window.innerWidth / - 2;
                camera.right = window.innerWidth / 2;
                camera.top = window.innerHeight / 2;
                camera.bottom = window.innerHeight / - 2;
                camera.aspect = window.innerWidth / window.innerHeight;
                //camera.updateProjectionMatrix();

                renderer.setSize( window.innerWidth, window.innerHeight );

            }

            function onDocumentMouseDown( event ) {         

                event.preventDefault();

                document.addEventListener( 'mousemove', onDocumentMouseMove, false );
                document.addEventListener( 'mouseup', onDocumentMouseUp, false );
                document.addEventListener( 'mouseout', onDocumentMouseOut, false );

                mouseXOnMouseDown = event.clientX - windowHalfX;
                targetRotationOnMouseDown = targetRotation;



            }

            function onDocumentMouseMove( event ) {

                mouseX = event.clientX - windowHalfX;

                targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;

            }

            function onDocumentMouseUp( event ) {

                document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
                document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
                document.removeEventListener( 'mouseout', onDocumentMouseOut, false );

            }

            function onDocumentMouseOut( event ) {

                document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
                document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
                document.removeEventListener( 'mouseout', onDocumentMouseOut, false );

            }

            function onDocumentTouchStart( event ) {

                if ( event.touches.length === 1 ) {

                    event.preventDefault();

                    mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
                    targetRotationOnMouseDown = targetRotation;

                }

            }

            function onDocumentTouchMove( event ) {
                if ( event.touches.length === 1 ) {
                    event.preventDefault();
                    mouseX = event.touches[ 0 ].pageX - windowHalfX;
                    targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
                }
            }

            function animate() {
                requestAnimationFrame( animate );
                render();
                stats.update();

            }

            function render() {             
                cylinder.rotation.y += ( targetRotation - cylinder.rotation.y ) * 0.05;
                renderer.render( scene, camera );               
            }           


        </script>

    </body>
</html>

円柱の面をクリックして、円柱のどの面が選択されているかを知るにはどうすればよいですか?

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1 に答える 1

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自分の視点から立方体に向かって仮想光線を発射する必要があります。次に、交差したオブジェクトからfaceまたはfaceIndexを読み取ることができます。

function onDocumentMouseDown( event ) {

            event.preventDefault();

            // position of mouse + screen calc
            var vector = new THREE.Vector3( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1, 0.5 );
            projector.unprojectVector( vector, camera );

            // create a ray from the camera thru the vector
            var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );

            // array of intersecting object (front to back)
            var intersects = ray.intersectObjects( objects );

            // are we hitting something?
            if ( intersects.length > 0 ) {

                // first intersection should be the object (Mesh,...)
                console.log(intersects[0].object);

                // gimme face as THREE.Face3/4 object
                console.log(intersects[0].face);

                // tell me face index (int)
                console.log(intersects[0].faceIndex);

                // lets change color of the intersected object for fun
                intersects[ 0 ].object.material.color.setHex( Math.random() * 0xffffff );

        }
}

canvas_interactive_cubes例もチェックしてください

于 2012-09-13T07:30:45.723 に答える