threejs(8) - ライトのキャストとオブジェクトの相互作用の詳細な説明

ライトキャストとオブジェクトインタラクションの詳細な説明

ここに画像の説明を挿入します

import * as THREE from "three";
// 导入轨道控制器
import {
    
     OrbitControls } from "three/examples/jsm/controls/OrbitControls";
// 导入动画库
import gsap from "gsap";
// 导入dat.gui
import * as dat from "dat.gui";

// 目标:raycaster

const gui = new dat.GUI();
// 1、创建场景
const scene = new THREE.Scene();

// 2、创建相机
const camera = new THREE.PerspectiveCamera(
  75,
  window.innerWidth / window.innerHeight,
  0.1,
  300
);

const textureLoader = new THREE.TextureLoader();
const particlesTexture = textureLoader.load("./textures/particles/1.png");
// 设置相机位置
camera.position.set(0, 0, 20);
scene.add(camera);

const cubeGeometry = new THREE.BoxBufferGeometry(1, 1, 1);
const material = new THREE.MeshBasicMaterial({
    
    
  wireframe: true,
});
const redMaterial = new THREE.MeshBasicMaterial({
    
    
  color: "#ff0000",
});

// 1000立方体
let cubeArr = [];
for (let i = -5; i < 5; i++) {
    
    
  for (let j = -5; j < 5; j++) {
    
    
    for (let z = -5; z < 5; z++) {
    
    
      const cube = new THREE.Mesh(cubeGeometry, material);
      cube.position.set(i, j, z);
      scene.add(cube);
      cubeArr.push(cube);
    }
  }
}

// 创建投射光线对象
const raycaster = new THREE.Raycaster();

// 鼠标的位置对象
const mouse = new THREE.Vector2();

// 监听鼠标的位置
// window.addEventListener("mousemove", (event) => {
    
    
//   //   console.log(event);
//   mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
//   mouse.y = -((event.clientY / window.innerHeight) * 2 - 1);
//   raycaster.setFromCamera(mouse, camera);
//   let result = raycaster.intersectObjects(cubeArr);
//   //   console.log(result);
//   //   result[0].object.material = redMaterial;
//   result.forEach((item) => {
    
    
//     item.object.material = redMaterial;
//   });
// });

// 监听鼠标的位置
window.addEventListener("click", (event) => {
    
    
  //   console.log(event);
  mouse.x = (event.clientX / window.innerWidth) * 2 - 1; // -1 1
  mouse.y = -((event.clientY / window.innerHeight) * 2 - 1);// -1 1
  raycaster.setFromCamera(mouse, camera);
  let result = raycaster.intersectObjects(cubeArr);
  //   console.log(result);
  //   result[0].object.material = redMaterial;
  result.forEach((item) => {
    
    
    item.object.material = redMaterial;
  });
});

// 初始化渲染器
const renderer = new THREE.WebGLRenderer();
// 设置渲染的尺寸大小
renderer.setSize(window.innerWidth, window.innerHeight);
// 开启场景中的阴影贴图
renderer.shadowMap.enabled = true;
renderer.physicallyCorrectLights = true;

// console.log(renderer);
// 将webgl渲染的canvas内容添加到body
document.body.appendChild(renderer.domElement);

// // 使用渲染器,通过相机将场景渲染进来
// renderer.render(scene, camera);

// 创建轨道控制器
const controls = new OrbitControls(camera, renderer.domElement);
// 设置控制器阻尼,让控制器更有真实效果,必须在动画循环里调用.update()。
controls.enableDamping = true;

// 添加坐标轴辅助器
const axesHelper = new THREE.AxesHelper(5);
scene.add(axesHelper);
// 设置时钟
const clock = new THREE.Clock();

function render() {
    
    
  let time = clock.getElapsedTime();

  controls.update();
  renderer.render(scene, camera);
  //   渲染下一帧的时候就会调用render函数
  requestAnimationFrame(render);
}

render();

// 监听画面变化,更新渲染画面
window.addEventListener("resize", () => {
    
    
  //   console.log("画面变化了");

  // 更新摄像头
  camera.aspect = window.innerWidth / window.innerHeight;
  //   更新摄像机的投影矩阵
  camera.updateProjectionMatrix();

  //   更新渲染器
  renderer.setSize(window.innerWidth, window.innerHeight);
  //   设置渲染器的像素比
  renderer.setPixelRatio(window.devicePixelRatio);
});

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転載: blog.csdn.net/woyebuzhidao321/article/details/134091378