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638e86fc
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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638e86fc
编写于
10月 15, 2014
作者:
M
Mr.doob
浏览文件
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浏览文件
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差异文件
Merge pull request #5452 from alexan0308/webgl_geometry_terrain_raycast
shouldSphereFollowMouse and controls_handleResize enabled
上级
cd350e4a
42f6f3b7
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
15 addition
and
21 deletion
+15
-21
examples/webgl_geometry_terrain_raycast.html
examples/webgl_geometry_terrain_raycast.html
+15
-21
未找到文件。
examples/webgl_geometry_terrain_raycast.html
浏览文件 @
638e86fc
...
...
@@ -62,7 +62,6 @@
var
clock
=
new
THREE
.
Clock
();
var
shouldSphereFollowMouse
=
true
;
var
helper
;
init
();
...
...
@@ -77,7 +76,7 @@
scene
=
new
THREE
.
Scene
();
controls
=
new
THREE
.
OrbitControls
(
camera
);
controls
.
center
.
set
(
0.0
,
100.0
,
0.0
);
controls
.
center
.
set
(
0.0
,
100.0
,
0.0
);
controls
.
userPanSpeed
=
100
;
data
=
generateHeight
(
worldWidth
,
worldDepth
);
...
...
@@ -138,8 +137,6 @@
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
controls
.
handleResize
();
}
function
generateHeight
(
width
,
height
)
{
...
...
@@ -250,31 +247,28 @@
function
onMouseMove
(
event
)
{
if
(
shouldSphereFollowMouse
)
{
var
mouseX
=
(
event
.
clientX
/
window
.
innerWidth
)
*
2
-
1
;
var
mouseY
=
-
(
event
.
clientY
/
window
.
innerHeight
)
*
2
+
1
;
var
mouseX
=
(
event
.
clientX
/
window
.
innerWidth
)
*
2
-
1
;
var
mouseY
=
-
(
event
.
clientY
/
window
.
innerHeight
)
*
2
+
1
;
var
vector
=
new
THREE
.
Vector3
(
mouseX
,
mouseY
,
camera
.
near
);
// Convert the [-1, 1] screen coordinate into a world coordinate on the near plane
vector
.
unproject
(
camera
);
var
vector
=
new
THREE
.
Vector3
(
mouseX
,
mouseY
,
camera
.
near
);
// Convert the [-1, 1] screen coordinate into a world coordinate on the near plane
vector
.
unproject
(
camera
);
var
raycaster
=
new
THREE
.
Raycaster
(
camera
.
position
,
vector
.
sub
(
camera
.
position
).
normalize
()
);
var
raycaster
=
new
THREE
.
Raycaster
(
camera
.
position
,
vector
.
sub
(
camera
.
position
).
normalize
()
);
// See if the ray from the camera into the world hits one of our meshes
var
intersects
=
raycaster
.
intersectObject
(
mesh
);
lastIntersects
=
intersects
;
// See if the ray from the camera into the world hits one of our meshes
var
intersects
=
raycaster
.
intersectObject
(
mesh
);
// Toggle rotation bool for meshes that we clicked
if
(
intersects
.
length
>
0
)
{
// Toggle rotation bool for meshes that we clicked
if
(
intersects
.
length
>
0
)
{
helper
.
position
.
set
(
0
,
0
,
0
);
helper
.
lookAt
(
intersects
[
0
].
face
.
normal
);
helper
.
position
.
set
(
0
,
0
,
0
);
helper
.
lookAt
(
intersects
[
0
].
face
.
normal
);
helper
.
position
.
copy
(
intersects
[
0
].
point
);
helper
.
position
.
copy
(
intersects
[
0
].
point
);
}
}
}
</script>
...
...
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