未验证 提交 03962686 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #17961 from webglzhang/dev

InstancedMesh: Add support for raycast().
......@@ -58,6 +58,7 @@
Examples: [example:webgl_interactive_cubes Raycasting to a Mesh]<br />
[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera]<br />
[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry]<br />
[example:webgl_instancing_raycast Raycasting to a InstancedMesh]<br />
[example:webgl_interactive_lines Raycasting to a Line]<br />
[example:webgl_interactive_raycasting_points Raycasting to Points]<br />
[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
......@@ -170,7 +171,8 @@
[page:Integer faceIndex] – index of the intersected face<br />
[page:Object3D object] – the intersected object<br />
[page:Vector2 uv] - U,V coordinates at point of intersection<br />
[page:Vector2 uv2] - Second set of U,V coordinates at point of intersection
[page:Vector2 uv2] - Second set of U,V coordinates at point of intersection<br />
[page:Integer instanceId] – The index number of the instance where the ray intersects the InstancedMesh
</p>
<p>
*Raycaster* delegates to the [page:Object3D.raycast raycast] method of the passed object, when evaluating whether the ray intersects the object or not. This allows [page:Mesh meshes] to respond differently to ray casting than [page:Line lines] and [page:Points pointclouds].
......
......@@ -53,6 +53,17 @@
<h2>Methods</h2>
<p>See the base [page:Mesh] class for common methods.</p>
<h3>[method:null getMatrixAt]( [param:Integer index], [param:Matrix4 matrix] )</h3>
<p>
[page:Integer index]: The index of an instance. Values have to be in the range [0, count].
</p>
<p>
[page:Matrix4 matrix]: This 4x4 matrix will be set to the local transformation matrix of the defined instance.
</p>
<p>
Get the local transformation matrix of the defined instance.
</p>
<h3>[method:null setMatrixAt]( [param:Integer index], [param:Matrix4 matrix] )</h3>
<p>
[page:Integer index]: The index of an instance. Values have to be in the range [0, count].
......
......@@ -56,6 +56,7 @@
其它示例:<br>[example:webgl_interactive_cubes Raycasting to a Mesh]<br />
[example:webgl_interactive_cubes_ortho Raycasting to a Mesh in using an OrthographicCamera]<br />
[example:webgl_interactive_buffergeometry Raycasting to a Mesh with BufferGeometry]<br />
[example:webgl_instancing_raycast Raycasting to a InstancedMesh]<br />
[example:webgl_interactive_lines Raycasting to a Line]<br />
[example:webgl_interactive_raycasting_points Raycasting to Points]<br />
[example:webgl_geometry_terrain_raycast Terrain raycasting]<br />
......@@ -170,7 +171,8 @@
[page:Integer faceIndex] —— 相交的面的索引<br />
[page:Object3D object] —— 相交的物体<br />
[page:Vector2 uv] —— 相交部分的点的UV坐标。<br />
[page:Vector2 uv2] —— Second set of U,V coordinates at point of intersection
[page:Vector2 uv2] —— Second set of U,V coordinates at point of intersection<br />
[page:Integer instanceId] – The index number of the instance where the ray intersects the InstancedMesh
</p>
<p>
当计算这条射线是否和物体相交的时候,*Raycaster*将传入的对象委托给[page:Object3D.raycast raycast]方法。
......
......@@ -53,6 +53,17 @@
<h2>Methods</h2>
<p>See the base [page:Mesh] class for common methods.</p>
<h3>[method:null getMatrixAt]( [param:Integer index], [param:Matrix4 matrix] )</h3>
<p>
[page:Integer index]: The index of an instance. Values have to be in the range [0, count].
</p>
<p>
[page:Matrix4 matrix]: This 4x4 matrix will be set to the local transformation matrix of the defined instance.
</p>
<p>
Get the local transformation matrix of the defined instance.
</p>
<h3>[method:null setMatrixAt]( [param:Integer index], [param:Matrix4 matrix] )</h3>
<p>
[page:Integer index]: The index of an instance. Values have to be in the range [0, count].
......
......@@ -48,6 +48,7 @@ var files = {
"webgl_geometry_text_stroke",
"webgl_helpers",
"webgl_instancing_suzanne",
"webgl_instancing_raycast",
"webgl_interactive_buffergeometry",
"webgl_interactive_cubes",
"webgl_interactive_cubes_gpu",
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - instancing - raycast </title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<script type="module">
import * as THREE from '../build/three.module.js';
import Stats from './jsm/libs/stats.module.js';
import {GUI} from './jsm/libs/dat.gui.module.js';
import {OrbitControls} from "./jsm/controls/OrbitControls.js";
var camera, scene, renderer, stats;
var mesh, geometry;
var amount = parseInt( window.location.search.substr( 1 ) ) || 3;
var count = Math.pow( amount, 3 );
var object = new THREE.Object3D();
var intersection;
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2( 1, 1 );
var orbitControls;
var rotationTheta = 0.1;
var rotationMatrix = new THREE.Matrix4().makeRotationY( rotationTheta );
var instanceMatrix = new THREE.Matrix4();
var matrix = new THREE.Matrix4();
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.set( amount, amount, amount );
camera.lookAt( 0, 0, 0 );
scene = new THREE.Scene();
geometry = new THREE.TorusKnotBufferGeometry( 0.5, 0.2, 16, 4, 2, 3 );
geometry.scale( 0.5, 0.5, 0.5 );
var material = new THREE.MeshNormalMaterial( { flatShading: true } );
mesh = new THREE.InstancedMesh( geometry, material, count );
var i = 0;
var offset = amount / 2;
for ( var x = 0; x < amount; x ++ ) {
for ( var y = 0; y < amount; y ++ ) {
for ( var z = 0; z < amount; z ++ ) {
object.position.set( offset - x, offset - y, offset - z );
object.updateMatrix();
mesh.setMatrixAt( i ++, object.matrix );
}
}
}
scene.add( mesh );
var gui = new GUI();
gui.add( mesh, 'count', 0, count );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
orbitControls = new OrbitControls( camera, renderer.domElement );
stats = new Stats();
document.body.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize, false );
document.addEventListener( 'mousemove', onMouseMove, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onMouseMove( event ) {
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
raycaster.setFromCamera( mouse, camera );
intersection = raycaster.intersectObjects( scene.children );
if ( intersection.length > 0 ) {
mesh.getMatrixAt( intersection[ 0 ].instanceId, instanceMatrix );
matrix.multiplyMatrices( instanceMatrix, rotationMatrix );
mesh.setMatrixAt( intersection[ 0 ].instanceId, matrix );
mesh.instanceMatrix.needsUpdate = true;
}
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>
......@@ -17,6 +17,9 @@ export class InstancedMesh extends Mesh {
instanceMatrix: BufferAttribute;
isInstancedMesh: true;
getMatrixAt( index: number, matrix: Matrix4 ): void;
setMatrixAt( index: number, matrix: Matrix4 ): void;
}
/**
* @author mrdoob / http://mrdoob.com/
*/
import { BufferAttribute } from '../core/BufferAttribute.js';
import { Mesh } from './Mesh.js';
import { Matrix4 } from '../math/Matrix4.js';
var _instanceLocalMatrix = new Matrix4();
var _instanceWorldMatrix = new Matrix4();
var _instanceIntersects = [];
var _mesh = new Mesh();
function InstancedMesh( geometry, material, count ) {
......@@ -21,7 +28,54 @@ InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
isInstancedMesh: true,
raycast: function () {},
getMatrixAt: function ( index, matrix ) {
matrix.fromArray( this.instanceMatrix.array, index * 16 );
},
raycast: function ( raycaster, intersects ) {
var matrixWorld = this.matrixWorld;
var raycastTimes = this.count;
_mesh.geometry = this.geometry;
_mesh.material = this.material;
if ( _mesh.material === undefined ) return;
for ( var instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {
//Calculate the world matrix for each instance
this.getMatrixAt( instanceId, _instanceLocalMatrix );
_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );
//The mesh represents this single instance
_mesh.matrixWorld = _instanceWorldMatrix;
_mesh.raycast( raycaster, _instanceIntersects );
//Process the result of raycast
if ( _instanceIntersects.length > 0 ) {
_instanceIntersects[ 0 ].instanceId = instanceId;
_instanceIntersects[ 0 ].object = this;
intersects.push( _instanceIntersects[ 0 ] );
_instanceIntersects.length = 0;
}
}
},
setMatrixAt: function ( index, matrix ) {
......@@ -29,7 +83,9 @@ InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
},
updateMorphTargets: function () {}
updateMorphTargets: function () {
}
} );
......
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