提交 57fbfb77 编写于 作者: W webglzhang

remake InstanceMesh.raycast

上级 75fb3aa8
......@@ -49,7 +49,6 @@ var files = {
"webgl_helpers",
"webgl_instancing_suzanne",
"webgl_instancing_raycast",
"webgl_instancing_morphtargets_raycast",
"webgl_interactive_buffergeometry",
"webgl_interactive_cubes",
"webgl_interactive_cubes_gpu",
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - instancing - morph targets - 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>
<div id="container"></div>
<div id="info">
<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - WebGL instancing morphTarget raycast
example
</div>
<script type="module">
import * as THREE from '../build/three.module.js';
import Stats from './jsm/libs/stats.module.js';
import {OrbitControls} from './jsm/controls/OrbitControls.js';
var container;
var camera, scene, renderer, raycaster, controls, stats;
var mesh, mouse = new THREE.Vector2();
var object = new THREE.Object3D();
var amount = parseInt( window.location.search.substr( 1 ) ) || 10;
var count = Math.pow( amount, 3 );
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() {
container = document.getElementById( 'container' );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x000000 );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 25, 25, 25 );
camera.lookAt( new THREE.Vector3( 0, 0, 0 ) );
scene.add( camera );
var light = new THREE.AmbientLight( 0xffffff );
scene.add( light );
var geometry = new THREE.BoxGeometry( 0.5, 0.5, 0.5 );
var material = new THREE.MeshNormalMaterial( { morphTargets: true } );
// construct 8 blend shapes
for ( var i = 0; i < 8; i ++ ) {
var vertices = [];
for ( var v = 0; v < geometry.vertices.length; v ++ ) {
vertices.push( geometry.vertices[ v ].clone() );
if ( v === i ) {
vertices[ vertices.length - 1 ].x *= 2;
vertices[ vertices.length - 1 ].y *= 2;
vertices[ vertices.length - 1 ].z *= 2;
}
}
geometry.morphTargets.push( { name: "target" + i, vertices: vertices } );
}
geometry = new THREE.BufferGeometry().fromGeometry( geometry );
mesh = new THREE.InstancedMesh( geometry, material, count );
mesh.position.set( 0, 0, 0 );
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 ) * 2, ( offset - y ) * 2, ( offset - z ) * 2 );
object.updateMatrix();
mesh.setMatrixAt( i ++, object.matrix );
}
}
}
scene.add( mesh );
raycaster = new THREE.Raycaster();
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
controls = new OrbitControls( camera, renderer.domElement );
stats = new Stats();
document.body.appendChild( stats.dom );
window.addEventListener( 'resize', onWindowResize, false );
document.addEventListener( 'mousemove', onMouseMove, false );
}
function onMouseMove( event ) {
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function updateMorphTargetInfluences() {
for ( var i = 0; i < mesh.morphTargetInfluences.length; i ++ ) {
mesh.morphTargetInfluences[ i ] = Math.sin( Date.now() * 0.001 ) + 0.5;
}
}
function render() {
updateMorphTargetInfluences();
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObject( mesh );
if ( intersects.length > 0 ) {
mesh.getMatrixAt( intersects[ 0 ].instanceId, instanceMatrix );
matrix.multiplyMatrices( instanceMatrix, rotationMatrix );
mesh.setMatrixAt( intersects[ 0 ].instanceId, matrix );
mesh.instanceMatrix.needsUpdate = true;
}
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>
......@@ -5,6 +5,13 @@ 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 _agentMesh = new Mesh();
function InstancedMesh( geometry, material, count ) {
Mesh.call( this, geometry, material );
......@@ -23,11 +30,51 @@ InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
getMatrixAt: function ( index, matrix ) {
var matrix = matrix || new Matrix4();
matrix.fromArray( this.instanceMatrix.array, index * 16 );
return matrix;
},
raycast: function ( raycaster, intersects ) {
var matrixWorld = this.matrixWorld;
var raycastTimes = this.count;
_agentMesh.geometry = this.geometry;
_agentMesh.material = this.material;
if ( _agentMesh.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 agent mesh represents this single instance
_agentMesh.matrix = _instanceWorldMatrix;
_agentMesh.matrixWorld.copy( _instanceWorldMatrix );
_agentMesh.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 = [];
}
}
},
......@@ -37,9 +84,9 @@ InstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
},
// updateMorphTargets: function () {
//
// }
updateMorphTargets: function () {
}
} );
......
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