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c0d3d4ff
T
three.js
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c0d3d4ff
编写于
5月 08, 2014
作者:
M
mschuetz
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
added raycasting pointcloud example. fixed raycasting issues.
fixed example
上级
6d68ecf1
变更
4
隐藏空白更改
内联
并排
Showing
4 changed file
with
377 addition
and
31 deletion
+377
-31
examples/index.html
examples/index.html
+1
-0
examples/webgl_interactive_raycasting_pointcloud.html
examples/webgl_interactive_raycasting_pointcloud.html
+344
-0
src/core/Raycaster.js
src/core/Raycaster.js
+26
-21
src/math/Ray.js
src/math/Ray.js
+6
-10
未找到文件。
examples/index.html
浏览文件 @
c0d3d4ff
...
...
@@ -158,6 +158,7 @@
"
webgl_interactive_cubes_gpu
"
,
"
webgl_interactive_draggablecubes
"
,
"
webgl_interactive_particles
"
,
"
webgl_interactive_raycasting_pointcloud
"
,
"
webgl_interactive_voxelpainter
"
,
"
webgl_kinect
"
,
"
webgl_lensflares
"
,
...
...
examples/webgl_interactive_raycasting_pointcloud.html
0 → 100644
浏览文件 @
c0d3d4ff
<!doctype html>
<html
lang=
"en"
>
<head>
<title>
three.js webgl - interactive - raycasting - pointcloud
</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
{
color
:
#ffffff
;
background-color
:
#000000
;
margin
:
0px
;
overflow
:
hidden
;
}
#info
{
position
:
absolute
;
top
:
0px
;
width
:
100%
;
padding
:
5px
;
font-family
:
Monospace
;
font-size
:
13px
;
text-align
:
center
;
font-weight
:
bold
;
}
a
{
color
:
#fff
;
}
</style>
</head>
<body>
<div
id=
"container"
></div>
<div
id=
"info"
><a
href=
"http://threejs.org"
target=
"_blank"
>
three.js
</a>
webgl - interactive - raycasting - pointcloud
</div>
<script
src=
"../build/three.min.js"
></script>
<script
src=
"js/Detector.js"
></script>
<script
src=
"js/libs/stats.min.js"
></script>
<script>
if
(
!
Detector
.
webgl
)
Detector
.
addGetWebGLMessage
();
var
renderer
,
scene
,
camera
,
stats
;
var
pointclouds
;
var
projector
,
raycaster
,
intersects
;
var
mouse
=
{
x
:
1
,
y
:
1
};
var
vector
=
new
THREE
.
Vector3
();
var
intersection
=
null
;
var
spheres
=
[];
var
spheresIndex
=
0
;
var
clock
;
var
threshold
=
0.1
;
var
pointSize
=
0.01
;
var
width
=
150
;
var
length
=
150
;
var
rotateY
=
new
THREE
.
Matrix4
().
makeRotationY
(
0.005
);
init
();
animate
();
function
generatePointCloudGeometry
(
color
,
width
,
length
){
var
geometry
=
new
THREE
.
BufferGeometry
();
var
numPoints
=
width
*
length
;
var
positions
=
new
Float32Array
(
numPoints
*
3
);
var
colors
=
new
Float32Array
(
numPoints
*
3
);
var
k
=
0
;
for
(
var
i
=
0
;
i
<
width
;
i
++
)
{
for
(
var
j
=
0
;
j
<
length
;
j
++
)
{
var
u
=
i
/
width
;
var
v
=
j
/
length
;
var
x
=
u
-
0.5
;
var
y
=
(
Math
.
cos
(
u
*
Math
.
PI
*
8
)
+
Math
.
sin
(
v
*
Math
.
PI
*
8
)
)
/
20
;
var
z
=
v
-
0.5
;
positions
[
3
*
k
]
=
x
;
positions
[
3
*
k
+
1
]
=
y
;
positions
[
3
*
k
+
2
]
=
z
;
var
intensity
=
(
y
+
0.1
)
*
5
;
colors
[
3
*
k
]
=
color
.
r
*
intensity
;
colors
[
3
*
k
+
1
]
=
color
.
g
*
intensity
;
colors
[
3
*
k
+
2
]
=
color
.
b
*
intensity
;
k
++
;
}
}
geometry
.
addAttribute
(
'
position
'
,
new
THREE
.
Float32Attribute
(
positions
,
3
)
);
geometry
.
addAttribute
(
'
color
'
,
new
THREE
.
Float32Attribute
(
colors
,
3
)
);
geometry
.
computeBoundingBox
();
return
geometry
;
}
function
generatePointcloud
(
color
,
width
,
length
)
{
var
geometry
=
generatePointCloudGeometry
(
color
,
width
,
length
);
var
material
=
new
THREE
.
PointCloudMaterial
(
{
size
:
pointSize
,
vertexColors
:
true
}
);
var
pointcloud
=
new
THREE
.
PointCloud
(
geometry
,
material
);
return
pointcloud
;
}
function
generateIndexedPointcloud
(
color
,
width
,
length
)
{
var
geometry
=
generatePointCloudGeometry
(
color
,
width
,
length
);
var
numPoints
=
width
*
length
;
var
indices
=
new
Uint16Array
(
numPoints
);
var
k
=
0
;
for
(
var
i
=
0
;
i
<
width
;
i
++
)
{
for
(
var
j
=
0
;
j
<
length
;
j
++
)
{
indices
[
k
]
=
k
;
k
++
;
}
}
geometry
.
addAttribute
(
'
index
'
,
new
THREE
.
Uint16Attribute
(
indices
,
1
)
);
var
material
=
new
THREE
.
PointCloudMaterial
(
{
size
:
pointSize
,
vertexColors
:
true
}
);
var
pointcloud
=
new
THREE
.
PointCloud
(
geometry
,
material
);
return
pointcloud
;
}
function
generateIndexedWithOffsetPointcloud
(
color
,
width
,
length
){
var
geometry
=
generatePointCloudGeometry
(
color
,
width
,
length
);
var
numPoints
=
width
*
length
;
var
indices
=
new
Uint16Array
(
numPoints
);
var
k
=
0
;
for
(
var
i
=
0
;
i
<
width
;
i
++
){
for
(
var
j
=
0
;
j
<
length
;
j
++
)
{
indices
[
k
]
=
k
;
k
++
;
}
}
geometry
.
addAttribute
(
'
index
'
,
new
THREE
.
Uint16Attribute
(
indices
,
1
)
);
var
offset
=
{
start
:
0
,
count
:
indices
.
length
,
index
:
0
};
geometry
.
offsets
.
push
(
offset
);
var
material
=
new
THREE
.
PointCloudMaterial
(
{
size
:
pointSize
,
vertexColors
:
true
}
);
var
pointcloud
=
new
THREE
.
PointCloud
(
geometry
,
material
);
return
pointcloud
;
}
function
generateRegularPointcloud
(
color
,
width
,
length
)
{
var
geometry
=
new
THREE
.
Geometry
();
var
numPoints
=
width
*
length
;
var
colors
=
[];
var
k
=
0
;
for
(
var
i
=
0
;
i
<
width
;
i
++
)
{
for
(
var
j
=
0
;
j
<
length
;
j
++
)
{
var
u
=
i
/
width
;
var
v
=
j
/
length
;
var
x
=
u
-
0.5
;
var
y
=
(
Math
.
cos
(
u
*
Math
.
PI
*
8
)
+
Math
.
sin
(
v
*
Math
.
PI
*
8
)
)
/
20
;
var
z
=
v
-
0.5
;
var
v
=
new
THREE
.
Vector3
(
x
,
y
,
z
);
var
intensity
=
(
y
+
0.1
)
*
7
;
colors
[
3
*
k
]
=
color
.
r
*
intensity
;
colors
[
3
*
k
+
1
]
=
color
.
g
*
intensity
;
colors
[
3
*
k
+
2
]
=
color
.
b
*
intensity
;
geometry
.
vertices
.
push
(
v
);
colors
[
k
]
=
(
color
.
clone
().
multiplyScalar
(
intensity
)
);
k
++
;
}
}
geometry
.
colors
=
colors
;
geometry
.
computeBoundingBox
();
var
material
=
new
THREE
.
PointCloudMaterial
(
{
size
:
pointSize
,
vertexColors
:
true
}
);
var
pointcloud
=
new
THREE
.
PointCloud
(
geometry
,
material
);
return
pointcloud
;
}
function
init
()
{
container
=
document
.
getElementById
(
'
container
'
);
scene
=
new
THREE
.
Scene
();
clock
=
new
THREE
.
Clock
();
camera
=
new
THREE
.
PerspectiveCamera
(
45
,
window
.
innerWidth
/
window
.
innerHeight
,
1
,
10000
);
camera
.
applyMatrix
(
new
THREE
.
Matrix4
().
makeTranslation
(
0
,
0
,
20
)
);
camera
.
applyMatrix
(
new
THREE
.
Matrix4
().
makeRotationX
(
-
0.5
)
);
//
pcBuffer
=
generatePointcloud
(
new
THREE
.
Color
(
1
,
0
,
0
),
width
,
length
);
pcBuffer
.
scale
.
set
(
10
,
10
,
10
);
pcBuffer
.
position
.
set
(
-
5
,
0
,
5
);
scene
.
add
(
pcBuffer
);
var
pcIndexed
=
generateIndexedPointcloud
(
new
THREE
.
Color
(
0
,
1
,
0
),
width
,
length
);
pcIndexed
.
scale
.
set
(
10
,
10
,
10
);
pcIndexed
.
position
.
set
(
5
,
0
,
5
);
scene
.
add
(
pcIndexed
);
var
pcIndexedOffset
=
generateIndexedWithOffsetPointcloud
(
new
THREE
.
Color
(
0
,
1
,
1
),
width
,
length
);
pcIndexedOffset
.
scale
.
set
(
10
,
10
,
10
);
pcIndexedOffset
.
position
.
set
(
5
,
0
,
-
5
);
scene
.
add
(
pcIndexedOffset
);
var
pcRegular
=
generateRegularPointcloud
(
new
THREE
.
Color
(
1
,
0
,
1
),
width
,
length
);
pcRegular
.
scale
.
set
(
10
,
10
,
10
);
pcRegular
.
position
.
set
(
-
5
,
0
,
-
5
);
scene
.
add
(
pcRegular
);
pointclouds
=
[
pcBuffer
,
pcIndexed
,
pcIndexedOffset
,
pcRegular
];
//
var
sphereGeometry
=
new
THREE
.
SphereGeometry
(
0.1
,
32
,
32
);
var
sphereMaterial
=
new
THREE
.
MeshBasicMaterial
(
{
color
:
0xff0000
,
shading
:
THREE
.
FlatShading
}
);
for
(
var
i
=
0
;
i
<
40
;
i
++
)
{
var
sphere
=
new
THREE
.
Mesh
(
sphereGeometry
,
sphereMaterial
);
scene
.
add
(
sphere
);
spheres
.
push
(
sphere
);
}
//
renderer
=
new
THREE
.
WebGLRenderer
();
renderer
.
setSize
(
window
.
innerWidth
,
window
.
innerHeight
);
container
.
appendChild
(
renderer
.
domElement
);
//
projector
=
new
THREE
.
Projector
();
raycaster
=
new
THREE
.
Raycaster
();
raycaster
.
params
.
PointCloud
.
threshold
=
threshold
;
//
stats
=
new
Stats
();
stats
.
domElement
.
style
.
position
=
'
absolute
'
;
stats
.
domElement
.
style
.
top
=
'
0px
'
;
container
.
appendChild
(
stats
.
domElement
);
//
window
.
addEventListener
(
'
resize
'
,
onWindowResize
,
false
);
document
.
addEventListener
(
'
mousemove
'
,
onDocumentMouseMove
,
false
);
}
function
onDocumentMouseMove
(
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
();
stats
.
update
();
}
var
toggle
=
0
;
function
render
()
{
camera
.
applyMatrix
(
rotateY
);
camera
.
updateMatrixWorld
(
true
);
vector
.
set
(
mouse
.
x
,
mouse
.
y
,
0.1
);
projector
.
unprojectVector
(
vector
,
camera
);
raycaster
.
ray
.
set
(
camera
.
position
,
vector
.
sub
(
camera
.
position
).
normalize
()
);
var
intersections
=
raycaster
.
intersectObjects
(
pointclouds
);
intersection
=
(
intersections
.
length
)
>
0
?
intersections
[
0
]
:
null
;
if
(
toggle
>
0.02
&&
intersection
!==
null
)
{
spheres
[
spheresIndex
].
position
.
copy
(
intersection
.
point
);
spheres
[
spheresIndex
].
scale
.
set
(
1
,
1
,
1
);
spheresIndex
=
(
spheresIndex
+
1
)
%
spheres
.
length
;
toggle
=
0
;
}
for
(
var
i
=
0
;
i
<
spheres
.
length
;
i
++
)
{
var
sphere
=
spheres
[
i
];
sphere
.
scale
.
multiplyScalar
(
0.98
);
sphere
.
scale
.
clampScalar
(
0.01
,
1
);
}
toggle
+=
clock
.
getDelta
();
renderer
.
render
(
scene
,
camera
);
}
</script>
</body>
</html>
src/core/Raycaster.js
浏览文件 @
c0d3d4ff
...
...
@@ -14,12 +14,14 @@
this
.
near
=
near
||
0
;
this
.
far
=
far
||
Infinity
;
this
.
params
=
{};
this
.
params
.
Sprite
=
{};
this
.
params
.
Mesh
=
{};
this
.
params
.
PointCloud
=
{
threshold
:
1
};
this
.
params
.
LOD
=
{};
this
.
params
.
Line
=
{};
this
.
params
=
{
Sprite
:
{},
Mesh
:
{},
PointCloud
:
{
threshold
:
1
},
LOD
:
{},
Line
:
{}
};
};
var
sphere
=
new
THREE
.
Sphere
();
...
...
@@ -82,8 +84,8 @@
}
var
localThreshold
=
threshold
/
(
(
object
.
scale
.
x
+
object
.
scale
.
y
+
object
.
scale
.
z
)
/
3
);
var
pos
=
new
THREE
.
Vector3
();
var
intersectPoint
=
new
THREE
.
Vector3
();
if
(
geometry
instanceof
THREE
.
BufferGeometry
)
{
...
...
@@ -123,10 +125,11 @@
positions
[
a
*
3
+
2
]
);
var
rayPointDistance
=
localRay
.
distanceToPoint
(
pos
,
intersectPoint
);
if
(
rayPointDistance
<
threshold
)
{
var
rayPointDistance
=
localRay
.
distanceToPoint
(
pos
);
if
(
rayPointDistance
<
localThreshold
)
{
var
intersectPoint
=
localRay
.
closestPointToPoint
(
pos
);
intersectPoint
.
applyMatrix4
(
object
.
matrixWorld
);
var
distance
=
raycaster
.
ray
.
origin
.
distanceTo
(
intersectPoint
);
...
...
@@ -158,11 +161,12 @@
positions
[
3
*
i
+
1
],
positions
[
3
*
i
+
2
]
);
var
rayPointDistance
=
localRay
.
distanceToPoint
(
pos
,
intersectPoint
);
if
(
rayPointDistance
<
threshold
)
{
var
rayPointDistance
=
localRay
.
distanceToPoint
(
pos
);
if
(
rayPointDistance
<
localThreshold
)
{
var
intersectPoint
=
localRay
.
closestPointToPoint
(
pos
);
intersectPoint
.
applyMatrix4
(
object
.
matrixWorld
);
var
distance
=
raycaster
.
ray
.
origin
.
distanceTo
(
intersectPoint
);
...
...
@@ -170,7 +174,7 @@
distance
:
distance
,
distanceToRay
:
rayPointDistance
,
point
:
intersectPoint
.
clone
()
,
point
:
intersectPoint
,
index
:
i
,
face
:
null
,
object
:
object
...
...
@@ -189,12 +193,13 @@
for
(
var
i
=
0
;
i
<
vertices
.
length
;
i
++
)
{
var
v
=
vertices
[
i
];
var
rayPointDistance
=
localRay
.
distanceToPoint
(
v
,
intersectPoint
);
if
(
rayPointDistance
<
threshold
)
{
pos
=
vertices
[
i
];
var
rayPointDistance
=
localRay
.
distanceToPoint
(
pos
);
if
(
rayPointDistance
<
localThreshold
)
{
var
intersectPoint
=
localRay
.
closestPointToPoint
(
pos
);
intersectPoint
.
applyMatrix4
(
object
.
matrixWorld
);
var
distance
=
raycaster
.
ray
.
origin
.
distanceTo
(
intersectPoint
);
...
...
src/math/Ray.js
浏览文件 @
c0d3d4ff
...
...
@@ -73,25 +73,21 @@ THREE.Ray.prototype = {
var
v1
=
new
THREE
.
Vector3
();
return
function
(
point
,
optionalIntersectionPoint
)
{
var
v
=
(
optionalIntersectionPoint
!==
undefined
)
?
optionalIntersectionPoint
:
v1
;
return
function
(
point
)
{
var
directionDistance
=
v
.
subVectors
(
point
,
this
.
origin
).
dot
(
this
.
direction
);
var
directionDistance
=
v
1
.
subVectors
(
point
,
this
.
origin
).
dot
(
this
.
direction
);
// point behind the ray
if
(
directionDistance
<
0
)
{
v
.
copy
(
this
.
origin
);
return
this
.
origin
.
distanceTo
(
point
);
}
else
{
v
.
copy
(
this
.
direction
).
multiplyScalar
(
directionDistance
).
add
(
this
.
origin
);
}
return
v
.
distanceTo
(
point
);
v1
.
copy
(
this
.
direction
).
multiplyScalar
(
directionDistance
).
add
(
this
.
origin
);
return
v1
.
distanceTo
(
point
);
};
...
...
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