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@@ -1,43 +1,416 @@
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-<!DOCTYPE html><html lang="zh"><head>
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- <meta charset="utf-8">
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- <title>VR - 3DOF Point to Select</title>
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- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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- <meta name="twitter:card" content="summary_large_image">
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- <meta name="twitter:site" content="@threejs">
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- <meta name="twitter:title" content="Three.js – VR - 3DOF Point to Select">
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- <meta property="og:image" content="https://threejs.org/files/share.png">
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- <link rel="shortcut icon" href="../../files/favicon_white.ico" media="(prefers-color-scheme: dark)">
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- <link rel="shortcut icon" href="../../files/favicon.ico" media="(prefers-color-scheme: light)">
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-
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- <link rel="stylesheet" href="../resources/lesson.css">
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- <link rel="stylesheet" href="../resources/lang.css">
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-<script type="importmap">
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-{
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- "imports": {
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- "three": "../../build/three.module.js"
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+<!DOCTYPE html>
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+<html lang="zh">
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+<head>
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+ <meta charset="utf-8">
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+ <title>VR - 3DOF 指向选择</title>
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+ <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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+ <meta name="twitter:card" content="summary_large_image">
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+ <meta name="twitter:site" content="@threejs">
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+ <meta name="twitter:title" content="Three.js – VR - 3DOF 指向选择">
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+ <meta property="og:image" content="https://threejs.org/files/share.png">
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+ <link rel="shortcut icon" href="../../files/favicon_white.ico" media="(prefers-color-scheme: dark)">
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+ <link rel="shortcut icon" href="../../files/favicon.ico" media="(prefers-color-scheme: light)">
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+
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+ <link rel="stylesheet" href="../resources/lesson.css">
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+ <link rel="stylesheet" href="../resources/lang.css">
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../../build/three.module.js"
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+ }
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+ }
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+ </script>
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+</head>
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+<body>
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+<div class="container">
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+ <div class="lesson-title">
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+ <h1>VR - 3DOF 指向选择</h1>
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+ </div>
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+ <div class="lesson">
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+ <div class="lesson-main">
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+ <p><strong>注意:本页示例需要支持 VR 的设备和一个指向设备。如果没有,它们将无法工作。请参阅 <a
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+ href="webxr.html">这篇文章</a> 了解原因。</strong></p>
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+ <p>在 <a href="webxr-look-to-select.html">上一篇文章</a> 中,我们介绍了一个非常简单的 VR
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+ 示例,用户可以通过注视来选择物体。在本文中,我们将更进一步,让用户使用一个指向设备来选择。</p>
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+ <p>Three.js 提供了两个 VR 控制器对象,从而相对容易地处理单个 3DOF 控制器或两个 6DOF 控制器的情况。每个控制器都是一个
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+ <a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a>
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+ 对象,可以提供控制器的朝向和位置。它们还会在用户开始按下、正在按下和松开控制器主按钮时,分别触发 <code
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+ class="notranslate" translate="no">selectstart</code>、<code class="notranslate" translate="no">select</code>
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+ 和 <code class="notranslate" translate="no">selectend</code> 事件。</p>
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+ <p>从 <a href="webxr-look-to-select.html">上一个示例</a> 开始,让我们将 <code class="notranslate"
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+ translate="no">PickHelper</code>
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+ 更改为 <code class="notranslate" translate="no">ControllerPickHelper</code>。</p>
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+ <p>新的实现会在选中对象时发出一个 <code class="notranslate" translate="no">select</code> 事件。我们只需像这样使用它:
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+ </p>
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+
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const pickHelper = new ControllerPickHelper(scene);
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+pickHelper.addEventListener('select', (event) => {
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+ event.selectedObject.visible = false;
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+ const partnerObject = meshToMeshMap.get(event.selectedObject);
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+ partnerObject.visible = true;
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+});
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+</pre>
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+
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+ <p>请记住,我们在之前的代码中使用了 <code class="notranslate" translate="no">meshToMeshMap</code>
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+ 来将立方体与球体进行映射。这样我们就可以通过一个对象来查找与之对应的另一个对象。在这里,我们只是隐藏了被选中的对象,并显示其对应对象。
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+ </p>
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+
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+ <p>关于 <code class="notranslate" translate="no">ControllerPickHelper</code> 的具体实现,首先我们需要将 VR
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+ 控制器对象添加到场景中,并为它们添加一些 3D 线条,以可视化用户的指向方向。我们会保存这些控制器和线条。</p>
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+
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+ <!-- 以下为代码块和进一步内容... -->
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper {
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+ constructor(scene) {
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+ const pointerGeometry = new THREE.BufferGeometry().setFromPoints([
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+ new THREE.Vector3(0, 0, 0),
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+ new THREE.Vector3(0, 0, -1),
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+ ]);
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+
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+ this.controllers = [];
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+ for (let i = 0; i < 2; ++i) {
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+ const controller = renderer.xr.getController(i);
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+ scene.add(controller);
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+
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+ const line = new THREE.Line(pointerGeometry);
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+ line.scale.z = 5;
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+ controller.add(line);
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+ this.controllers.push({controller, line});
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+ }
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+ }
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+}
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+</pre>
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+
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+ <p>
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+ 即使没有其他任何操作,仅仅这样设置,我们就可以在场景中看到一条或两条线,显示出用户的指向设备的位置和方向。</p>
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+
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+ <p>但我们面临一个问题,我们并不希望 <code class="notranslate" translate="no">RayCaster</code>
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+ 本身去拾取这些线条。一个简单的解决方案是,将可拾取对象与不可拾取对象分开,方法是将它们分别放到不同的 <a
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+ href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a>
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+ 父对象下面。</p>
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+
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const scene = new THREE.Scene();
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++// 用于放置可拾取对象,以便将其与不可拾取对象分离
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++const pickRoot = new THREE.Object3D();
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++scene.add(pickRoot);
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+
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+...
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+
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+function makeInstance(geometry, color, x) {
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+ const material = new THREE.MeshPhongMaterial({color});
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+
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+ const cube = new THREE.Mesh(geometry, material);
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+- scene.add(cube);
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++ pickRoot.add(cube);
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+
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+...
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+</pre>
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+
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+ <p>接下来让我们添加一些代码,用来通过控制器进行拾取。这是我们第一次通过非相机的方式进行拾取。在我们关于<a
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+ href="picking.html">拾取的文章</a>中,用户使用鼠标或手指进行拾取,射线从相机出发,穿过屏幕。在<a
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+ href="webxr-look-to-select.html">上一篇文章</a>中,我们是根据用户的注视方向进行拾取,也就是依赖相机方向。而这次,我们是从控制器的位置出发进行拾取,不再使用相机。
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+ </p>
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+
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper {
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+ constructor(scene) {
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++ this.raycaster = new THREE.Raycaster();
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++ this.objectToColorMap = new Map();
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++ this.controllerToObjectMap = new Map();
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++ this.tempMatrix = new THREE.Matrix4();
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+
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+ const pointerGeometry = new THREE.BufferGeometry().setFromPoints([
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+ new THREE.Vector3(0, 0, 0),
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+ new THREE.Vector3(0, 0, -1),
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+ ]);
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+
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+ this.controllers = [];
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+ for (let i = 0; i < 2; ++i) {
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+ const controller = renderer.xr.getController(i);
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+ scene.add(controller);
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+
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+ const line = new THREE.Line(pointerGeometry);
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+ line.scale.z = 5;
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+ controller.add(line);
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+ this.controllers.push({controller, line});
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+ }
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+ }
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++ update(pickablesParent, time) {
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++ this.reset();
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++ for (const {controller, line} of this.controllers) {
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++ // 从控制器发射一条射线
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++ this.tempMatrix.identity().extractRotation(controller.matrixWorld);
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++ this.raycaster.ray.origin.setFromMatrixPosition(controller.matrixWorld);
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++ this.raycaster.ray.direction.set(0, 0, -1).applyMatrix4(this.tempMatrix);
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++ // 获取射线与对象的交集
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++ const intersections = this.raycaster.intersectObjects(pickablesParent.children);
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++ if (intersections.length) {
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++ const intersection = intersections[0];
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++ // 调整线条长度,使其刚好触碰到对象
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++ line.scale.z = intersection.distance;
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++ // 选中第一个对象(最近的)
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++ const pickedObject = intersection.object;
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++ // 保存控制器选中的对象
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++ this.controllerToObjectMap.set(controller, pickedObject);
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++ // 如果尚未高亮该对象,则进行高亮
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++ if (this.objectToColorMap.get(pickedObject) === undefined) {
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++ // 保存其原始颜色
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++ this.objectToColorMap.set(pickedObject, pickedObject.material.emissive.getHex());
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++ // 设置为闪烁的红色/黄色
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++ pickedObject.material.emissive.setHex((time * 8) % 2 > 1 ? 0xFF2000 : 0xFF0000);
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++ }
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++ } else {
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++ line.scale.z = 5;
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++ }
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++ }
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++ }
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+}
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+</pre>
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+
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+ <p>就像之前一样,我们使用了 <a href="/docs/#api/en/core/Raycaster"><code class="notranslate" translate="no">Raycaster</code></a>,不过这次射线是从控制器发出的。在以前的
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+ <code class="notranslate" translate="no">PickHelper</code> 中,只有一个拾取点(相机),但这里我们有两个控制器,每个都可能在拾取对象。我们在
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+ <code class="notranslate" translate="no">controllerToObjectMap</code> 中保存每个控制器所指向的对象,同时在
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+ <code class="notranslate" translate="no">objectToColorMap</code> 中保存对象原本的高光颜色,并让射线刚好触碰到对象表面。
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+ </p>
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+
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+ <p>我们需要添加代码,在每一帧重置这些设置。</p>
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+
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper {
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+
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+ ...
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+
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++ _reset() {
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++ // 恢复颜色
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++ this.objectToColorMap.forEach((color, object) => {
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++ object.material.emissive.setHex(color);
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++ });
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++ this.objectToColorMap.clear();
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++ this.controllerToObjectMap.clear();
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++ }
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+ update(pickablesParent, time) {
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++ this._reset();
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+
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+ ...
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+
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+}
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+</pre>
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+
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+ <p>接下来,我们希望在用户点击控制器时触发一个 <code class="notranslate" translate="no">select</code>
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+ 事件。为此,我们可以扩展 three.js 的 <a href="/docs/#api/en/core/EventDispatcher"><code
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+ class="notranslate" translate="no">EventDispatcher</code></a>,然后监听来自控制器的 <code
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+ class="notranslate" translate="no">select</code> 事件,如果控制器当前指向某个对象,就向外派发一个带有该对象的自定义
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+ <code class="notranslate" translate="no">select</code> 事件。</p>
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+
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-class ControllerPickHelper {
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++class ControllerPickHelper extends THREE.EventDispatcher {
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+ constructor(scene) {
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++ super();
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+ this.raycaster = new THREE.Raycaster();
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+ this.objectToColorMap = new Map(); // 保存颜色和被选中对象
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+ this.controllerToObjectMap = new Map();
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+ this.tempMatrix = new THREE.Matrix4();
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+
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+ const pointerGeometry = new THREE.BufferGeometry().setFromPoints([
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+ new THREE.Vector3(0, 0, 0),
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+ new THREE.Vector3(0, 0, -1),
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+ ]);
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+
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+ this.controllers = [];
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+ for (let i = 0; i < 2; ++i) {
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+ const controller = renderer.xr.getController(i);
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++ controller.addEventListener('select', (event) => {
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++ const controller = event.target;
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++ const selectedObject = this.controllerToObjectMap.get(controller);
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++ if (selectedObject) {
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++ this.dispatchEvent({type: 'select', controller, selectedObject});
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++ }
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++ });
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+ scene.add(controller);
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+
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+ const line = new THREE.Line(pointerGeometry);
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+ line.scale.z = 5;
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+ controller.add(line);
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+ this.controllers.push({controller, line});
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+ }
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}
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}
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-</script>
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- <link rel="stylesheet" href="/manual/zh/lang.css">
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- </head>
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- <body>
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- <div class="container">
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- <div class="lesson-title">
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- <h1>VR - 3DOF Point to Select</h1>
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- </div>
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- <div class="lesson">
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- <div class="lesson-main">
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- <p>抱歉,还没有中文翻译哦。 <a href="https://github.com/mrdoob/three.js">欢迎加入翻译</a>! 😄</p>
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-<p><a href="/manual/en/webxr-point-to-select.html">英文原文链接</a>.</p>
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+</pre>
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+
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+ <p>现在我们只需在渲染循环中调用 <code class="notranslate" translate="no">update</code> 方法即可:</p>
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+
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) {
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+
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+ ...
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+
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++ pickHelper.update(pickablesParent, time);
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+
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+ renderer.render(scene, camera);
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+}
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+</pre>
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+
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+ <p>只要你有一个带控制器的 VR 设备,就应该能够用控制器来选择物体。</p>
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+
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+ <div translate="no" class="threejs_example_container notranslate">
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+ <div>
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+ <iframe class="threejs_example notranslate" translate="no" style=" "
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+ src="/manual/examples/resources/editor.html?url=/manual/examples/webxr-point-to-select.html"></iframe>
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+ </div>
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+ <a class="threejs_center" href="/manual/examples/webxr-point-to-select.html"
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+ target="_blank">点击这里在新窗口中打开</a>
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+ </div>
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+ <p>那如果我们想要能够移动这些物体呢?</p>
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+ <p>其实相对简单。我们只需要把控制器的 <code class="notranslate" translate="no">select</code>
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+ 事件监听器代码提取到一个函数中,以便我们可以用于多个用途。</p>
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+
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper extends THREE.EventDispatcher {
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+ constructor(scene) {
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+ super();
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+
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+ ...
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+
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+ this.controllers = [];
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+
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++ const selectListener = (event) => {
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++ const controller = event.target;
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++ const selectedObject = this.controllerToObjectMap.get(event.target);
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++ if (selectedObject) {
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++ this.dispatchEvent({type: 'select', controller, selectedObject});
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++ }
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++ };
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+
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+ for (let i = 0; i < 2; ++i) {
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+ const controller = renderer.xr.getController(i);
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+- controller.addEventListener('select', (event) => {
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+- const controller = event.target;
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+- const selectedObject = this.controllerToObjectMap.get(event.target);
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+- if (selectedObject) {
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+- this.dispatchEvent({type: 'select', controller, selectedObject});
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+- }
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+- });
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++ controller.addEventListener('select', selectListener);
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+
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+ ...
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+</pre>
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+
|
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+ <p>然后我们将其同时用于 <code class="notranslate" translate="no">selectstart</code> 和 <code
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+ class="notranslate" translate="no">select</code> 事件:</p>
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+
|
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+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper extends THREE.EventDispatcher {
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+ constructor(scene) {
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+ super();
|
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+
|
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+ ...
|
|
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+
|
|
|
+ this.controllers = [];
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+
|
|
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+ const selectListener = (event) => {
|
|
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+ const controller = event.target;
|
|
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+ const selectedObject = this.controllerToObjectMap.get(event.target);
|
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|
+ if (selectedObject) {
|
|
|
+- this.dispatchEvent({type: 'select', controller, selectedObject});
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++ this.dispatchEvent({type: event.type, controller, selectedObject});
|
|
|
+ }
|
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+ };
|
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+
|
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+ for (let i = 0; i < 2; ++i) {
|
|
|
+ const controller = renderer.xr.getController(i);
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+ controller.addEventListener('select', selectListener);
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+ controller.addEventListener('selectstart', selectListener);
|
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+
|
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|
+ ...
|
|
|
+</pre>
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+
|
|
|
+ <p>我们还要传递 <code class="notranslate" translate="no">selectend</code> 事件,这是 three.js 在用户松开控制器按钮时发送的:
|
|
|
+ </p>
|
|
|
+
|
|
|
+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper extends THREE.EventDispatcher {
|
|
|
+ constructor(scene) {
|
|
|
+ super();
|
|
|
+
|
|
|
+ ...
|
|
|
+
|
|
|
+ this.controllers = [];
|
|
|
+
|
|
|
+ const selectListener = (event) => {
|
|
|
+ const controller = event.target;
|
|
|
+ const selectedObject = this.controllerToObjectMap.get(event.target);
|
|
|
+ if (selectedObject) {
|
|
|
+ this.dispatchEvent({type: event.type, controller, selectedObject});
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
++ const endListener = (event) => {
|
|
|
++ const controller = event.target;
|
|
|
++ this.dispatchEvent({type: event.type, controller});
|
|
|
++ };
|
|
|
+
|
|
|
+ for (let i = 0; i < 2; ++i) {
|
|
|
+ const controller = renderer.xr.getController(i);
|
|
|
+ controller.addEventListener('select', selectListener);
|
|
|
+ controller.addEventListener('selectstart', selectListener);
|
|
|
++ controller.addEventListener('selectend', endListener);
|
|
|
+
|
|
|
+ ...
|
|
|
+</pre>
|
|
|
+
|
|
|
+ <p>现在我们可以修改代码,使得当我们收到 <code class="notranslate" translate="no">selectstart</code>
|
|
|
+ 事件时,把被选中的物体从场景中移除,并作为控制器的子对象。这样它就会跟随控制器移动。当我们收到 <code
|
|
|
+ class="notranslate" translate="no">selectend</code> 事件时,再把它放回原来的位置。</p>
|
|
|
+
|
|
|
+ <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const pickHelper = new ControllerPickHelper(scene);
|
|
|
+-pickHelper.addEventListener('select', (event) => {
|
|
|
+- event.selectedObject.visible = false;
|
|
|
+- const partnerObject = meshToMeshMap.get(event.selectedObject);
|
|
|
+- partnerObject.visible = true;
|
|
|
+-});
|
|
|
+
|
|
|
++const controllerToSelection = new Map();
|
|
|
++pickHelper.addEventListener('selectstart', (event) => {
|
|
|
++ const {controller, selectedObject} = event;
|
|
|
++ const existingSelection = controllerToSelection.get(controller);
|
|
|
++ if (!existingSelection) {
|
|
|
++ controllerToSelection.set(controller, {
|
|
|
++ object: selectedObject,
|
|
|
++ parent: selectedObject.parent,
|
|
|
++ });
|
|
|
++ controller.attach(selectedObject);
|
|
|
++ }
|
|
|
++});
|
|
|
++
|
|
|
++pickHelper.addEventListener('selectend', (event) => {
|
|
|
++ const {controller} = event;
|
|
|
++ const selection = controllerToSelection.get(controller);
|
|
|
++ if (selection) {
|
|
|
++ controllerToSelection.delete(controller);
|
|
|
++ selection.parent.attach(selection.object);
|
|
|
++ }
|
|
|
++});
|
|
|
+</pre>
|
|
|
+
|
|
|
+ <p>当物体被选中时,我们保存该物体及其原始父级。当用户完成后,我们可以将物体放回原来的地方。</p>
|
|
|
+
|
|
|
+ <p>我们使用了 <a href="/docs/#api/en/core/Object3D.attach"><code class="notranslate" translate="no">Object3D.attach</code></a>
|
|
|
+ 来重新设置选中物体的父级。这个函数允许我们在不改变对象位置和朝向的情况下更换其父对象。</p>
|
|
|
+
|
|
|
+ <p>有了这些,我们现在就可以使用 6DOF 控制器来移动物体,或者使用 3DOF 控制器来改变它们的朝向。</p>
|
|
|
+
|
|
|
+ <div translate="no" class="threejs_example_container notranslate">
|
|
|
+ <div>
|
|
|
+ <iframe class="threejs_example notranslate" translate="no" style=" "
|
|
|
+ src="/manual/examples/resources/editor.html?url=/manual/examples/webxr-point-to-select-w-move.html"></iframe>
|
|
|
+ </div>
|
|
|
+ <a class="threejs_center" href="/manual/examples/webxr-point-to-select-w-move.html" target="_blank">点击这里在新窗口中打开</a>
|
|
|
+ </div>
|
|
|
|
|
|
- </div>
|
|
|
- </div>
|
|
|
- </div>
|
|
|
+ <p>说实话,我并不确定这个 <code class="notranslate" translate="no">ControllerPickHelper</code>
|
|
|
+ 是否是组织代码的最佳方式,但它在展示如何用 Three.js 在 VR 中实现基础交互方面非常实用。</p>
|
|
|
|
|
|
- <script src="../resources/prettify.js"></script>
|
|
|
- <script src="../resources/lesson.js"></script>
|
|
|
|
|
|
+ </div>
|
|
|
+ </div>
|
|
|
+</div>
|
|
|
|
|
|
+<script src="../resources/prettify.js"></script>
|
|
|
+<script src="../resources/lesson.js"></script>
|
|
|
|
|
|
|
|
|
-</body></html>
|
|
|
+</body>
|
|
|
+</html>
|