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- <h1>VR - 3DOF 指向选择</h1>
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- <div class="lesson-main">
- <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
- href="webxr.html">这篇文章</a> 了解原因。</strong></p>
- <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
- 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>
- <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
- <a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a>
- 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
- class="notranslate" translate="no">selectstart</code>、<code class="notranslate" translate="no">select</code>
- 和 <code class="notranslate" translate="no">selectend</code> 事件。</p>
- <p>从 <a href="webxr-look-to-select.html">上一个示例</a> 开始,让我们将 <code class="notranslate"
- translate="no">PickHelper</code>
- 更改为 <code class="notranslate" translate="no">ControllerPickHelper</code>。</p>
- <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:
- </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;
- });
- </pre>
- <p>请记住,我们在之前的代码中使用了 <code class="notranslate" translate="no">meshToMeshMap</code>
- 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。
- </p>
- <p>关于 <code class="notranslate" translate="no">ControllerPickHelper</code> 的具体实现,首先我们需要将 VR
- 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>
- <!-- 以下为代码块和进一步内容... -->
- <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper {
- constructor(scene) {
- const pointerGeometry = new THREE.BufferGeometry().setFromPoints([
- new THREE.Vector3(0, 0, 0),
- new THREE.Vector3(0, 0, -1),
- ]);
- this.controllers = [];
- for (let i = 0; i < 2; ++i) {
- const controller = renderer.xr.getController(i);
- scene.add(controller);
- const line = new THREE.Line(pointerGeometry);
- line.scale.z = 5;
- controller.add(line);
- this.controllers.push({controller, line});
- }
- }
- }
- </pre>
- <p>
- 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>
- <p>但我们面临一个问题,我们并不希望 <code class="notranslate" translate="no">RayCaster</code>
- 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
- href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a>
- 父对象下面。</p>
- <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const scene = new THREE.Scene();
- +// 用于放置可拾取对象,以便将其与不可拾取对象分离
- +const pickRoot = new THREE.Object3D();
- +scene.add(pickRoot);
- ...
- function makeInstance(geometry, color, x) {
- const material = new THREE.MeshPhongMaterial({color});
- const cube = new THREE.Mesh(geometry, material);
- - scene.add(cube);
- + pickRoot.add(cube);
- ...
- </pre>
- <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
- 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
- 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。
- </p>
- <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper {
- constructor(scene) {
- + this.raycaster = new THREE.Raycaster();
- + this.objectToColorMap = new Map();
- + this.controllerToObjectMap = new Map();
- + this.tempMatrix = new THREE.Matrix4();
- const pointerGeometry = new THREE.BufferGeometry().setFromPoints([
- new THREE.Vector3(0, 0, 0),
- new THREE.Vector3(0, 0, -1),
- ]);
- this.controllers = [];
- for (let i = 0; i < 2; ++i) {
- const controller = renderer.xr.getController(i);
- scene.add(controller);
- const line = new THREE.Line(pointerGeometry);
- line.scale.z = 5;
- controller.add(line);
- this.controllers.push({controller, line});
- }
- }
- + update(pickablesParent, time) {
- + this.reset();
- + for (const {controller, line} of this.controllers) {
- + // 从控制器发射一条射线
- + this.tempMatrix.identity().extractRotation(controller.matrixWorld);
- + this.raycaster.ray.origin.setFromMatrixPosition(controller.matrixWorld);
- + this.raycaster.ray.direction.set(0, 0, -1).applyMatrix4(this.tempMatrix);
- + // 获取射线与对象的交集
- + const intersections = this.raycaster.intersectObjects(pickablesParent.children);
- + if (intersections.length) {
- + const intersection = intersections[0];
- + // 调整线条长度,使其刚好触碰到对象
- + line.scale.z = intersection.distance;
- + // 选中第一个对象(最近的)
- + const pickedObject = intersection.object;
- + // 保存控制器选中的对象
- + this.controllerToObjectMap.set(controller, pickedObject);
- + // 如果尚未高亮该对象,则进行高亮
- + if (this.objectToColorMap.get(pickedObject) === undefined) {
- + // 保存其原始颜色
- + this.objectToColorMap.set(pickedObject, pickedObject.material.emissive.getHex());
- + // 设置为闪烁的红色/黄色
- + pickedObject.material.emissive.setHex((time * 8) % 2 > 1 ? 0xFF2000 : 0xFF0000);
- + }
- + } else {
- + line.scale.z = 5;
- + }
- + }
- + }
- }
- </pre>
- <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
- <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
- <code class="notranslate" translate="no">controllerToObjectMap</code> 中保存每个控制器所指向的对象,同时在
- <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。
- </p>
- <p>我们需要添加代码,在每一帧重置这些设置。</p>
- <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper {
- ...
- + _reset() {
- + // 恢复颜色
- + this.objectToColorMap.forEach((color, object) => {
- + object.material.emissive.setHex(color);
- + });
- + this.objectToColorMap.clear();
- + this.controllerToObjectMap.clear();
- + }
- update(pickablesParent, time) {
- + this._reset();
- ...
- }
- </pre>
- <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>
- 事件。为此,我们可以扩展 three.js 的 <a href="/docs/#api/en/core/EventDispatcher"><code
- class="notranslate" translate="no">EventDispatcher</code></a>,然后监听来自控制器的 <code
- 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
- <code class="notranslate" translate="no">select</code> 事件。</p>
- <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-class ControllerPickHelper {
- +class ControllerPickHelper extends THREE.EventDispatcher {
- constructor(scene) {
- + super();
- this.raycaster = new THREE.Raycaster();
- this.objectToColorMap = new Map(); // 保存颜色和被选中对象
- this.controllerToObjectMap = new Map();
- this.tempMatrix = new THREE.Matrix4();
- const pointerGeometry = new THREE.BufferGeometry().setFromPoints([
- new THREE.Vector3(0, 0, 0),
- new THREE.Vector3(0, 0, -1),
- ]);
- this.controllers = [];
- for (let i = 0; i < 2; ++i) {
- const controller = renderer.xr.getController(i);
- + controller.addEventListener('select', (event) => {
- + const controller = event.target;
- + const selectedObject = this.controllerToObjectMap.get(controller);
- + if (selectedObject) {
- + this.dispatchEvent({type: 'select', controller, selectedObject});
- + }
- + });
- scene.add(controller);
- const line = new THREE.Line(pointerGeometry);
- line.scale.z = 5;
- controller.add(line);
- this.controllers.push({controller, line});
- }
- }
- }
- </pre>
- <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>
- <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) {
- ...
- + pickHelper.update(pickablesParent, time);
- renderer.render(scene, camera);
- }
- </pre>
- <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>
- <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.html"></iframe>
- </div>
- <a class="threejs_center" href="/manual/examples/webxr-point-to-select.html"
- target="_blank">点击这里在新窗口中打开</a>
- </div>
- <p>那如果我们想要能够移动这些物体呢?</p>
- <p>其实相对简单。我们只需要把控制器的 <code class="notranslate" translate="no">select</code>
- 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>
- <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: 'select', controller, selectedObject});
- + }
- + };
- for (let i = 0; i < 2; ++i) {
- const controller = renderer.xr.getController(i);
- - controller.addEventListener('select', (event) => {
- - const controller = event.target;
- - const selectedObject = this.controllerToObjectMap.get(event.target);
- - if (selectedObject) {
- - this.dispatchEvent({type: 'select', controller, selectedObject});
- - }
- - });
- + controller.addEventListener('select', selectListener);
- ...
- </pre>
- <p>然后我们将其同时用于 <code class="notranslate" translate="no">selectstart</code> 和 <code
- class="notranslate" translate="no">select</code> 事件:</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: 'select', controller, selectedObject});
- + this.dispatchEvent({type: event.type, controller, selectedObject});
- }
- };
- for (let i = 0; i < 2; ++i) {
- const controller = renderer.xr.getController(i);
- controller.addEventListener('select', selectListener);
- controller.addEventListener('selectstart', selectListener);
- ...
- </pre>
- <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>
- <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>
- </div>
- </div>
- </div>
- <script src="../resources/prettify.js"></script>
- <script src="../resources/lesson.js"></script>
- </body>
- </html>
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