webxr-point-to-select.html 17 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416
  1. <!DOCTYPE html>
  2. <html lang="zh">
  3. <head>
  4. <meta charset="utf-8">
  5. <title>VR - 3DOF 指向选择</title>
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <meta name="twitter:card" content="summary_large_image">
  8. <meta name="twitter:site" content="@threejs">
  9. <meta name="twitter:title" content="Three.js – VR - 3DOF 指向选择">
  10. <meta property="og:image" content="https://threejs.org/files/share.png">
  11. <link rel="shortcut icon" href="../../files/favicon_white.ico" media="(prefers-color-scheme: dark)">
  12. <link rel="shortcut icon" href="../../files/favicon.ico" media="(prefers-color-scheme: light)">
  13. <link rel="stylesheet" href="../resources/lesson.css">
  14. <link rel="stylesheet" href="../resources/lang.css">
  15. <script type="importmap">
  16. {
  17. "imports": {
  18. "three": "../../build/three.module.js"
  19. }
  20. }
  21. </script>
  22. </head>
  23. <body>
  24. <div class="container">
  25. <div class="lesson-title">
  26. <h1>VR - 3DOF 指向选择</h1>
  27. </div>
  28. <div class="lesson">
  29. <div class="lesson-main">
  30. <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
  31. href="webxr.html">这篇文章</a> 了解原因。</strong></p>
  32. <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
  33. 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>
  34. <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
  35. <a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a>
  36. 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
  37. class="notranslate" translate="no">selectstart</code>、<code class="notranslate" translate="no">select</code>
  38. 和 <code class="notranslate" translate="no">selectend</code> 事件。</p>
  39. <p>从 <a href="webxr-look-to-select.html">上一个示例</a> 开始,让我们将 <code class="notranslate"
  40. translate="no">PickHelper</code>
  41. 更改为 <code class="notranslate" translate="no">ControllerPickHelper</code>。</p>
  42. <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:
  43. </p>
  44. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const pickHelper = new ControllerPickHelper(scene);
  45. pickHelper.addEventListener('select', (event) =&gt; {
  46. event.selectedObject.visible = false;
  47. const partnerObject = meshToMeshMap.get(event.selectedObject);
  48. partnerObject.visible = true;
  49. });
  50. </pre>
  51. <p>请记住,我们在之前的代码中使用了 <code class="notranslate" translate="no">meshToMeshMap</code>
  52. 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。
  53. </p>
  54. <p>关于 <code class="notranslate" translate="no">ControllerPickHelper</code> 的具体实现,首先我们需要将 VR
  55. 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>
  56. <!-- 以下为代码块和进一步内容... -->
  57. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper {
  58. constructor(scene) {
  59. const pointerGeometry = new THREE.BufferGeometry().setFromPoints([
  60. new THREE.Vector3(0, 0, 0),
  61. new THREE.Vector3(0, 0, -1),
  62. ]);
  63. this.controllers = [];
  64. for (let i = 0; i &lt; 2; ++i) {
  65. const controller = renderer.xr.getController(i);
  66. scene.add(controller);
  67. const line = new THREE.Line(pointerGeometry);
  68. line.scale.z = 5;
  69. controller.add(line);
  70. this.controllers.push({controller, line});
  71. }
  72. }
  73. }
  74. </pre>
  75. <p>
  76. 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>
  77. <p>但我们面临一个问题,我们并不希望 <code class="notranslate" translate="no">RayCaster</code>
  78. 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
  79. href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a>
  80. 父对象下面。</p>
  81. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const scene = new THREE.Scene();
  82. +// 用于放置可拾取对象,以便将其与不可拾取对象分离
  83. +const pickRoot = new THREE.Object3D();
  84. +scene.add(pickRoot);
  85. ...
  86. function makeInstance(geometry, color, x) {
  87. const material = new THREE.MeshPhongMaterial({color});
  88. const cube = new THREE.Mesh(geometry, material);
  89. - scene.add(cube);
  90. + pickRoot.add(cube);
  91. ...
  92. </pre>
  93. <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
  94. 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
  95. 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。
  96. </p>
  97. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper {
  98. constructor(scene) {
  99. + this.raycaster = new THREE.Raycaster();
  100. + this.objectToColorMap = new Map();
  101. + this.controllerToObjectMap = new Map();
  102. + this.tempMatrix = new THREE.Matrix4();
  103. const pointerGeometry = new THREE.BufferGeometry().setFromPoints([
  104. new THREE.Vector3(0, 0, 0),
  105. new THREE.Vector3(0, 0, -1),
  106. ]);
  107. this.controllers = [];
  108. for (let i = 0; i &lt; 2; ++i) {
  109. const controller = renderer.xr.getController(i);
  110. scene.add(controller);
  111. const line = new THREE.Line(pointerGeometry);
  112. line.scale.z = 5;
  113. controller.add(line);
  114. this.controllers.push({controller, line});
  115. }
  116. }
  117. + update(pickablesParent, time) {
  118. + this.reset();
  119. + for (const {controller, line} of this.controllers) {
  120. + // 从控制器发射一条射线
  121. + this.tempMatrix.identity().extractRotation(controller.matrixWorld);
  122. + this.raycaster.ray.origin.setFromMatrixPosition(controller.matrixWorld);
  123. + this.raycaster.ray.direction.set(0, 0, -1).applyMatrix4(this.tempMatrix);
  124. + // 获取射线与对象的交集
  125. + const intersections = this.raycaster.intersectObjects(pickablesParent.children);
  126. + if (intersections.length) {
  127. + const intersection = intersections[0];
  128. + // 调整线条长度,使其刚好触碰到对象
  129. + line.scale.z = intersection.distance;
  130. + // 选中第一个对象(最近的)
  131. + const pickedObject = intersection.object;
  132. + // 保存控制器选中的对象
  133. + this.controllerToObjectMap.set(controller, pickedObject);
  134. + // 如果尚未高亮该对象,则进行高亮
  135. + if (this.objectToColorMap.get(pickedObject) === undefined) {
  136. + // 保存其原始颜色
  137. + this.objectToColorMap.set(pickedObject, pickedObject.material.emissive.getHex());
  138. + // 设置为闪烁的红色/黄色
  139. + pickedObject.material.emissive.setHex((time * 8) % 2 &gt; 1 ? 0xFF2000 : 0xFF0000);
  140. + }
  141. + } else {
  142. + line.scale.z = 5;
  143. + }
  144. + }
  145. + }
  146. }
  147. </pre>
  148. <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
  149. <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
  150. <code class="notranslate" translate="no">controllerToObjectMap</code> 中保存每个控制器所指向的对象,同时在
  151. <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。
  152. </p>
  153. <p>我们需要添加代码,在每一帧重置这些设置。</p>
  154. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper {
  155. ...
  156. + _reset() {
  157. + // 恢复颜色
  158. + this.objectToColorMap.forEach((color, object) =&gt; {
  159. + object.material.emissive.setHex(color);
  160. + });
  161. + this.objectToColorMap.clear();
  162. + this.controllerToObjectMap.clear();
  163. + }
  164. update(pickablesParent, time) {
  165. + this._reset();
  166. ...
  167. }
  168. </pre>
  169. <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>
  170. 事件。为此,我们可以扩展 three.js 的 <a href="/docs/#api/en/core/EventDispatcher"><code
  171. class="notranslate" translate="no">EventDispatcher</code></a>,然后监听来自控制器的 <code
  172. 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
  173. <code class="notranslate" translate="no">select</code> 事件。</p>
  174. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">-class ControllerPickHelper {
  175. +class ControllerPickHelper extends THREE.EventDispatcher {
  176. constructor(scene) {
  177. + super();
  178. this.raycaster = new THREE.Raycaster();
  179. this.objectToColorMap = new Map(); // 保存颜色和被选中对象
  180. this.controllerToObjectMap = new Map();
  181. this.tempMatrix = new THREE.Matrix4();
  182. const pointerGeometry = new THREE.BufferGeometry().setFromPoints([
  183. new THREE.Vector3(0, 0, 0),
  184. new THREE.Vector3(0, 0, -1),
  185. ]);
  186. this.controllers = [];
  187. for (let i = 0; i &lt; 2; ++i) {
  188. const controller = renderer.xr.getController(i);
  189. + controller.addEventListener('select', (event) =&gt; {
  190. + const controller = event.target;
  191. + const selectedObject = this.controllerToObjectMap.get(controller);
  192. + if (selectedObject) {
  193. + this.dispatchEvent({type: 'select', controller, selectedObject});
  194. + }
  195. + });
  196. scene.add(controller);
  197. const line = new THREE.Line(pointerGeometry);
  198. line.scale.z = 5;
  199. controller.add(line);
  200. this.controllers.push({controller, line});
  201. }
  202. }
  203. }
  204. </pre>
  205. <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>
  206. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) {
  207. ...
  208. + pickHelper.update(pickablesParent, time);
  209. renderer.render(scene, camera);
  210. }
  211. </pre>
  212. <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>
  213. <div translate="no" class="threejs_example_container notranslate">
  214. <div>
  215. <iframe class="threejs_example notranslate" translate="no" style=" "
  216. src="/manual/examples/resources/editor.html?url=/manual/examples/webxr-point-to-select.html"></iframe>
  217. </div>
  218. <a class="threejs_center" href="/manual/examples/webxr-point-to-select.html"
  219. target="_blank">点击这里在新窗口中打开</a>
  220. </div>
  221. <p>那如果我们想要能够移动这些物体呢?</p>
  222. <p>其实相对简单。我们只需要把控制器的 <code class="notranslate" translate="no">select</code>
  223. 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>
  224. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper extends THREE.EventDispatcher {
  225. constructor(scene) {
  226. super();
  227. ...
  228. this.controllers = [];
  229. + const selectListener = (event) =&gt; {
  230. + const controller = event.target;
  231. + const selectedObject = this.controllerToObjectMap.get(event.target);
  232. + if (selectedObject) {
  233. + this.dispatchEvent({type: 'select', controller, selectedObject});
  234. + }
  235. + };
  236. for (let i = 0; i &lt; 2; ++i) {
  237. const controller = renderer.xr.getController(i);
  238. - controller.addEventListener('select', (event) =&gt; {
  239. - const controller = event.target;
  240. - const selectedObject = this.controllerToObjectMap.get(event.target);
  241. - if (selectedObject) {
  242. - this.dispatchEvent({type: 'select', controller, selectedObject});
  243. - }
  244. - });
  245. + controller.addEventListener('select', selectListener);
  246. ...
  247. </pre>
  248. <p>然后我们将其同时用于 <code class="notranslate" translate="no">selectstart</code> 和 <code
  249. class="notranslate" translate="no">select</code> 事件:</p>
  250. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper extends THREE.EventDispatcher {
  251. constructor(scene) {
  252. super();
  253. ...
  254. this.controllers = [];
  255. const selectListener = (event) =&gt; {
  256. const controller = event.target;
  257. const selectedObject = this.controllerToObjectMap.get(event.target);
  258. if (selectedObject) {
  259. - this.dispatchEvent({type: 'select', controller, selectedObject});
  260. + this.dispatchEvent({type: event.type, controller, selectedObject});
  261. }
  262. };
  263. for (let i = 0; i &lt; 2; ++i) {
  264. const controller = renderer.xr.getController(i);
  265. controller.addEventListener('select', selectListener);
  266. controller.addEventListener('selectstart', selectListener);
  267. ...
  268. </pre>
  269. <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:
  270. </p>
  271. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ControllerPickHelper extends THREE.EventDispatcher {
  272. constructor(scene) {
  273. super();
  274. ...
  275. this.controllers = [];
  276. const selectListener = (event) =&gt; {
  277. const controller = event.target;
  278. const selectedObject = this.controllerToObjectMap.get(event.target);
  279. if (selectedObject) {
  280. this.dispatchEvent({type: event.type, controller, selectedObject});
  281. }
  282. };
  283. + const endListener = (event) =&gt; {
  284. + const controller = event.target;
  285. + this.dispatchEvent({type: event.type, controller});
  286. + };
  287. for (let i = 0; i &lt; 2; ++i) {
  288. const controller = renderer.xr.getController(i);
  289. controller.addEventListener('select', selectListener);
  290. controller.addEventListener('selectstart', selectListener);
  291. + controller.addEventListener('selectend', endListener);
  292. ...
  293. </pre>
  294. <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>
  295. 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
  296. class="notranslate" translate="no">selectend</code> 事件时,再把它放回原来的位置。</p>
  297. <pre class="prettyprint showlinemods notranslate lang-js" translate="no">const pickHelper = new ControllerPickHelper(scene);
  298. -pickHelper.addEventListener('select', (event) =&gt; {
  299. - event.selectedObject.visible = false;
  300. - const partnerObject = meshToMeshMap.get(event.selectedObject);
  301. - partnerObject.visible = true;
  302. -});
  303. +const controllerToSelection = new Map();
  304. +pickHelper.addEventListener('selectstart', (event) =&gt; {
  305. + const {controller, selectedObject} = event;
  306. + const existingSelection = controllerToSelection.get(controller);
  307. + if (!existingSelection) {
  308. + controllerToSelection.set(controller, {
  309. + object: selectedObject,
  310. + parent: selectedObject.parent,
  311. + });
  312. + controller.attach(selectedObject);
  313. + }
  314. +});
  315. +
  316. +pickHelper.addEventListener('selectend', (event) =&gt; {
  317. + const {controller} = event;
  318. + const selection = controllerToSelection.get(controller);
  319. + if (selection) {
  320. + controllerToSelection.delete(controller);
  321. + selection.parent.attach(selection.object);
  322. + }
  323. +});
  324. </pre>
  325. <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>
  326. <p>我们使用了 <a href="/docs/#api/en/core/Object3D.attach"><code class="notranslate" translate="no">Object3D.attach</code></a>
  327. 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>
  328. <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>
  329. <div translate="no" class="threejs_example_container notranslate">
  330. <div>
  331. <iframe class="threejs_example notranslate" translate="no" style=" "
  332. src="/manual/examples/resources/editor.html?url=/manual/examples/webxr-point-to-select-w-move.html"></iframe>
  333. </div>
  334. <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>
  335. </div>
  336. <p>说实话,我并不确定这个 <code class="notranslate" translate="no">ControllerPickHelper</code>
  337. 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>
  338. </div>
  339. </div>
  340. </div>
  341. <script src="../resources/prettify.js"></script>
  342. <script src="../resources/lesson.js"></script>
  343. </body>
  344. </html>
粤ICP备19079148号