3.js - Using Ray to track intersection with shape - Click/Touch Event
by bizamajig
HTML
<script src="http://threejs.org/build/three.min.js"></script>
<div id="canvas">
CSS
body {
font-family: Monospace;
background-color: #fff;
margin: 0px;
overflow: hidden;
}
#canvas {
background-color: #000;
width: 200px;
height: 200px;
border: 1px solid black;
margin: 100px;
padding: 0px;
position: static; /* fixed or static */
top: 100px;
left: 100px;
}
JavaScript
// Three.js ray.intersects with offset canvas
var container, camera, scene, renderer, mesh,
objects = [],
count = 0,
CANVAS_WIDTH = 200,
CANVAS_HEIGHT = 200;
// info
info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '30px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.style.color = '#f00';
info.style.backgroundColor = 'transparent';
info.style.zIndex = '1';
info.style.fontFamily = 'Monospace';
info.innerHTML = 'INTERSECT Count: ' + count;
info.style.userSelect = "none";
info.style.webkitUserSelect = "none";
info.style.MozUserSelect = "none";
document.body.appendChild( info );
container = document.getElementById( 'canvas' );
document.body.appendChild( container );
renderer = new THREE.WebGLRenderer();
renderer.setSize( CANVAS_WIDTH, CANVAS_HEIGHT );
container.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 45, CANVAS_WIDTH / CANVAS_HEIGHT, 1, 1000 );
camera.position.y = 150;
camera.position.z = 500;
camera.lookAt( scene.position );
scene.add( camera );
scene.add( new THREE.AmbientLight( 0x222222 ) );
var light = new THREE.PointLight( 0xffffff, 1 );
camera.add( light );
mesh = new THREE.Mesh(
new THREE.BoxGeometry( 200, 200, 200, 1, 1, 1 ),
new THREE.MeshPhongMaterial( { color : 0x0080ff }
) );
scene.add( mesh );
objects.push( mesh );
// find intersections
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
// mouse listener
document.addEventListener( 'mousedown', function( event ) {
// For the following method to work correctly, set the canvas position *static*; margin > 0 and padding > 0 are OK
mouse.x = ( ( event.clientX - renderer.domElement.offsetLeft ) / renderer.domElement.width ) * 2 - 1;
mouse.y = - ( ( event.clientY - renderer.domElement.offsetTop ) / renderer.domElement.height ) * 2 + 1;
// For this alternate method, set the canvas position *fixed*; set top >...