raycaster:pick
pick & place
by jason870509
HTML
<div id="info">Pick & Place</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden
}
JavaScript
var camera, scene, renderer, controls;
var puck;
var raycaster;
var mouse = new THREE.Vector2();
var pickables = [];
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 500;
var gridXZ = new THREE.GridHelper(240, 24, 'red', 'white');
scene.add(gridXZ);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
controls = new THREE.OrbitControls(camera, renderer.domElement);
document.body.appendChild(renderer.domElement);
/////////////////////////////////////////////////////////////////////
plane = new THREE.Mesh(new THREE.PlaneGeometry(200, 200), new THREE.MeshBasicMaterial({
transparent: true,
opacity: 0.5,
visible: true
}));
scene.add(plane);
plane.rotation.x = -Math.PI / 2;
pickables = [plane];
puck = new THREE.Mesh(new THREE.CylinderGeometry(10, 10, 2, 20), new THREE.MeshNormalMaterial());
scene.add(puck);
raycaster = new THREE.Raycaster();
document.addEventListener('mousedown', onDocumentMouseDown, false);
}
function onDocumentMouseDown(event) {
// PICKING DETAILS:
// convert mouse.xy = [-1,1]^2 (NDC)
// unproject (mouse.xy, 1) to a point on the far plane (in world coordinate)
// set raycaster (origin, direction)
// find intersection objects, (closest first)
// each record as
// [ { distance, point, face, faceIndex, object }, ... ]
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
// find intersections
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(pickables);
if (intersects.length > 0) {
puck.position.copy(intersects[0].point);
}
}
function animate() {
controls.update();
requestAnimationFrame(animate);
render();
}
function render() {
...