2013-02-21 300 views
1

我的问题如下:即使鼠标不是直接在立方体上,鼠标悬停操作也可以在立方体上工作,如果它位于立方体上方或下方的Y轴上,走出场景。有人能解释我为什么以及如何解决它?Three.js鼠标悬停在3D元素上

<!DOCTYPE html> 
    <html lang="fr" xml:lang="fr" xmlns="http://www.w3.org/1999/xhtml"> 
    <head> 



    <script src="https://ajax.googleapis.com/ajax/libs/jquery/1.6.2/jquery.min.js" type="text/javascript"></script>   

    <script src="lib/Three.js" type="text/javascript"></script> 

    <script src="lib/Detector.js"></script> 
    <script src="lib/stats.min.js" type="text/javascript"></script> 
    <script src="lib/THREEx/THREEx.WindowResize.js"></script> 
    <script src="lib/THREEx/THREEx.FUllScreen.js"></script> 
    <script src="lib/TrackballControls.js"></script> 

     <style type="text/css"> 
     body 
    { 
     color: #ffffff; 
     text-align:center; 
     background-color: gray; 
     margin: 0px; 
    } 
    #center 
    { 
     color: #fff; 
     position: absolute; 
     top: 50px; width: 100%; 
     padding: 5px; 
     z-index:100; 
    } 

    #center h1 
    { 

     font-size:60px; 
    } 

    #container 
    { 
     position:absolute; 
     bottom:0; 
    } 

     </style> 

    </head> 

    <body> 

    <br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/><br/> 
    <div id="container"></div> 


    </body> 

    <script> 
    // MAIN 

    console.log("Main.js"); 
    if (! Detector.webgl) Detector.addGetWebGLMessage(); 

    // global variables 

    var container, scene, camera, renderer, stats, controls; 

    // custom variables 

    var t = THREE; 
    var cube; 

    // to keep track of the mouse position 
    var projector, INTERSECTED, mouse = { x: 0, y: 0 }, 

    // an array to store our particles in 
    particles = []; 

    init(); 
    animate(); 

    function init() 
    { 


     // scene 
     scene = new THREE.Scene(); 

     // camera 
     var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight; 
     var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH/SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000; 
     camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR); 
     scene.add(camera); 
     camera.position.set(0,0,800); 
     camera.lookAt(scene.position); 

     // renderer 
     renderer = new THREE.CanvasRenderer(); 
     renderer.setSize(window.innerWidth, window.innerHeight); 

     // container 
     container = document.getElementById('container'); 
     container.appendChild(renderer.domElement); 

     // stats 
     stats = new Stats(); 
     stats.domElement.style.position = 'absolute'; 
     stats.domElement.style.bottom = '0px'; 
     stats.domElement.style.zIndex = 100; 
     container.appendChild(stats.domElement); 

     // events 
     THREEx.WindowResize(renderer, camera); 
     THREEx.FullScreen.bindKey({ charCode : 'm'.charCodeAt(0) }); 

     // initialize object to perform world/screen calculations 
     projector = new THREE.Projector(); 

     // CUSTOM 

     // Cubes 

     x = window.innerWidth/5; 
     y = window.innerHeight/10; 
     console.log(window.innerWidth); 
     console.log(window.innerHeight); 
     var geometry = new t.CubeGeometry(125,125,125); 
     var material = new t.MeshBasicMaterial({color:0xCCCCCC}); 
     cube = new t.Mesh(geometry, material); 
     cube.name = "cube"; 

     scene.add(cube); 
     cube.position.set(-x,-y,0); 

     x = window.innerWidth; 
     y = window.innerHeight/10; 

     var geometry2 = new t.CubeGeometry(125,125,125); 
     var material2 = new t.MeshBasicMaterial({color:0xCCCCCC}); 
     cube2 = new t.Mesh(geometry2, material2); 
     scene.add(cube2); 

     cube2.name = "cube2"; 
     cube2.position.set(0,-y,0); 


     x = window.innerWidth/5; 
     y = window.innerHeight/10; 

     var geometry3 = new t.CubeGeometry(125,125,125); 
     var material3 = new t.MeshBasicMaterial({color:0xCCCCCC}); 
     cube3 = new t.Mesh(geometry3, material3); 
     cube3.name = "cube3"; 

     scene.add(cube3); 
     cube3.position.set(x,-y,0); 

     // particles 

     makeParticles(); 


    // Mouse events 
    document.addEventListener('mousemove', onMouseMove, false); 
    document.addEventListener('mousedown', onMouseDown, false); 


    } 


    // called when the mouse moves 
    function onMouseMove(event) 
    { 
    // store the mouseX and mouseY position 
    mouse.x = (event.clientX/window.innerWidth) * 2 - 1; 
    mouse.y = - (event.clientY/window.innerHeight) * 2 + 1; 
    } 

    function onMouseDown(event) 
    { 
     event.preventDefault(); 

     var vector = new THREE.Vector3(mouse.x, mouse.y, 1); 
     projector.unprojectVector(vector, camera); 
     var ray = new THREE.Ray(camera.position, vector.subSelf(camera.position).normalize()); 

     var intersects = ray.intersectObjects(scene.children); 

     if (intersects.length > 0) 
     { 
      console.log(INTERSECTED.name); 
      if(INTERSECTED.name == "cube") 
      { 
       page("real"); 
      } 
     } 
    } 

    function animate() 
    { 
     cube.rotation.y +=0.005; 
     cube.rotation.x -=0.005; 
     cube2.rotation.y +=0.005; 
     cube2.rotation.x -=0.005; 
     cube3.rotation.y +=0.005; 
     cube3.rotation.x -=0.005; 
     //textMesh.rotation.y +=0.005; 

     requestAnimationFrame(animate); 
     render(); 
     update(); 
    } 

        // creates a random field of Particle objects 

    function makeParticles() 
    { 

    var particle, material; 

     // we're gonna move from z position -1000 (far away) 
     // to 1000 (where the camera is) and add a random particle at every pos. 
     for (var zpos= -1000; zpos < 1000; zpos+=20) 
     { 

     // we make a particle material and pass through the 
     // colour and custom particle render function we defined. 
     material = new THREE.ParticleCanvasMaterial({ program: particleRender }); 
     // make the particle 
     particle = new THREE.Particle(material); 

     // give it a random x and y position between -500 and 500 
     particle.position.x = Math.random() * 1000 - 500; 
     particle.position.y = Math.random() * 1000 - 500; 

     // set its z position 
     particle.position.z = zpos; 

     // scale it up a bit 
     particle.scale.x = particle.scale.y = 10; 

     // add it to the scene 
     scene.add(particle); 

     // and to the array of particles. 
     particles.push(particle); 
     } 
    } 

    // there isn't a built in circle particle renderer 
    // so we have to define our own. 

    function particleRender(context) 
    { 

    // we get passed a reference to the canvas context 
    context.beginPath(); 
    // and we just have to draw our shape at 0,0 - in this 
    // case an arc from 0 to 2Pi radians or 360º - a full circle! 
    context.arc(0, 0, 0.2, 2, Math.PI * 4, true); 
    context.fillStyle = "white"; 
    context.fill(); 
    }; 

     // moves all the particles dependent on mouse position 

    function updateParticles() 
    { 

     // iterate through every particle 
     for(var i=0; i<particles.length; i++) 
     { 

     particle = particles[i]; 

     // and move it forward dependent on the mouseY position. 
     particle.position.z += 250 * 0.02; 

     // if the particle is too close move it to the back 
     if(particle.position.z>1000) particle.position.z-=2000; 

     } 

    } 

    function render() 
    { 
    renderer.render(scene, camera); 
    } 

    function update() 
    { 
    updateParticles(); 
    stats.update(); 


     // find intersections 

     // create a Ray with origin at the mouse position 
     // and direction into the scene (camera direction) 
     var vector = new THREE.Vector3(mouse.x, mouse.y, 1); 
     projector.unprojectVector(vector, camera); 
     var ray = new THREE.Ray(camera.position, vector.subSelf(camera.position).normalize()); 

     // create an array containing all objects in the scene with which the ray intersects 
     var intersects = ray.intersectObjects(scene.children); 

     // INTERSECTED = the object in the scene currently closest to the camera 
     //  and intersected by the Ray projected from the mouse position  

     // if there is one (or more) intersections 
     if (intersects.length > 0) 
     { 
      // if the closest object intersected is not the currently stored intersection object 
      if (intersects[ 0 ].object != INTERSECTED) 
      { 
       // restore previous intersection object (if it exists) to its original scale 
       if (INTERSECTED) 
       { 
        INTERSECTED.scale.x = INTERSECTED.currentscale.x; 
        INTERSECTED.scale.y = INTERSECTED.currentscale.y; 
        INTERSECTED.scale.z = INTERSECTED.currentscale.z; 
       } 
       // store reference to closest object as current intersection object 
       INTERSECTED = intersects[ 0 ].object; 
       // store scale of closest object (for later restoration) 
       scalex = INTERSECTED.scale.x; 
       scaley = INTERSECTED.scale.y; 
       scalez = INTERSECTED.scale.z; 

       INTERSECTED.currentscale = { x : scalex , y : scaley, z : scalez }; 
       // set a new scale for closest object 
       INTERSECTED.scale.x = INTERSECTED.scale.y = INTERSECTED.scale.z = 1.5; 


      } 
     } 

     else // there are no intersections 
     { 
      // restore previous intersection object (if it exists) to its original scale 
      if (INTERSECTED) 
      { 
       INTERSECTED.scale.x = INTERSECTED.currentscale.x; 
       INTERSECTED.scale.y = INTERSECTED.currentscale.y; 
       INTERSECTED.scale.z = INTERSECTED.currentscale.z; 
      } 

      // remove previous intersection object reference 
      //  by setting current intersection object to "nothing" 
      INTERSECTED = null; 
     } 

    } 



    // Pour charger une page dynamiquement 
     function page(page){ 
     $("body").animate({opacity:0},1000, function(){ 
     $("body").empty(); 
     $("body").load(page +'.html'); 
     $("body").animate({opacity:1},1000, function(){ 

       }); 
      }); 
    } 


    </script> 






    </html> 
+3

你更容易得到帮助,如果你提供一个简单的,活生生的例子证明您的问题。让别人很容易帮助你。 – WestLangley 2013-02-21 16:03:04

回答

0

窗口左上角与画布左上角之间是否存在偏移? 如果是这样,您必须计算偏移量(顶部和左侧)并从event.client值中减去这些值。

试试这个:

// now get the space between top left browser window corner 
var absoluteOffsetLeft = 0; 
var absoluteOffsetTop = 0; 
var obj = <your HTML object containing the canvas>; 

// taken from http://www.quirksmode.org/js/findpos.html 
if (obj.offsetParent) { 
    do { 
     absoluteOffsetLeft += obj.offsetLeft; 
     absoluteOffsetTop += obj.offsetTop; 
    } while (obj = obj.offsetParent); 
} else { 
    console.log("Method offsetParent not supported"); 
} 

// YOUR mouse move event handler - also take the innerWidth and Height from the canvas 
function onMouseMove(event) { 
    // store the mouseX and mouseY position 
    mouse.x = ((event.clientX - absoluteOffsetLeft)/canvas.innerWidth) * 2 - 1; 
    mouse.y = - ((event.clientY - absoluteOffsetTop)/canvas.innerHeight) * 2 + 1; 
} 
相关问题