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index.html
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<!DOCTYPE html>
<html>
<head>
<title>View Ray Casting</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<script src="js/three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/OBJLoader.js"></script>
<style>
body {
overflow: hidden;
margin: 0;
padding: 0;
background: hsl(0, 0%, 10%);
}
</style>
</head>
<body>
<script>
if (!Detector.webgl) {
Detector.addGetWebGLMessage();
}
var container;
var camera, controls, scene, renderer;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
/* Camera */
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0,0,100);
camera.lookAt( new THREE.Vector3( 0, 0, 0 ) );
/* Scene */
scene = new THREE.Scene();
/* Light */
var light = new THREE.PointLight(0xffffff);
light.position.set(-100,200,100);
scene.add(light);
/* Model */
var objLoader = new THREE.OBJLoader();
objLoader.setPath('assets/');
objLoader.load('rose.obj', function (object) {
scene.add( object );
});
/* Renderer */
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(new THREE.Color("hsl(0, 0%, 90%)"));
container.appendChild(renderer.domElement);
/* Controls */
controls = new THREE.OrbitControls(camera, renderer.domElement);
//controls.enableDamping = true;
//controls.dampingFactor = 0.25;
//controls.enableZoom = false;
window.addEventListener( 'mousedown', onDocumentMouseDown, false );
}
function onDocumentMouseDown(e){
var raycaster = new THREE.Raycaster();
var mousePosition = new THREE.Vector2();
mousePosition.x = 2 * (e.clientX / container.clientWidth) - 1;
mousePosition.y = 1 - 2 * ( e.clientY / container.clientHeight );
raycaster.setFromCamera(mousePosition, camera);
var intersects = raycaster.intersectObjects( scene.children , true);
var INTERSECTED;
for ( var i = 0; i < intersects.length; i++ ) {
// Intersects returns all intersections for e.g. folded meshes might return two intersection.
// Handle only one instance of the intersection
if ( INTERSECTED != intersects[ 0 ].object ) {
intersects[i].object.position.x = intersects[i].object.position.x + 10;
INTERSECTED = intersects[ 0 ].object;
console.log(intersects[0].object.name);
}
}
}
function animate() {
requestAnimationFrame(animate);
controls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
</script>
</body>
</html>