📄 shared-orbitcontrols.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 8 |
🧱 Classes | 1 |
📦 Imports | 1 |
📊 Variables & Constants | 26 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 manual/examples/shared-orbitcontrols.js
📦 Imports¶
Name | Source |
---|---|
OrbitControls |
https://cdn.skypack.dev/three@0.136.0/examples/jsm/controls/OrbitControls.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
renderer |
any |
let/var | new THREE.WebGLRenderer( { antialias: true, canvas } ) |
✗ |
fov |
75 |
let/var | 75 |
✗ |
aspect |
2 |
let/var | 2 |
✗ |
near |
0.1 |
let/var | 0.1 |
✗ |
far |
100 |
let/var | 100 |
✗ |
camera |
any |
let/var | new THREE.PerspectiveCamera( fov, aspect, near, far ) |
✗ |
controls |
any |
let/var | new OrbitControls( camera, inputElement ) |
✗ |
scene |
any |
let/var | new THREE.Scene() |
✗ |
color |
16777215 |
let/var | 0xFFFFFF |
✗ |
intensity |
1 |
let/var | 1 |
✗ |
light |
any |
let/var | new THREE.DirectionalLight( color, intensity ) |
✗ |
boxWidth |
1 |
let/var | 1 |
✗ |
boxHeight |
1 |
let/var | 1 |
✗ |
boxDepth |
1 |
let/var | 1 |
✗ |
geometry |
any |
let/var | new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth ) |
✗ |
material |
any |
let/var | new THREE.MeshPhongMaterial( { color, } ) |
✗ |
cube |
any |
let/var | new THREE.Mesh( geometry, material ) |
✗ |
cubes |
any[] |
let/var | [ makeInstance( geometry, 0x44aa88, 0 ), makeInstance( geometry, 0x8844aa, - ... |
✗ |
pickPosition |
{ x: number; y: number; } |
let/var | { x: - 2, y: - 2 } |
✗ |
pickHelper |
PickHelper |
let/var | new PickHelper() |
✗ |
canvas |
any |
let/var | renderer.domElement |
✗ |
width |
any |
let/var | inputElement.clientWidth |
✗ |
height |
any |
let/var | inputElement.clientHeight |
✗ |
needResize |
boolean |
let/var | canvas.width !== width \|\| canvas.height !== height |
✗ |
speed |
number |
let/var | 1 + ndx * .1 |
✗ |
rot |
number |
let/var | time * speed |
✗ |
Functions¶
init(data: any): void
¶
Parameters:
data
any
Returns: void
Calls:
controls.target.set
controls.update
light.position.set
scene.add
makeInstance
this.pickedObject.material.emissive.setHex
this.raycaster.setFromCamera
this.raycaster.intersectObjects
this.pickedObject.material.emissive.getHex
clearPickPosition
renderer.setSize
resizeRendererToDisplaySize
camera.updateProjectionMatrix
cubes.forEach
pickHelper.pick
renderer.render
requestAnimationFrame
inputElement.getBoundingClientRect
getCanvasRelativePosition
inputElement.addEventListener
event.preventDefault
setPickPosition
Internal Comments:
// restore the color if there is a picked object
// cast a ray through the frustum (x5)
// get the list of objects the ray intersected (x2)
// pick the first object. It's the closest one (x4)
// save its color (x4)
// set its emissive color to flashing red/yellow (x7)
// unlike the mouse which always has a position (x4)
// if the user stops touching the screen we want (x4)
// to stop picking. For now we just pick a value (x4)
// unlikely to pick something (x4)
// prevent the window from scrolling (x4)
Code
export function init( data ) { /* eslint-disable-line no-unused-vars */
const { canvas, inputElement } = data;
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
const fov = 75;
const aspect = 2; // the canvas default
const near = 0.1;
const far = 100;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.z = 4;
const controls = new OrbitControls( camera, inputElement );
controls.target.set( 0, 0, 0 );
controls.update();
const scene = new THREE.Scene();
{
const color = 0xFFFFFF;
const intensity = 1;
const light = new THREE.DirectionalLight( color, intensity );
light.position.set( - 1, 2, 4 );
scene.add( light );
}
const boxWidth = 1;
const boxHeight = 1;
const boxDepth = 1;
const geometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );
function makeInstance( geometry, color, x ) {
const material = new THREE.MeshPhongMaterial( {
color,
} );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
cube.position.x = x;
return cube;
}
const cubes = [
makeInstance( geometry, 0x44aa88, 0 ),
makeInstance( geometry, 0x8844aa, - 2 ),
makeInstance( geometry, 0xaa8844, 2 ),
];
class PickHelper {
constructor() {
this.raycaster = new THREE.Raycaster();
this.pickedObject = null;
this.pickedObjectSavedColor = 0;
}
pick( normalizedPosition, scene, camera, time ) {
// restore the color if there is a picked object
if ( this.pickedObject ) {
this.pickedObject.material.emissive.setHex( this.pickedObjectSavedColor );
this.pickedObject = undefined;
}
// cast a ray through the frustum
this.raycaster.setFromCamera( normalizedPosition, camera );
// get the list of objects the ray intersected
const intersectedObjects = this.raycaster.intersectObjects( scene.children );
if ( intersectedObjects.length ) {
// pick the first object. It's the closest one
this.pickedObject = intersectedObjects[ 0 ].object;
// save its color
this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
// set its emissive color to flashing red/yellow
this.pickedObject.material.emissive.setHex( ( time * 8 ) % 2 > 1 ? 0xFFFF00 : 0xFF0000 );
}
}
}
const pickPosition = { x: - 2, y: - 2 };
const pickHelper = new PickHelper();
clearPickPosition();
function resizeRendererToDisplaySize( renderer ) {
const canvas = renderer.domElement;
const width = inputElement.clientWidth;
const height = inputElement.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
}
function render( time ) {
time *= 0.001;
if ( resizeRendererToDisplaySize( renderer ) ) {
camera.aspect = inputElement.clientWidth / inputElement.clientHeight;
camera.updateProjectionMatrix();
}
cubes.forEach( ( cube, ndx ) => {
const speed = 1 + ndx * .1;
const rot = time * speed;
cube.rotation.x = rot;
cube.rotation.y = rot;
} );
pickHelper.pick( pickPosition, scene, camera, time );
renderer.render( scene, camera );
requestAnimationFrame( render );
}
requestAnimationFrame( render );
function getCanvasRelativePosition( event ) {
const rect = inputElement.getBoundingClientRect();
return {
x: event.clientX - rect.left,
y: event.clientY - rect.top,
};
}
function setPickPosition( event ) {
const pos = getCanvasRelativePosition( event );
pickPosition.x = ( pos.x / inputElement.clientWidth ) * 2 - 1;
pickPosition.y = ( pos.y / inputElement.clientHeight ) * - 2 + 1; // note we flip Y
}
function clearPickPosition() {
// unlike the mouse which always has a position
// if the user stops touching the screen we want
// to stop picking. For now we just pick a value
// unlikely to pick something
pickPosition.x = - 100000;
pickPosition.y = - 100000;
}
inputElement.addEventListener( 'mousemove', setPickPosition );
inputElement.addEventListener( 'mouseout', clearPickPosition );
inputElement.addEventListener( 'mouseleave', clearPickPosition );
inputElement.addEventListener( 'touchstart', ( event ) => {
// prevent the window from scrolling
event.preventDefault();
setPickPosition( event.touches[ 0 ] );
}, { passive: false } );
inputElement.addEventListener( 'touchmove', ( event ) => {
setPickPosition( event.touches[ 0 ] );
} );
inputElement.addEventListener( 'touchend', clearPickPosition );
}
makeInstance(geometry: any, color: any, x: any): any
¶
Parameters:
geometry
any
color
any
x
any
Returns: any
Calls:
scene.add
Code
PickHelper.pick(normalizedPosition: any, scene: any, camera: any, time: any): void
¶
Parameters:
normalizedPosition
any
scene
any
camera
any
time
any
Returns: void
Calls:
this.pickedObject.material.emissive.setHex
this.raycaster.setFromCamera
this.raycaster.intersectObjects
this.pickedObject.material.emissive.getHex
Internal Comments:
// restore the color if there is a picked object
// cast a ray through the frustum (x5)
// get the list of objects the ray intersected (x2)
// pick the first object. It's the closest one (x4)
// save its color (x4)
// set its emissive color to flashing red/yellow (x7)
Code
pick( normalizedPosition, scene, camera, time ) {
// restore the color if there is a picked object
if ( this.pickedObject ) {
this.pickedObject.material.emissive.setHex( this.pickedObjectSavedColor );
this.pickedObject = undefined;
}
// cast a ray through the frustum
this.raycaster.setFromCamera( normalizedPosition, camera );
// get the list of objects the ray intersected
const intersectedObjects = this.raycaster.intersectObjects( scene.children );
if ( intersectedObjects.length ) {
// pick the first object. It's the closest one
this.pickedObject = intersectedObjects[ 0 ].object;
// save its color
this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
// set its emissive color to flashing red/yellow
this.pickedObject.material.emissive.setHex( ( time * 8 ) % 2 > 1 ? 0xFFFF00 : 0xFF0000 );
}
}
resizeRendererToDisplaySize(renderer: any): boolean
¶
Parameters:
renderer
any
Returns: boolean
Calls:
renderer.setSize
Code
function resizeRendererToDisplaySize( renderer ) {
const canvas = renderer.domElement;
const width = inputElement.clientWidth;
const height = inputElement.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
}
render(time: any): void
¶
Parameters:
time
any
Returns: void
Calls:
resizeRendererToDisplaySize
camera.updateProjectionMatrix
cubes.forEach
pickHelper.pick
renderer.render
requestAnimationFrame
Code
function render( time ) {
time *= 0.001;
if ( resizeRendererToDisplaySize( renderer ) ) {
camera.aspect = inputElement.clientWidth / inputElement.clientHeight;
camera.updateProjectionMatrix();
}
cubes.forEach( ( cube, ndx ) => {
const speed = 1 + ndx * .1;
const rot = time * speed;
cube.rotation.x = rot;
cube.rotation.y = rot;
} );
pickHelper.pick( pickPosition, scene, camera, time );
renderer.render( scene, camera );
requestAnimationFrame( render );
}
getCanvasRelativePosition(event: any): { x: number; y: number; }
¶
Parameters:
event
any
Returns: { x: number; y: number; }
Calls:
inputElement.getBoundingClientRect
Code
setPickPosition(event: any): void
¶
Parameters:
event
any
Returns: void
Calls:
getCanvasRelativePosition
Code
clearPickPosition(): void
¶
Returns: void
Internal Comments:
// unlike the mouse which always has a position (x4)
// if the user stops touching the screen we want (x4)
// to stop picking. For now we just pick a value (x4)
// unlikely to pick something (x4)
Code
Classes¶
PickHelper
¶
Class Code
class PickHelper {
constructor() {
this.raycaster = new THREE.Raycaster();
this.pickedObject = null;
this.pickedObjectSavedColor = 0;
}
pick( normalizedPosition, scene, camera, time ) {
// restore the color if there is a picked object
if ( this.pickedObject ) {
this.pickedObject.material.emissive.setHex( this.pickedObjectSavedColor );
this.pickedObject = undefined;
}
// cast a ray through the frustum
this.raycaster.setFromCamera( normalizedPosition, camera );
// get the list of objects the ray intersected
const intersectedObjects = this.raycaster.intersectObjects( scene.children );
if ( intersectedObjects.length ) {
// pick the first object. It's the closest one
this.pickedObject = intersectedObjects[ 0 ].object;
// save its color
this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
// set its emissive color to flashing red/yellow
this.pickedObject.material.emissive.setHex( ( time * 8 ) % 2 > 1 ? 0xFFFF00 : 0xFF0000 );
}
}
}
Methods¶
pick(normalizedPosition: any, scene: any, camera: any, time: any): void
¶
Code
pick( normalizedPosition, scene, camera, time ) {
// restore the color if there is a picked object
if ( this.pickedObject ) {
this.pickedObject.material.emissive.setHex( this.pickedObjectSavedColor );
this.pickedObject = undefined;
}
// cast a ray through the frustum
this.raycaster.setFromCamera( normalizedPosition, camera );
// get the list of objects the ray intersected
const intersectedObjects = this.raycaster.intersectObjects( scene.children );
if ( intersectedObjects.length ) {
// pick the first object. It's the closest one
this.pickedObject = intersectedObjects[ 0 ].object;
// save its color
this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
// set its emissive color to flashing red/yellow
this.pickedObject.material.emissive.setHex( ( time * 8 ) % 2 > 1 ? 0xFFFF00 : 0xFF0000 );
}
}