我已經能夠實現MouseOver事件以更改我的應用程序中幾個對象的顏色,但使用「disc.png」創建的紋理除外(這些是結果窗口中的紅點)。我希望能夠做到相反,只是改變紋理的顏色。爲了實現這一目標,我需要更改哪部分代碼?在Three.js中更改MouseOver上紋理的顏色
var renderer, scene, camera;
var control;
var stats;
var cameraControl;
//var radius = 7.7;
var radius = 15;
var group = new THREE.Object3D();
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector3(), INTERSECTED;
// Initialize the scene, camera and objects.
function init() {
// To display anything, you need 3 things: (1) Scene, (2) Camera, (3) Renderer
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 0.1, 1000);
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x000000, 1.0);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
// Mars needs (1) geometry, (2) material, (3) mesh
var sphereGeometry = new THREE.SphereGeometry(15, 60, 60);
var sphereMaterial = createMarsMaterial();
var marsMesh = new THREE.Mesh(sphereGeometry, sphereMaterial);
marsMesh.name = 'mars';
scene.add(marsMesh);
// position and point the camera to the center of the scene
camera.position.x = 25;
camera.position.y = 26;
camera.position.z = 30;
camera.lookAt(scene.position);
// add controls
cameraControl = new THREE.OrbitControls(camera);
// setup the control object for the control gui
control = new function() {
this.rotationSpeed = 0.000;
};
// add extras
addControlGui(control);
addStatsObject();
// add the output of the renderer to the html element
document.body.appendChild(renderer.domElement);
// add a star field
var starsGeometry = new THREE.Geometry();
for (var i = 0; i < 10000; i ++) {
var star = new THREE.Vector3();
star.x = THREE.Math.randFloatSpread(2000);
star.y = THREE.Math.randFloatSpread(2000);
star.z = THREE.Math.randFloatSpread(2000);
starsGeometry.vertices.push(star)
}
var starsMaterial = new THREE.PointsMaterial({ color: 0xF9F9CF })
var starField = new THREE.Points(starsGeometry, starsMaterial);
scene.add(starField);
// start animating
render();
}
function createMarsMaterial() {
// 4096 is the maximum width for maps
var marsTexture = THREE.ImageUtils;
marsTexture.crossOrigin = "";
marsTexture = THREE.ImageUtils.loadTexture("https://tatornator12.github.io/classes/final-project/Using_Three_-_D3/mars.jpg");
var marsMaterial = new THREE.MeshBasicMaterial();
marsMaterial.map = marsTexture;
return marsMaterial;
}
function addControlGui(controlObject) {
var gui = new dat.GUI();
gui.add(controlObject, 'rotationSpeed', -0.01, 0.01);
}
function addStatsObject() {
stats = new Stats();
stats.setMode(0);
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.body.appendChild(stats.domElement);
}
function render() {
stats.update();
cameraControl.update();
scene.getObjectByName('mars').rotation.y += control.rotationSpeed;
renderer.render(scene, camera);
requestAnimationFrame(render);
}
function handleResize() {
camera.aspect = window.innerWidth/window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
window.onload = init;
window.addEventListener('resize', handleResize, false);
window.addEventListener('mousemove', onMouseMove, false);
var Landing_Sites = "https://tatornator12.github.io/classes/final-project/Mars_LandingSites2.json";
d3.queue()
.defer(d3.json, Landing_Sites)
.await(ready);
function ready(error, json) {
if (error) throw error;
scene.add(graticule = wireframe(graticule10(), new THREE.LineBasicMaterial({color: 0xaaaaaa})));
json.features.forEach(function(d) { group.add(createDot(d)) });
scene.add(group);
d3.timer(function(t) {
//group.rotation.y = Math.sin(t/11000) * Math.PI/3 - Math.PI/2;
// group.rotation.y = t/10000;
renderer.render(scene, camera);
});
}
// Converts a point [longitude, latitude] in degrees to a THREE.Vector3.
function vertex(point) {
var lambda = point[0] * Math.PI/180,
phi = point[1] * Math.PI/180,
cosPhi = Math.cos(phi);
return new THREE.Vector3(
radius * cosPhi * Math.cos(lambda),
radius * cosPhi * Math.sin(lambda),
radius * Math.sin(phi)
);
}
function createDot(feature) {
var landingSitesGeometry = new THREE.Geometry();
var position = vertex(feature.geometry.coordinates);
landingSitesGeometry.vertices.push(position);
var landingSitesMaterial = new THREE.PointsMaterial({ size: 1.5, color: 0xff0000, map: THREE.ImageUtils.loadTexture("https://raw.githubusercontent.com/mrdoob/three.js/master/examples/textures/sprites/disc.png"), transparent: true });
var dot = new THREE.Points(landingSitesGeometry, landingSitesMaterial);
dot.position.set(position.x, position.y, position.z);
return dot;
}
// Converts a GeoJSON MultiLineString in spherical coordinates to a THREE.LineSegments.
function wireframe(multilinestring, material) {
var geometry = new THREE.Geometry;
multilinestring.coordinates.forEach(function(line) {
d3.pairs(line.map(vertex), function(a, b) {
geometry.vertices.push(a, b);
});
});
return new THREE.LineSegments(geometry, material);
}
// See https://github.com/d3/d3-geo/issues/95
function graticule10() {
var epsilon = 1e-6,
x1 = 180, x0 = -x1, y1 = 80, y0 = -y1, dx = 10, dy = 10,
X1 = 180, X0 = -X1, Y1 = 90, Y0 = -Y1, DX = 90, DY = 360,
x = graticuleX(y0, y1, 2.5), y = graticuleY(x0, x1, 2.5),
X = graticuleX(Y0, Y1, 2.5), Y = graticuleY(X0, X1, 2.5);
function graticuleX(y0, y1, dy) {
var y = d3.range(y0, y1 - epsilon, dy).concat(y1);
return function(x) { return y.map(function(y) { return [x, y]; }); };
}
function graticuleY(x0, x1, dx) {
var x = d3.range(x0, x1 - epsilon, dx).concat(x1);
return function(y) { return x.map(function(x) { return [x, y]; }); };
}
return {
type: "MultiLineString",
coordinates: d3.range(Math.ceil(X0/DX) * DX, X1, DX).map(X)
.concat(d3.range(Math.ceil(Y0/DY) * DY, Y1, DY).map(Y))
.concat(d3.range(Math.ceil(x0/dx) * dx, x1, dx).filter(function(x) { return Math.abs(x % DX) > epsilon; }).map(x))
.concat(d3.range(Math.ceil(y0/dy) * dy, y1 + epsilon, dy).filter(function(y) { return Math.abs(y % DY) > epsilon; }).map(y))
};
}
function onMouseMove(event) {
\t // calculate mouse position in normalized device coordinates
\t // (-1 to +1) for both components
event.preventDefault();
\t mouse.x = (event.clientX/window.innerWidth) * 2 - 1;
\t mouse.y = - (event.clientY/window.innerHeight) * 2 + 1;
// update the picking ray with the camera and mouse position
\t raycaster.setFromCamera(mouse, camera);
// calculate objects intersecting the picking ray
\t var intersects = raycaster.intersectObjects(scene.children);
// 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 color
if (INTERSECTED)
INTERSECTED.material.color.setHex(INTERSECTED.currentHex);
// store reference to closest object as current intersection object
INTERSECTED = intersects[ 0 ].object;
// store color of closest object (for later restoration)
INTERSECTED.currentHex = INTERSECTED.material.color.getHex();
// set a new color for closest object
INTERSECTED.material.color.setHex(0x00ff00);
}
}
else // there are no intersections
{
// restore previous intersection object (if it exists) to its original color
if (INTERSECTED)
INTERSECTED.material.color.setHex(INTERSECTED.currentHex);
// remove previous intersection object reference
// by setting current intersection object to "nothing"
INTERSECTED = null;
}
}
body {
/* set margin to 0 and overflow to hidden, to go fullscreen */
margin: 0;
overflow: hidden;
}
<script src="https://d3js.org/d3.v4.min.js"></script>
<script src="https://d3js.org/topojson.v2.min.js"></script>
<script src="https://tatornator12.github.io/classes/final-project/Using_Three_-_D3/three.js"></script>
<script src="https://tatornator12.github.io/classes/final-project/Using_Three_-_D3/OrbitControls.js"></script>
<script src="https://tatornator12.github.io/classes/final-project/Using_Three_-_D3/dat.gui.min.js"></script>
<script src="https://tatornator12.github.io/classes/final-project/Using_Three_-_D3/stats.min.js"></script>
有些東西似乎是錯誤的代碼。即使您刪除圖像紋理,它也不起作用。放置斷點表明該raycast不檢測交集。奇怪... – Nate
有關如何修改這個的任何想法?你的意思是在我創建紋理的代碼中有什麼錯誤?或者與十字路口? – Lprox5
我希望我知道。我昨天玩弄了它,不知道是什麼導致了這個問題。我會再看看我的停頓時間。 – Nate