ThreeJS中鼠标点击屏幕某个位置,将该屏幕坐标转换为场景中的三维坐标,以此为目标点,根据距离的远近木偶人能行走或奔跑到目标点的代码和步骤
时间: 2024-03-25 07:37:55 浏览: 25
好的,下面是实现该功能的步骤和示例代码:
1. 给场景添加一个平面作为地面,并创建一个木偶人模型。
```javascript
const scene = new THREE.Scene();
const groundGeometry = new THREE.PlaneGeometry(100, 100);
const groundMaterial = new THREE.MeshBasicMaterial({ color: 0xaaaaaa, side: THREE.DoubleSide });
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
scene.add(ground);
const puppet = createPuppet(); // 创建一个木偶人模型
scene.add(puppet);
```
2. 监听鼠标点击事件,在事件回调函数中获取屏幕坐标并转换为场景中的三维坐标。
```javascript
const raycaster = new THREE.Raycaster(); // 用于进行射线拾取
const mouse = new THREE.Vector2(); // 存储鼠标位置
function onMouseClick(event) {
// 计算鼠标在屏幕上的位置(x, y),范围在[-1, 1]之间
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
// 根据鼠标位置和相机创建一条射线
raycaster.setFromCamera(mouse, camera);
// 获取射线与场景中的所有物体相交的结果
const intersects = raycaster.intersectObjects(scene.children);
if (intersects.length > 0) {
// 如果有相交的物体,则获取最近的物体作为目标
const target = intersects[0].point;
puppet.walkTo(target); // 让木偶人走向目标点
}
}
window.addEventListener('click', onMouseClick, false);
```
3. 实现木偶人走向目标点的方法。这里可以使用Tween.js库来实现平滑的动画效果,让木偶人慢慢走到目标点。
```javascript
function createPuppet() {
const puppet = new THREE.Object3D();
// 添加木偶人的身体、头、四肢等模型
puppet.walkTo = function(target) {
const distance = puppet.position.distanceTo(target); // 计算木偶人到目标点的距离
// 创建一个Tween对象,让木偶人在一定时间内从当前位置走到目标点
new TWEEN.Tween(puppet.position)
.to(target, distance * 10) // 时间长度与距离成正比
.start();
};
return puppet;
}
```
这样,点击屏幕上的某个位置,木偶人就可以自动走向目标点了。完整的示例代码如下:
```javascript
// 创建场景、相机、渲染器等
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 50, 100);
camera.lookAt(scene.position);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// 添加灯光
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(1, 1, 1).normalize();
scene.add(light);
// 添加地面和木偶人模型
const groundGeometry = new THREE.PlaneGeometry(100, 100);
const groundMaterial = new THREE.MeshBasicMaterial({ color: 0xaaaaaa, side: THREE.DoubleSide });
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
scene.add(ground);
const puppet = createPuppet();
scene.add(puppet);
// 监听鼠标点击事件,并让木偶人走向目标点
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
function onMouseClick(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(scene.children);
if (intersects.length > 0) {
const target = intersects[0].point;
puppet.walkTo(target);
}
}
window.addEventListener('click', onMouseClick, false);
// 渲染循环
function animate() {
requestAnimationFrame(animate);
TWEEN.update(); // 更新Tween.js库中的动画
renderer.render(scene, camera);
}
animate();
// 创建木偶人模型
function createPuppet() {
const puppet = new THREE.Object3D();
// 添加木偶人的身体、头、四肢等模型
puppet.walkTo = function(target) {
const distance = puppet.position.distanceTo(target);
new TWEEN.Tween(puppet.position)
.to(target, distance * 10)
.start();
};
return puppet;
}
```