three
Version:
JavaScript 3D library
224 lines (163 loc) • 5.71 kB
JavaScript
import {
Group,
Raycaster,
Vector2
} from 'three';
const _pointer = new Vector2();
const _event = { type: '', data: _pointer };
// The XR events that are mapped to "standard" pointer events.
const _events = {
'move': 'mousemove',
'select': 'click',
'selectstart': 'mousedown',
'selectend': 'mouseup'
};
const _raycaster = new Raycaster();
/**
* This class can be used to group 3D objects in an interactive group.
* The group itself can listen to Pointer, Mouse or XR controller events to
* detect selections of descendant 3D objects. If a 3D object is selected,
* the respective event is going to dispatched to it.
*
* ```js
* const group = new InteractiveGroup();
* group.listenToPointerEvents( renderer, camera );
* group.listenToXRControllerEvents( controller1 );
* group.listenToXRControllerEvents( controller2 );
* scene.add( group );
*
* // now add objects that should be interactive
* group.add( mesh1, mesh2, mesh3 );
* ```
* @augments Group
*/
class InteractiveGroup extends Group {
constructor() {
super();
/**
* The internal raycaster.
*
* @type {Raycaster}
*/
this.raycaster = new Raycaster();
/**
* The internal raycaster.
*
* @type {?HTMLDOMElement}
* @default null
*/
this.element = null;
/**
* The camera used for raycasting.
*
* @type {?Camera}
* @default null
*/
this.camera = null;
/**
* An array of XR controllers.
*
* @type {Array<Group>}
*/
this.controllers = [];
this._onPointerEvent = this.onPointerEvent.bind( this );
this._onXRControllerEvent = this.onXRControllerEvent.bind( this );
}
onPointerEvent( event ) {
event.stopPropagation();
const rect = this.element.getBoundingClientRect();
_pointer.x = ( event.clientX - rect.left ) / rect.width * 2 - 1;
_pointer.y = - ( event.clientY - rect.top ) / rect.height * 2 + 1;
this.raycaster.setFromCamera( _pointer, this.camera );
const intersects = this.raycaster.intersectObjects( this.children, false );
if ( intersects.length > 0 ) {
const intersection = intersects[ 0 ];
const object = intersection.object;
const uv = intersection.uv;
_event.type = event.type;
_event.data.set( uv.x, 1 - uv.y );
object.dispatchEvent( _event );
}
}
onXRControllerEvent( event ) {
const controller = event.target;
_raycaster.setFromXRController( controller );
const intersections = _raycaster.intersectObjects( this.children, false );
if ( intersections.length > 0 ) {
const intersection = intersections[ 0 ];
const object = intersection.object;
const uv = intersection.uv;
_event.type = _events[ event.type ];
_event.data.set( uv.x, 1 - uv.y );
object.dispatchEvent( _event );
}
}
/**
* Calling this method makes sure the interactive group listens to Pointer and Mouse events.
* The target is the `domElement` of the given renderer. The camera is required for the internal
* raycasting so 3D objects can be detected based on the events.
*
* @param {(WebGPURenderer|WebGLRenderer)} renderer - The renderer.
* @param {Camera} camera - The camera.
*/
listenToPointerEvents( renderer, camera ) {
this.camera = camera;
this.element = renderer.domElement;
this.element.addEventListener( 'pointerdown', this._onPointerEvent );
this.element.addEventListener( 'pointerup', this._onPointerEvent );
this.element.addEventListener( 'pointermove', this._onPointerEvent );
this.element.addEventListener( 'mousedown', this._onPointerEvent );
this.element.addEventListener( 'mouseup', this._onPointerEvent );
this.element.addEventListener( 'mousemove', this._onPointerEvent );
this.element.addEventListener( 'click', this._onPointerEvent );
}
/**
* Disconnects this interactive group from all Pointer and Mouse Events.
*/
disconnectionPointerEvents() {
if ( this.element !== null ) {
this.element.removeEventListener( 'pointerdown', this._onPointerEvent );
this.element.removeEventListener( 'pointerup', this._onPointerEvent );
this.element.removeEventListener( 'pointermove', this._onPointerEvent );
this.element.removeEventListener( 'mousedown', this._onPointerEvent );
this.element.removeEventListener( 'mouseup', this._onPointerEvent );
this.element.removeEventListener( 'mousemove', this._onPointerEvent );
this.element.removeEventListener( 'click', this._onPointerEvent );
}
}
/**
* Calling this method makes sure the interactive group listens to events of
* the given XR controller.
*
* @param {Group} controller - The XR controller.
*/
listenToXRControllerEvents( controller ) {
this.controllers.push( controller );
controller.addEventListener( 'move', this._onXRControllerEvent );
controller.addEventListener( 'select', this._onXRControllerEvent );
controller.addEventListener( 'selectstart', this._onXRControllerEvent );
controller.addEventListener( 'selectend', this._onXRControllerEvent );
}
/**
* Disconnects this interactive group from all XR controllers.
*/
disconnectXrControllerEvents() {
for ( const controller of this.controllers ) {
controller.removeEventListener( 'move', this._onXRControllerEvent );
controller.removeEventListener( 'select', this._onXRControllerEvent );
controller.removeEventListener( 'selectstart', this._onXRControllerEvent );
controller.removeEventListener( 'selectend', this._onXRControllerEvent );
}
}
/**
* Disconnects this interactive group from the DOM and all XR controllers.
*/
disconnect() {
this.disconnectionPointerEvents();
this.disconnectXrControllerEvents();
this.camera = null;
this.element = null;
this.controllers = [];
}
}
export { InteractiveGroup };