I'm new to ThreeJS and I have an issue with picking objects by raycasting. I have created some spheres and some lines but only want to change the spheres on mouseover. I think I need to add some condition in the raycast code but I have no idea what...
Here's my code, hope anyone can help:
This creates the objects:
var numSpheres = 10;
var angRand = [numSpheres];
var spread = 10;
var radius = windowY/5;
var radiusControl = 20;
//sphere
var sphereGeometry = new THREE.SphereGeometry(0.35, 100, 100);
//line
var lineGeometry = new THREE.Geometry();
var lineMaterial = new THREE.LineBasicMaterial({
color: 0xCCCCCC
});
//create dynamically
for (var i = 0; i < numSpheres; i++) {
var sphereMaterial = new THREE.MeshBasicMaterial({color: 0x334455});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
var line = new THREE.Line(lineGeometry, lineMaterial);
angRand[i] = Math.floor((Math.random() * 360) + 1);//random angle for each sphere/line
var radiusIncr = spread * (angRand[i]+200)/180;
var xPos = Math.cos((360/numSpheres * (i) + angRand[i]/2 )) * (radius - radiusIncr);
var yPos = Math.sin((360/numSpheres * (i) + angRand[i]/2 )) * (radius - radiusIncr);
var offsetY = Math.floor((Math.random()*5)+1);
sphere.position.x = xPos/radiusControl;
sphere.position.y = yPos/radiusControl + offsetY;
lineGeometry.vertices.push(
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(sphere.position.x, sphere.position.y, 0)
);
scene.add(sphere);
scene.add(line);
}
And this is my raycast:
var mouse = {
x: 0,
y: 0
},
INTERSECTED;
window.addEventListener('mousemove', onMouseMove, false);
window.requestAnimationFrame(render);
function onMouseMove(event) {
// calculate mouse position in normalized device coordinates
// (-1 to +1) for both components
//event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
//console.log(mouse.x + " | " + mouse.y);
}
function mousePos() {
// find intersections
// create a Ray with origin at the mouse position
// and direction into the scene (camera direction)
var vector = new THREE.Vector3(mouse.x, mouse.y, 0.5);
vector.unproject(camera);
var ray = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
ray.linePrecision = 1;
// create an array containing all objects in the scene with which the ray intersects
var intersects = ray.intersectObjects(scene.children, true);
//console.log(intersects.length);
// INTERSECTED = the object in the scene currently closest to the camera
// and intersected by the Ray projected from the mouse position
// 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(0xEE7F00);
//INTERSECTED.radius.set( 1, 2, 2 );
}
} else // there are no intersections
{
// restore previous intersection object (if it exists) to its original color
if (INTERSECTED)
INTERSECTED.material.color.setHex(INTERSECTED.currentHex);
//INTERSECTED.scale.set( 1, 1, 1 );
// remove previous intersection object reference
// by setting current intersection object to "nothing"
INTERSECTED = null;
}
}
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