Reputation: 44325
I have the following JavaScript code, taken from an example, which draws some circles, and when you click on one of them, it changes color. But I also want to change the radius/size of a circle when you click on that circle (and leave the other circles unchanged). The documentation does not help at all, and I have tried several variations in the code like
intersects[ 0 ].object.geometry.parameters.radius = 50;
intersects[ 0 ].object.geometry.radius = 50;
intersects[ 0 ].object.geometry.setRadius(50);
Anyway, here is the complete code:
var container, camera, scene, geometry, mesh, renderer, controls, particles, colors;
var objects = [];
// DOM element...
container = document.createElement('div');
document.body.appendChild(container);
// Camera...
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 0, 75);
// Scene...
scene = new THREE.Scene();
scene.add(camera);
// Renderer...
renderer = new THREE.WebGLRenderer({
clearAlpha: 1
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xffffff, 1);
document.body.appendChild(renderer.domElement);
// Scatter plot...
scatterPlot = new THREE.Object3D();
scene.add(scatterPlot);
// Make grid...
xzColor = 'black';
xyColor = 'black';
yzColor = 'black';
// Plot some random points...
circle = new THREE.CircleGeometry(5);
colors = [];
var max = 50;
var min = -50;
for (var i = 0; i < 10; i++) {
var object = new THREE.Mesh( circle, new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, opacity: 0.5 } ) );
object.position.x = Math.random() * (max - min) + min;
object.position.y = Math.random() * (max - min) + min;
object.position.z = 0;
scene.add( object );
objects.push( object );
}
animate();
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
function onDocumentMouseDown( event ) {
event.preventDefault();
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( objects );
if ( intersects.length > 0 ) {
intersects[ 0 ].object.material.color.setHex( Math.random() * 0xffffff );
intersects[ 0 ].object.geometry.setRadius(50);
var particle = new THREE.Sprite( particleMaterial );
particle.position.copy( intersects[ 0 ].point );
particle.scale.x = particle.scale.y = 16;
scene.add( particle );
}
}
Any idea how I can solve this? And where can I find the proper documentation?
Addendum:
I have used the following line of code:
intersects[ 0 ].object.geometry.scale(1.1,1.1,1.1);
In the code, and now the circles change their size. But ALL of them! I click on one circle, and every circle changes size. Does not make sense to me...
Upvotes: 2
Views: 2570
Reputation: 8866
Don't scale your geometry
. You're using the same geometry reference for all of your circles, so scaling one scales them all.
Instead, scale your Mesh
, which is a unique object in the scene (even if it references the same geometry as other meshes). Much like how you're setting position
for each Mesh
, you also have access to scale
:
intersects[0].object.scale.set(1.1, 1.1, 1.1);
That will scale the intersected Mesh
object, and only that Mesh
.
Cloning and creating a new Mesh
is literally introducing a memory leak. The original Mesh
won't go away until you remove it from the scene, and you keep making more and more Geometry
objects as you clone
the circle
.
Upvotes: 2