Reputation: 23
I am using raycaster to highlight a row of cubes . The cubes are arranged in a grid format. On mouse hover, row should be highlighted. It works fine but I have issues with the cursor turning a pointer exactly over the cubes in the row. Also, the highlight does not happen when I move the mouse over the cubes on the right side. But it only happens when I move it on the left side of the grid of cubes and also on the left side outside the grid. One single cube is actually a group of 9 small cubes. And I have the recursive flag set to true . So it identifies the 9 cubes individually as intersected meshes. Based on that I highlight the other cubes in the row. The cursor also changes to pointer in the same area where the highlight works. i.e. the left part of the grid. Is there a way to make the highlight and cursor work if I hover over any mesh in the row and not outside the grid?
var cubesList = new THREE.Group();
function createScene () {
var cubeSize = 2;
for ( var i = 0; i < noOfEntries; i++ ) {
var entry = entries[ i ];
var entryObjects = entry.objects;
var entryCubesGroup = new THREE.Group();
var noOfObjects = entry.objects.length;
for ( var j = 0; j < noOfObjects; j++ ) {
var object = entryObjects[ j ];
var cube = createCube( cubeSize ); //THREE.Object3d group of 9 cubes
entryCubesGroup.add( cube );
if ( j === Math.round( noOfObjects / 4 ) - 1 && i === Math.round( noOfEntries / 4 ) - 1 ) {
cameraTarget = cube;
}
}
cubesList.add( entryCubesGroup );
}
scene.add( cubesList );
camera.position.x = 15;
camera.position.y = 15;
camera.position.z = 15;
camera.lookAt( new THREE.Vector3( cameraTarget.position.x, cameraTarget.position.y, cameraTarget.position.z ) );
var light = new THREE.PointLight( 0xffffff, 1, 0 );
light.position.set( 15, 15, 5 );
light.castShadow = true;
scene.add( light );
}
function animate () {
renderer.render( scene, camera );
update();
}
function onDocumentMouseMove ( event ) {
event.preventDefault();
mouse.x = ( event.clientX / renderer.domElement.width ) * 2 - 1;
mouse.y = -( event.clientY / renderer.domElement.height ) * 2 + 1;
animate();
}
function update() {
var vector = new THREE.Vector3(mouse.x, mouse.y, 1);
vector.unproject(camera);
var ray = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
var intersects = ray.intersectObjects(eventCubesList.children, true);
if (intersects.length > 0) {
$('html,body').css('cursor', 'pointer');
if (intersects[0].object != INTERSECTED) {
if (highlightedRow)
unhighlightRow(highlightedRow);
INTERSECTED = intersects[0].object;
var timestamp = INTERSECTED.userData;
var selectedRow = getSelectedRow(timestamp);
highlightedRow = selectedRow;
highlightRow(selectedRow);
}
else {
if (INTERSECTED) {
if (highlightedRow) {
var timestamp = INTERSECTED.userData;
var row = getSelectedRow(timestamp);
unhighlightRow(row);
}
highlightedRow = null;
}
INTERSECTED = null;
}
}
else
{
$('html,body').css('cursor', 'default');
}
}
function unhighlightRow(cubes) {
for (var i= 0; i < cubes.length; i++) {
var cube = cubes[i];
for (var j = 0; j < cube.children.length; j++) {
var child = cube.children[j];
child.material.color.setHex(cube.originalColor);
}
}
}
function highlightRow(cubes) {
for (var i = 0; i < cubes.length; i++) {
var cube = cubes[i];
for (var j = 0; j < cube.children.length; j++) {
var child = cube.children[j];
child.material.color.setHex(0xffff00);
break;
}
}
}
Upvotes: 1
Views: 1507
Reputation: 23
Never mind. I had to replace renderer.domElement with window while converting from space to NDC space. So it had to be
mouse.x = (event.clientX / window.innerWidth) * 2 - 1; mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
That placed my cursor right over the cubes and not outside the grid.
Upvotes: 1