拾取事件 在三维应用中时常需要点击场景中的物体,引擎支持射线包围盒拾取和帧缓冲区拾取。
拾取支持的事件类型:
名称解释PICK_OVER当触控点进入碰撞体范围时触发一次PICK_OUT当触控点离开碰撞体范围时触发一次PICK_CLICK当触控点在碰撞体范围内按下并松开,在松开时触发一次PICK_MOVE当触控点在碰撞体范围内移动时触发PICK_UP当触控点在碰撞体范围内松开时触发一次PICK_DOWN当触控点在碰撞体范围内按下时触发一次拾取检测 引擎会统一监听鼠标事件,对场景中的所有可点击的 Object3D 进行拾取检测,并触发对应的事件。用户可以给物体添加 ColliderComponent 组件标明物体可被点击,并监听对应的 PointerEvent3D 事件即可。 引擎统一封装了两种拾取类型的用法,可以通过简单配置进行切换
ts//引擎启动前需要配置开启拾取和拾取类型
Engine3D.setting.pick.enable = true;
// Bound: 包围盒拾取, pixel: 帧缓冲区拾取
Engine3D.setting.pick.mode = `bound`; // or 'pixel'
await Engine3D.init()
// 拾取检测依赖 Collider 碰撞组件
let obj = Object3D();
obj.addComponent(ColliderComponent);
// 在节点上添加 PickEvent 事件监听,在回调函数可以获取到对应的事件
obj.addEventListener(PointerEvent3D.PICK_CLICK, onPick, this);
// 或者通过 view.pickFire 监听所有物体点击事件
view.pickFire.addEventListener(PointerEvent3D.PICK_CLICK, onPick, this);
//回调函数中获取到事件信息
function onPick(e: PointerEvent3D) {
e.target // 点击的 Object
e.data.worldPos // 世界坐标下点击的 position
e.data.worldNormal // 世界坐标点击位置的 normal
...
}1234567891011121314151617181920212223包围盒拾取 射线包围盒是一种常用的 CPU 计算拾取方法,需要计算 ColliderComponent 组件的 ColliderShape 和鼠标射线的交集,在物体数量不多的场景中性能较好,但是精度较差,因为包围盒往往不能够精准的表达物体的真实形状。
目前引擎提供的基本 ColliderShape 有 BoxColliderShape, SphereColliderShape, CapsuleColliderShape, 也可以通过物体本身 Mesh 形状构建 MeshColliderShape
tsimport {Object3D, Collider, BoxColliderShape, Vector3} from '@orillusion/core';
let box = new Object3D();
let mr = box.addComponent(MeshRenderer);
// 设置 box geometry
mr.geometry = new BoxGeometry(1,1,1);
// 添加碰撞盒检测
let collider = box.addComponent(ColliderComponent);
// bound 模式需要手动设置碰撞盒样式和大小
// 拾取精度取决于 box.geometry 和 collider.shape 的匹配程度
collider.shape = new BoxColliderShape().setFromCenterAndSize(new Vector3(0, 0, 0), new Vector3(1, 1, 1));1234567891011左面的 box 使用同形状的 BoxColliderShape 进行检测,精度较好中间的 sphere 使用 BoxColliderShape,但检测区域就会比实际模型要大,精度较差右边的 sphere 也使用 MeshColliderShape,可以完全贴合模型所有顶点,精度最高,但会消耗更多性能做碰撞检测,对于复杂物体来说,不推荐使用 WebGPU is not supported in your browser Please upgrade to latest Chrome/Edge
import { Graphic3D } from '@orillusion/graphic'; class TouchDemo { scene: Scene3D; cameraObj: Object3D; camera: Camera3D; graphic3D: Graphic3D; constructor() {} async run() { console.log('start demo'); // enable pick and use bound mode Engine3D.setting.pick.enable = true; Engine3D.setting.pick.mode = `bound`; await Engine3D.init(); this.scene = new Scene3D(); this.scene.addComponent(AtmosphericComponent); this.cameraObj = new Object3D(); this.camera = this.cameraObj.addComponent(Camera3D); this.scene.addChild(this.cameraObj); this.camera.lookAt(new Vector3(0, 0, 10), new Vector3(0, 0, 0)); this.camera.perspective(60, Engine3D.aspect, 1, 10000.0); // add a base light let lightObj = new Object3D(); lightObj.addComponent(DirectLight); this.scene.addChild(lightObj); let box = this.createBox(-4, 0, 0); let sphere = this.createSphere(0, 0, 0); let sphere2 = this.createSphere2(4, 0, 0); this.graphic3D = new Graphic3D(); this.scene.addChild(this.graphic3D); this.graphic3D.drawBoundingBox(box.instanceID, box.bound as BoundingBox, Color.COLOR_GREEN); this.graphic3D.drawBoundingBox(sphere.instanceID, sphere.bound as BoundingBox, Color.COLOR_GREEN); this.graphic3D.drawMeshWireframe(sphere2.instanceID, new SphereGeometry(1.01, 8, 8), sphere2.transform, Color.COLOR_GREEN) let view = new View3D(); view.scene = this.scene; view.camera = this.camera; // start render Engine3D.startRenderView(view); // listen all pick_click events view.pickFire.addEventListener(PointerEvent3D.PICK_CLICK, this.onPick, this); } createBox(x: number, y: number, z: number) { let boxObj = new Object3D(); boxObj.transform.localPosition = new Vector3(x, y, z); let size: number = 2; let shape: BoxColliderShape = new BoxColliderShape().setFromCenterAndSize(new Vector3(0, 0, 0), new Vector3(size, size, size)); // add a box collider let collider = boxObj.addComponent(ColliderComponent); collider.shape = shape; let mr: MeshRenderer = boxObj.addComponent(MeshRenderer); mr.geometry = new BoxGeometry(size, size, size); mr.material = new LitMaterial(); this.scene.addChild(boxObj); return boxObj; } createSphere(x: number, y: number, z: number) { let sphereObj = new Object3D(); sphereObj.transform.localPosition = new Vector3(x, y, z); let size: number = 2; let shape: BoxColliderShape = new BoxColliderShape().setFromCenterAndSize(new Vector3(0, 0, 0), new Vector3(size, size, size)); // add a box collider let collider = sphereObj.addComponent(ColliderComponent); collider.shape = shape; let mr: MeshRenderer = sphereObj.addComponent(MeshRenderer); mr.geometry = new SphereGeometry(size / 2, 8, 8); mr.material = new LitMaterial(); this.scene.addChild(sphereObj); return sphereObj; } createSphere2(x: number, y: number, z: number) { let sphereObj = new Object3D(); sphereObj.transform.localPosition = new Vector3(x, y, z); let size: number = 2; let shape: MeshColliderShape = new MeshColliderShape() // add a box collider let collider = sphereObj.addComponent(ColliderComponent); collider.shape = shape; let mr: MeshRenderer = sphereObj.addComponent(MeshRenderer); mr.geometry = shape.mesh = new SphereGeometry(size / 2, 8, 8); mr.material = new LitMaterial(); this.scene.addChild(sphereObj); return sphereObj; } onPick(e: PointerEvent3D) { console.log('onClick:', e); let mr: MeshRenderer = e.target.getComponent(MeshRenderer); mr.material.baseColor = Color.random(); } } new TouchDemo().run();123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108帧缓冲拾取 pixel 模式和 bound 模式不同,帧缓冲拾取 利用的是 GPU 的像素检测,几乎不消耗 CPU 性能,可以无视场景中交互对象的数量和形状复杂度,支持所有触控事件。当场景模型形状复杂或物体数量众多的时候,我们推荐使用 pixel 模式进行拾取检测。 WebGPU is not supported in your browser Please upgrade to latest Chrome/Edge class Sample_MousePick { lightObj: Object3D; cameraObj: Camera3D; scene: Scene3D; hover: HoverCameraController; constructor() {} async run() { // enable pick and use pixel mode Engine3D.setting.pick.enable = true; Engine3D.setting.pick.mode = `pixel`; await Engine3D.init({}); this.scene = new Scene3D(); this.scene.addComponent(AtmosphericComponent); let camera = CameraUtil.createCamera3DObject(this.scene); camera.perspective(60, Engine3D.aspect, 1, 5000.0); this.hover = camera.object3D.addComponent(HoverCameraController); this.hover.setCamera(-30, -15, 120); let wukong = await Engine3D.res.loadGltf('https://cdn.orillusion.com/gltfs/wukong/wukong.gltf'); wukong.transform.y = 30; wukong.transform.scaleX = 20; wukong.transform.scaleY = 20; wukong.transform.scaleZ = 20; wukong.forChild((node) => { if (node.hasComponent(MeshRenderer)) { node.addComponent(ColliderComponent); } }); this.scene.addChild(wukong); this.initPickObject(this.scene); let view = new View3D(); view.scene = this.scene; view.camera = camera; // start render Engine3D.startRenderView(view); // listen all mouse events view.pickFire.addEventListener(PointerEvent3D.PICK_UP, this.onPick, this); view.pickFire.addEventListener(PointerEvent3D.PICK_DOWN, this.onPick, this); view.pickFire.addEventListener(PointerEvent3D.PICK_CLICK, this.onPick, this); view.pickFire.addEventListener(PointerEvent3D.PICK_OVER, this.onPick, this); view.pickFire.addEventListener(PointerEvent3D.PICK_OUT, this.onPick, this); view.pickFire.addEventListener(PointerEvent3D.PICK_MOVE, this.onPick, this); } private initPickObject(scene: Scene3D): void { /******** light *******/ { this.lightObj = new Object3D(); this.lightObj.rotationX = 125; this.lightObj.rotationY = 0; this.lightObj.rotationZ = 40; let lc = this.lightObj.addComponent(DirectLight); lc.lightColor = KelvinUtil.color_temperature_to_rgb(5355); lc.castShadow = true; lc.intensity = 5; scene.addChild(this.lightObj); } let size: number = 9; let shape = new BoxColliderShape(); shape.setFromCenterAndSize(new Vector3(), new Vector3(size, size, size)); let geometry = new SphereGeometry(size / 2, 20, 20); for (let i = 0; i < 10; i++) { let obj = new Object3D(); obj.name = 'sphere ' + i; scene.addChild(obj); obj.x = (i - 5) * 10; let mat = new LitMaterial(); mat.emissiveMap = Engine3D.res.grayTexture; mat.emissiveIntensity = 0.0; let renderer = obj.addComponent(MeshRenderer); renderer.geometry = geometry; renderer.material = mat; obj.addComponent(ColliderComponent); } } private onPick(e: PointerEvent3D) { console.log(e.type, e.target.name, e.data); if(e.type !== 'onPickMove'){ let obj = e.target as Object3D; let mr = obj.getComponent(MeshRenderer); mr.material.baseColor = Color.random(); } } } new Sample_MousePick().run();123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100