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
...
}
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
ts
import {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));
- 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
ts
import { Engine3D, Scene3D, Vector3, Object3D, AtmosphericComponent, Camera3D, View3D, LitMaterial, MeshRenderer, BoxColliderShape, ColliderComponent, BoxGeometry, Color, PointerEvent3D, SphereGeometry, DirectLight, BoundingBox, MeshColliderShape } from '@orillusion/core';
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();
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。
ts
import { AtmosphericComponent, BoxColliderShape, Camera3D, CameraUtil, ColliderComponent, Color, View3D, DirectLight, Engine3D, LitMaterial, HoverCameraController, KelvinUtil, MeshRenderer, Object3D, PointerEvent3D, Scene3D, SphereGeometry, Vector3 } from '@orillusion/core';
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();