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파티클 레이캐스터터

22.05.20 01:58 작성 조회수 240

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레이캐스터를  파티클에 하면 제대로 선택이 안되는거  같은데  혹시  이유를  아시나요 ㅠ,ㅠ

답변 1

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1

아래 코드를 참고해보세요~
ex06.js에 레이캐스터를 추가한 코드입니다.

import * as THREE from 'three';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls';
import { ImagePanel } from './ImagePanel';
import gsap from 'gsap';

// ----- 주제: 형태가 바뀌는 이미지 패널

export default function example() {
	// Renderer
	const canvas = document.querySelector('#three-canvas');
	const renderer = new THREE.WebGLRenderer({
		canvas,
		antialias: true
	});
	renderer.setSize(window.innerWidth, window.innerHeight);
	renderer.setPixelRatio(window.devicePixelRatio > 1 ? 2 : 1);

	// Scene
	const scene = new THREE.Scene();

	// Camera
	const camera = new THREE.PerspectiveCamera(
		75,
		window.innerWidth / window.innerHeight,
		0.1,
		1000
	);
	camera.position.y = 1.5;
	camera.position.z = 4;
	scene.add(camera);

	// Light
	const ambientLight = new THREE.AmbientLight('white', 0.5);
	scene.add(ambientLight);

	const directionalLight = new THREE.DirectionalLight('white', 1);
	directionalLight.position.x = 1;
	directionalLight.position.z = 2;
	scene.add(directionalLight);

	// Controls
	const controls = new OrbitControls(camera, renderer.domElement);
	controls.enableDamping = true;
	
	// Mesh
	const planeGeometry = new THREE.PlaneGeometry(0.3, 0.3);

	const textureLoader = new THREE.TextureLoader();

	// Points
	const sphereGeometry = new THREE.SphereGeometry(1, 8, 8);
	const spherePositionArray = sphereGeometry.attributes.position.array;
	const randomPositionArray = [];
	for (let i = 0; i < spherePositionArray.length; i++) {
		randomPositionArray.push((Math.random() - 0.5) * 10);
	}

	// 여러개의 Plane Mesh 생성
	const meshes = [];
	const imagePanels = [];
	let imagePanel;
	for (let i = 0; i < spherePositionArray.length; i += 3) {
		imagePanel = new ImagePanel({
			textureLoader,
			scene,
			geometry: planeGeometry,
			imageSrc: `/images/0${Math.ceil(Math.random() * 5)}.jpg`,
			x: spherePositionArray[i],
			y: spherePositionArray[i + 1],
			z: spherePositionArray[i + 2]
		});

		imagePanels.push(imagePanel);
		meshes.push(imagePanel.mesh);
	}

	// 그리기
	const clock = new THREE.Clock();

	function draw() {
		const delta = clock.getDelta();

		controls.update();

		renderer.render(scene, camera);
		renderer.setAnimationLoop(draw);
	}

	function checkIntersects() {
		raycaster.setFromCamera(mouse, camera);

		const intersects = raycaster.intersectObjects(meshes);
		for (const item of intersects) {
			console.log(item.object.name);
			item.object.material.color.set('red');
			break;
		}
		// if (intersects[0]) {
		// 	intersects[0].object.material.color.set('blue');
		// }
	}

	function setSize() {
		camera.aspect = window.innerWidth / window.innerHeight;
		camera.updateProjectionMatrix();
		renderer.setSize(window.innerWidth, window.innerHeight);
		renderer.render(scene, camera);
	}

	const raycaster = new THREE.Raycaster();
	const mouse = new THREE.Vector2();

	function setShape(e) {
		const type = e.target.dataset.type;
		let array;

		switch (type) {
			case 'random':
				array = randomPositionArray;
				break;
			case 'sphere':
				array = spherePositionArray;
				break;
		}

		for (let i = 0; i < imagePanels.length; i++) {
			// 위치 이동
			gsap.to(
				imagePanels[i].mesh.position,
				{
					duration: 2,
					x: array[i * 3],
					y: array[i * 3 + 1],
					z: array[i * 3 + 2]
				}
			);

			// 회전
			if (type === 'random') {
				gsap.to(
					imagePanels[i].mesh.rotation,
					{
						duration: 2,
						x: 0,
						y: 0,
						z: 0
					}
				);
			} else if (type === 'sphere') {
				gsap.to(
					imagePanels[i].mesh.rotation,
					{
						duration: 2,
						x: imagePanels[i].sphereRotationX,
						y: imagePanels[i].sphereRotationY,
						z: imagePanels[i].sphereRotationZ
					}
				);
			}
		}
	}

	// 버튼
	const btnWrapper = document.createElement('div');
	btnWrapper.classList.add('btns');

	const randomBtn = document.createElement('button');
	randomBtn.dataset.type = 'random';
	randomBtn.style.cssText = 'position: absolute; left: 20px; top: 20px';
	randomBtn.innerHTML = 'Random';
	btnWrapper.append(randomBtn);

	const sphereBtn = document.createElement('button');
	sphereBtn.dataset.type = 'sphere';
	sphereBtn.style.cssText = 'position: absolute; left: 20px; top: 50px';
	sphereBtn.innerHTML = 'Sphere';
	btnWrapper.append(sphereBtn);

	document.body.append(btnWrapper);

	// 이벤트
	btnWrapper.addEventListener('click', setShape);
	window.addEventListener('resize', setSize);

	canvas.addEventListener('click', e => {
		mouse.x = e.clientX / canvas.clientWidth * 2 - 1;
		mouse.y = -(e.clientY / canvas.clientHeight * 2 - 1);
		checkIntersects();
	});

	draw();
}
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