Hi I'm using IcosahedronGeometry. In that I'm adding CircleGeometry to each of its vertices. So now my requirement is when the mouse is moved towards the circle, the circle should sense the mousemove and it should move towards the mouse. So for that i have created a RingGeometry around the circle. So if the mouse move towards the ring, circle should sense the position of the mouse.
But I'm unable to get the mouse position. I'm using raycaster, is there any other alternative to find the position of the mouse?
Hi I'm using IcosahedronGeometry. In that I'm adding CircleGeometry to each of its vertices. So now my requirement is when the mouse is moved towards the circle, the circle should sense the mousemove and it should move towards the mouse. So for that i have created a RingGeometry around the circle. So if the mouse move towards the ring, circle should sense the position of the mouse.
But I'm unable to get the mouse position. I'm using raycaster, is there any other alternative to find the position of the mouse?
Share Improve this question edited Jun 16, 2015 at 12:18 disciple asked Jun 16, 2015 at 6:58 discipledisciple 2621 gold badge3 silver badges14 bronze badges4 Answers
Reset to default 8Raycaster is standard way for this:
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse.clone(), camera );
var objects = raycaster.intersectObjects(scene.children);
http://jsfiddle.net/nhvff8ra/6/
I did the following (some parts are omitted for brevity):
// Use of the Raycaster inspired by webgl_interactive_cubes.html, in the THREE.js project examples directory
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2()
document.addEventListener('mousemove', onDocumentMouseMove, false);
window.addEventListener('resize', onWindowResize, false);
document.addEventListener('mousedown', onMouseDown, false);
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function manageRaycasterIntersections(scene, camera) {
camera.updateMatrixWorld();
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(scene.children);
if (intersects.length > 0) {
}
else {
}
}
function onMouseDown(event){
customLog("mouse position: (" + mouse.x + ", "+ mouse.y + ")");
}
Take a look at this for the complete code
Are you looking for something like this?
var cursorX;
var cursorY;
document.onmousemove = function(e){
cursorX = e.pageX;
cursorY = e.pageY;
}
setInterval("checkCursor()", 1000);
function checkCursor(){
alert("Cursor at: " + cursorX + ", " + cursorY);
}
If your render is in a window or block with example absolute position the window.innerWidth
etc. would give you wrong coordinates and attaching mouse move to entire window is just a waste of memory.
It's much better to do something like this:
const renderBlock = document.querySelector('#threeJSRenderWrapper');
let renderWidth = renderBlock.offsetWidth;
let renderHeight = renderBlock.offsetHeight;
const camera = new THREE.PerspectiveCamera(60, renderWidth / renderHeight, 0.01, 100000);
// this part you can put to window resize function
camera.aspect = renderWidth / renderHeight;
camera.updateProjectionMatrix();
renderer.setSize( renderWidth, renderHeight );
const pointer = new THREE.Vector2();
renderBlock.addEventListener( 'pointermove', onPointerMove );
function onPointerMove( event ) {
// calculate pointer position in normalized device coordinates
// (-1 to +1) for both components
pointer.x = ( event.layerX / renderWidth ) * 2 - 1;
pointer.y = - ( event.layerY / renderHeight) * 2 + 1;
}
// and the rest of the code for mouse intersection or wathever
The event.layerX
and event.layerY
will give you correct coordinates of the block that the mousemove
event is attached to.