lak*_*234 3 html javascript css hover three.js
当点击平面几何体时,我已经将球体和平面几何体添加到场景中它现在链接到网站当悬停在平面几何体上时"鼠标光标"应该更改为"鼠标指针(手)"并且不悬停在平面几何体上鼠标应保持其原始风格.我尝试使用这个语句"$('html,body').css('cursor','pointer');" 但鼠标光标在悬停时不会改变,单击平面几何体时其变化并且其光标未保留在其原始位置.有人可以帮我解决问题.我也上传了代码.
<html>
<head>
<body>
<script type="text/javascript" src="jquery-1.11.3.js"></script>
<script src ="./three.js-master/build/three.js"></script>
<script src ="./three.js-master/examples/js/controls/OrbitControls.js">
</script>
<script src ="./three.js-master/examples/js/renderers/Projector.js">
</script>
<script type="text/javascript" src="math.min.js"></script>
<script type="text/javascript">
window.onload = createsphere();
function createsphere()
{
var controls,scene,camera,renderer;
var planes = [];
var baseVector = new THREE.Vector3(0, 0, 1);
var camDir = new THREE.Vector3();
var planeLookAt = new THREE.Vector3();
function init()
{
var spriteResponse = [];
spriteResponse[0] = {ID:1, x: 0, y: 0};
spriteResponse[1] = {ID:2, x: 0, y: 0.1};
spriteResponse[2] = {ID:3, x: 0, y: 0.5};
spriteResponse[3] = {ID:4, x: 0.5, y: 0};
spriteResponse[4] = {ID:5, x: 0.25, y: 0.5 };
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
//camera.position.y = 1;
camera.position.z = 1 ;
var width = window.innerWidth;
var height = window.innerHeight;
renderer = new THREE.WebGLRenderer( {antialias:true} );
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
/* ------------------------ creating the geometry of sphere------------------------------*/
var radius = 2.5;
var spheregeometry = new THREE.SphereGeometry(radius, 20, 20, 0, -6.283, 1, 1);
//var texture = THREE.ImageUtils.loadTexture ('rbi00000083.jpg');
//texture.minFilter = THREE.NearestFilter;
//var spherematerial = new THREE.MeshBasicMaterial({map: texture});
var spherematerial = new THREE.MeshBasicMaterial({color: '#A9A9A9'});
var sphere = new THREE.Mesh(spheregeometry, spherematerial);
scene.add(sphere);
scene.add(camera);
scene.autoUpdate = true;
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.minPolarAngle = Math.PI/4;
controls.maxPolarAngle = 3*Math.PI/4;
for(var i=0; i<spriteResponse.length;i++)
{
//var spriteAlignment = new THREE.Vector2(0,0) ;
material_plane = new THREE.MeshBasicMaterial( {color: 0xffffff,side: THREE.DoubleSide } );
material_plane.needsUpdate = true;
//material.transparent=true;
geometry_plane = new THREE.PlaneGeometry(0.3, 0.2);
plane = new THREE.Mesh( geometry_plane, material_plane );
plane.database_id = spriteResponse[i].ID;
plane.LabelText = spriteResponse[i].name;
plane.position.set(spriteResponse[i].x,spriteResponse[i].y,-1);
scene.add(plane);
//plane.userData = { keepMe: true };
planes.push(plane);
//plane.id = cardinal.ID;
//var direction = camera.getWorldDirection();
camera.updateMatrixWorld();
var vector = camera.position.clone();
vector.applyMatrix3( camera.matrixWorld );
plane.lookAt(vector);
plane.userData = { URL: "http://stackoverflow.com"};
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
}
function onDocumentMouseDown( event )
{
//clearScene();
event.preventDefault();
var mouse = new THREE.Vector2();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
var raycaster = new THREE.Raycaster();
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( planes );
var matched_marker = null;
if(intersects.length != 0)
{
$('html,body').css('cursor','pointer');//mouse cursor change
for ( var i = 0; intersects.length > 0 && i < intersects.length; i++)
{
window.open(intersects[0].object.userData.URL);
}
}
else
$('html,body').css('cursor','cursor');//mouse cursor change
}//onDocumentMouseDown( event )
}
function animate()
{
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
init();
animate();
}
</script>
</body>
</head>
</html>
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小智 7
有很多方法可以做到这一点,但为了保持简单并使您更容易理解,我的示例包含一个与您在问题中提供的代码格式保持一致的方法.
我mousemove在你的init()函数中添加了一个事件.处理程序如下所示:
function onDocumentMouseMove(event) {
var mouse = new THREE.Vector2();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
var raycaster = new THREE.Raycaster();
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( planes );
if(intersects.length > 0) {
$('html,body').css('cursor', 'pointer');
} else {
$('html,body').css('cursor', 'default');
}
}
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所有这一切都是检查每次移动鼠标时是否有一架飞机相交.
之前没有工作的原因是因为你只在鼠标按下时改变了光标,这不会产生所需的"悬停"效果.
这是一个工作小提琴.请注意,我已经注释掉任何与控件相关的代码,以便更快地使用小提琴,它不会改变解决方案.