I\'m using Three.js and I wonder how to get all objects in a given area?
For example, get all objects that found in the green-square:
I've wanted to implement something like this and I choose a very different method - maybe much worse, I don't really know - but much easier to do IMO, so I put it here in case someone wants it.
Basically, I used only 2 raycasts to know the first and last points of the selection rectangle, projected on my ground plane, and iterate over my objects to know which ones are in.
Some very basic code:
function onDocumentMouseDown(event) {
// usual Raycaster stuff ...
// get the ground intersection
var intersects = raycaster.intersectObject(ground);
GlobalGroundSelection = {
screen: { x: event.clientX, y: event.clientY },
ground: intersects[0].point
};
}
function onDocumentMouseUp(event) {
// ends a ground selection
if (GlobalGroundSelection) {
// usual Raycaster stuff ...
// get the ground intersection
var intersects = raycaster.intersectObjects(ground);
var selection = {
begins: GlobalGroundSelection.ground,
ends: intersects[0].point
};
GlobalGroundSelection = null;
selectCharactersInZone(selection.begins, selection.ends);
}
}
function onDocumentMouseMove(event) {
if (GlobalGroundSelection) {
// in a selection, draw a rectangle
var p1 = GlobalGroundSelection.screen,
p2 = { x: event.clientX, y: event.clientY };
/* with these coordinates
left: p1.x > p2.x ? p2.x : p1.x,
top: p1.y > p2.y ? p2.y : p1.y,
width: Math.abs(p1.x - p2.x),
height: Math.abs(p1.y - p2.y)
*/
}
}
Here is my select function:
function selectCharactersInZone (start, end) {
var selected = _.filter( SELECTABLE_OBJECTS , function(object) {
// warning: this ignore the Y elevation value
var itsin = object.position.x > start.x
&& object.position.z > start.z
&& object.position.x < end.x
&& object.position.z < end.z;
return itsin;
});
return selected;
}
Some warnings: as far as I know, this technique is only usable when you don't care about Y positions AND your selection is a basic rectangle.
My 2c