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align-html-to-3d-w-sorting.html
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<!-- Licensed under a BSD license. See license.html for license -->
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
<title>Three.js - Align HTML Elements w/hiding</title>
<style>
html, body {
height: 100%;
margin: 0;
}
#c {
width: 100%; /* let our container decide our size */
height: 100%;
display: block;
}
#container {
position: relative; /* makes this the origin of its children */
width: 100%;
height: 100%;
overflow: hidden;
}
#labels {
position: absolute; /* let us position ourself inside the container */
z-index: 0; /* make a new stacking context so children don't sort with rest of page */
left: 0; /* make our position the top left of the container */
top: 0;
color: white;
}
#labels>div {
white-space: nowrap;
position: absolute; /* let us position them inside the container */
left: 0; /* make their default position the top left of the container */
top: 0;
cursor: pointer; /* change the cursor to a hand when over us */
font-size: large;
user-select: none; /* don't let the text get selected */
text-shadow: /* create a black outline */
-1px -1px 0 #000,
0 -1px 0 #000,
1px -1px 0 #000,
1px 0 0 #000,
1px 1px 0 #000,
0 1px 0 #000,
-1px 1px 0 #000,
-1px 0 0 #000;
}
#labels>div:hover {
color: red;
}
</style>
</head>
<body>
<div id="container">
<canvas id="c"></canvas>
<div id="labels"></div>
</div>
</body>
<script type="importmap">
{
"imports": {
"three": "../../build/three.module.js",
"three/addons/": "../../examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
function main() {
const canvas = document.querySelector( '#c' );
const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
const fov = 75;
const aspect = 2; // the canvas default
const near = 1.1;
const far = 20;
const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
camera.position.z = 7;
const controls = new OrbitControls( camera, canvas );
controls.target.set( 0, 0, 0 );
controls.update();
const scene = new THREE.Scene();
{
const color = 0xFFFFFF;
const intensity = 3;
const light = new THREE.DirectionalLight( color, intensity );
light.position.set( - 1, 2, 4 );
scene.add( light );
}
const boxWidth = 1;
const boxHeight = 1;
const boxDepth = 1;
const geometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );
const labelContainerElem = document.querySelector( '#labels' );
function makeInstance( geometry, color, x, name ) {
const material = new THREE.MeshPhongMaterial( { color } );
const cube = new THREE.Mesh( geometry, material );
scene.add( cube );
cube.position.x = x;
const elem = document.createElement( 'div' );
elem.textContent = name;
labelContainerElem.appendChild( elem );
return { cube, elem };
}
const cubes = [
makeInstance( geometry, 0x44aa88, 0, 'Aqua Colored Box' ),
makeInstance( geometry, 0x8844aa, - 2, 'Purple Colored Box' ),
makeInstance( geometry, 0xaa8844, 2, 'Gold Colored Box' ),
];
function resizeRendererToDisplaySize( renderer ) {
const canvas = renderer.domElement;
const width = canvas.clientWidth;
const height = canvas.clientHeight;
const needResize = canvas.width !== width || canvas.height !== height;
if ( needResize ) {
renderer.setSize( width, height, false );
}
return needResize;
}
const tempV = new THREE.Vector3();
const raycaster = new THREE.Raycaster();
function render( time ) {
time *= 0.001;
if ( resizeRendererToDisplaySize( renderer ) ) {
const canvas = renderer.domElement;
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
cubes.forEach( ( cubeInfo, ndx ) => {
const { cube, elem } = cubeInfo;
const speed = 1 + ndx * .1;
const rot = time * speed;
cube.rotation.x = rot;
cube.rotation.y = rot;
// get the position of the center of the cube
cube.updateWorldMatrix( true, false );
cube.getWorldPosition( tempV );
// get the normalized screen coordinate of that position
// x and y will be in the -1 to +1 range with x = -1 being
// on the left and y = -1 being on the bottom
tempV.project( camera );
// ask the raycaster for all the objects that intersect
// from the eye toward this object's position
raycaster.setFromCamera( tempV, camera );
const intersectedObjects = raycaster.intersectObjects( scene.children );
// We're visible if the first intersection is this object.
const show = intersectedObjects.length && cube === intersectedObjects[ 0 ].object;
if ( ! show || Math.abs( tempV.z ) > 1 ) {
// hide the label
elem.style.display = 'none';
} else {
// unhide the label
elem.style.display = '';
// convert the normalized position to CSS coordinates
const x = ( tempV.x * .5 + .5 ) * canvas.clientWidth;
const y = ( tempV.y * - .5 + .5 ) * canvas.clientHeight;
// move the elem to that position
elem.style.transform = `translate(-50%, -50%) translate(${x}px,${y}px)`;
// set the zIndex for sorting
elem.style.zIndex = ( - tempV.z * .5 + .5 ) * 100000 | 0;
}
} );
renderer.render( scene, camera );
requestAnimationFrame( render );
}
requestAnimationFrame( render );
}
main();
</script>
</html>