Javascript 当鼠标悬停在对象上时,鼠标光标应该改变(three.js)
我已经添加了一个球体和平面几何体的场景时,点击平面几何体它是链接到一个网站 现在,当鼠标悬停在平面几何体上时,“鼠标光标”应改为“鼠标指针(手)”,而不悬停时 在平面几何体上,鼠标应保持其原始样式。 我试着使用这个语句“$('html,body').css('cursor','pointer');”,但鼠标光标并没有改变 悬停,在单击平面几何图形时其将更改,并且其光标不会保留到其原始位置。 有人能帮我解决这个问题吗。我也上传了代码Javascript 当鼠标悬停在对象上时,鼠标光标应该改变(three.js),javascript,html,css,three.js,hover,Javascript,Html,Css,Three.js,Hover,我已经添加了一个球体和平面几何体的场景时,点击平面几何体它是链接到一个网站 现在,当鼠标悬停在平面几何体上时,“鼠标光标”应改为“鼠标指针(手)”,而不悬停时 在平面几何体上,鼠标应保持其原始样式。 我试着使用这个语句“$('html,body').css('cursor','pointer');”,但鼠标光标并没有改变 悬停,在单击平面几何图形时其将更改,并且其光标不会保留到其原始位置。 有人能帮我解决这个问题吗。我也上传了代码 <html> <head> <bo
<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>
window.onload=createsphere();
函数createsphere()
{
var控件、场景、摄影机、渲染器;
var平面=[];
var baseVector=新的三个向量3(0,0,1);
var camDir=new THREE.Vector3();
var planeLookAt=new THREE.Vector3();
函数init()
{
变量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};
场景=新的三个。场景();
摄像头=新的三个透视摄像头(75,window.innerWidth/window.innerHeight,0.11000);
//摄像机位置y=1;
摄像机位置z=1;
变量宽度=window.innerWidth;
var height=window.innerHeight;
renderer=new THREE.WebGLRenderer({antialas:true});
设置大小(宽度、高度);
document.body.appendChild(renderer.doElement);
/*---------------------------创建球体的几何体------------------------------*/
var半径=2.5;
var球化法=新的三个球化法(半径,20,20,0,-6.283,1,1);
//var-texture=THREE.ImageUtils.loadTexture('rbi00000083.jpg');
//texture.minFilter=3.NearestFilter;
//var spherematerial=新的3.MeshBasicMaterial({map:texture});
var spherematerial=新的3.MeshBasicMaterial({颜色:'#A9A9'});
var sphere=新的三个网格(球面测量法、球面材料);
场景。添加(球体);
场景。添加(摄影机);
scene.autoUpdate=true;
控件=新的三个.轨道控件(摄影机、渲染器.doElement);
controls.minPolarAngle=Math.PI/4;
controls.maxPolarAngle=3*Math.PI/4;
对于(变量i=0;i 0&&i
您不能在JS中更改悬停状态,如下所述:
我认为最简单的解决方案是使用css:
body:hover {
cursor: pointer;
}
虽然如果您选择一个特定的DOM节点来实现悬停效果会更好。有很多方法可以做到这一点,但是为了使其简单易懂,我的示例包含了一个方法,该方法与您在问题中提供的代码格式保持一致 我在
init()
函数中添加了一个mousemove
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');
}
}
每次移动鼠标时,只需检查一个平面是否相交
这在以前不起作用的原因是,您只更改了鼠标上的光标,这不会产生所需的“悬停”效果
。请注意,我已经注释掉了任何与控件相关的代码,以使小提琴更快地工作,它不会改变解决方案 没有jQuery时:if(intersects&&intersects.length>0){document.body.style.cursor='pointer'}否则{document.body.style.cursor='default'}