Two particles were created using threejs BufferGeometry. I want to be able to click on each particle and display the corresponding image.
However, when I clicked on a particle, the image appeared but was then covered by another particle.
I am seeking a solution to remove the hierarchy control from the particles and ensure that the clicked particles always appear on top.
Here is the code:
var scene, camera, renderer,controls;
var points;
var shaderMaterial;
var particleCount = 2;
function init () {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = 15;
camera.position.y = 16;
camera.position.z = 35;
camera.lookAt(scene.position);
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x000000, 1.0);
renderer.setSize(window.innerWidth, window.innerHeight);
var light = new THREE.AmbientLight( 0xcccccc );
scene.add(light);
document.body.appendChild(renderer.domElement);
createParticles();
createGrid();
render();
document.querySelector('canvas').addEventListener( 'click', interactive, false );
}
function createParticles () {
var geometry = new THREE.BufferGeometry();
var positions = new Float32Array( particleCount * 3 );
var sizes = new Float32Array( particleCount );
var pop = new Float32Array( particleCount);
for (var i = 0, i3 = 0; i < particleCount; i ++, i3 += 3) {
positions[i3 + 0] = i* 10;
positions[i3 + 1] = 0.1;
positions[i3 + 2] = 1;
sizes[i] = 15;
pop[i] = 0.0;
}
geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
geometry.addAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
geometry.addAttribute( 'pop', new THREE.BufferAttribute( pop, 1 ) );
shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
'u_time': {type: 'f', value: 1.0},
'u_texture_0': { value: new THREE.TextureLoader().load('https://avatars2.githubusercontent.com/u/5829050?s=256&v=4') }},
vertexShader: document.getElementById( 'vs' ).textContent,
fragmentShader: document.getElementById( 'fs' ).textContent,
depthTest: false,
transparent: true
});
shaderMaterial.uniforms['u_texture_0'].value.flipY = false;
points = new THREE.Points(geometry, shaderMaterial);
scene.add(points);
}
var raycaster = new THREE.Raycaster();
raycaster.params.Points.threshold = 5;
var touch = new THREE.Vector2();
var intersects, INTERSECTED;
var beforeIndex;
function interactive (event) {
touch.x = ( event.clientX / window.innerWidth ) * 2 - 1;
touch.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
points.geometry.computeBoundingSphere();
camera.updateMatrixWorld();
var vector = new THREE.Vector3(touch.x, touch.y, 0.5 ).unproject(camera);
raycaster.set(camera.position, vector.sub(camera.position ).normalize());
raycaster.setFromCamera( touch, camera );
intersects = raycaster.intersectObject(points);
if ( intersects.length > 0 ) {
if ( INTERSECTED != intersects[ 0 ].index ) {
INTERSECTED = intersects[ 0 ].index;
if (beforeIndex != INTERSECTED) {
points.geometry.attributes.pop.array[ beforeIndex ] = 0.0;
}
points.geometry.attributes.pop.array[ INTERSECTED ] = 1.0;
beforeIndex = INTERSECTED;
}
}
points.geometry.attributes.size.needsUpdate = true;
points.geometry.attributes.pop.needsUpdate = true;
}
function createGrid () {
var helper = new THREE.GridHelper( 100, 20, 0x303030, 0x303030 );
scene.add( helper );
}
function render () {
renderer.render(scene, camera);
requestAnimationFrame(render);
}
init();
* {
margin: 0;
padding: 0;
}
html, body {
width: 100%;
height: 100%;
background: #000;
}
canvas {
display: block;
}
<script src="https://threejs.org/build/three.js"></script>
<script id="fs" type="x-shader/x-fragment">
precision highp float;
uniform sampler2D u_texture_0;
uniform float u_time;
varying float u_pop;
void main () {
vec2 uv = gl_PointCoord.xy;
vec4 rval = texture2D(u_texture_0,uv);
vec2 posToCenter = (uv - vec2(.5, .5)) * 2.0;
float distanceToCenter = length(posToCenter);
float fadeOpacity = 1. - smoothstep(0.8, 1., distanceToCenter);
float opacity = (1. - step(0.8, distanceToCenter)) + fadeOpacity;
vec3 bgColor = mix(vec3(255., 255., 255.), vec3(252., 222., 184.), distanceToCenter) / 255.;
vec4 color = vec4(mix(bgColor, rval.rgb, u_pop), 1.);
color.a = opacity;
gl_FragColor = color;
}
</script>
<script type="x-shader/x-vertex" id="vs">
attribute float size;
attribute float pop;
varying float u_pop;
void main() {
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = size * ( 300.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
u_pop = pop;
}
</script>
`