I've been experimenting with creating draggable objects similar to this interesting example:
The array objectMoverLines contains the objects that should be draggable.
To incorporate a plane into my scene, I utilized the following code:
plane = new THREE.Mesh(new THREE.PlaneBufferGeometry(500, 500, 8, 8), new THREE.MeshBasicMaterial({color: 0x248f24, alphaTest: 0}));
plane.visible = false;
scene.add(plane);
An issue arises within the onDocumentMouseDown function. Strangely, when the plane's visibility is set to false (plane.visible = false), at a certain point intersectsobjmovers does not get populated. However, setting the plane's visibility to true resolves the issue (though it obstructs the view with a large plane):
function onDocumentMouseDown(event) {
// Object position movers
var vector = new THREE.Vector3(mouse.x, mouse.y, 1);
vector.unproject(camera);
raycaster.set( camera.position, vector.sub( camera.position ).normalize() );
var intersectsobjmovers = raycaster.intersectObjects(objectMoverLines);
if (intersectsobjmovers.length > 0) {
console.log('clicking an object mover');
// Disable the controls
controls.enabled = false;
// Set the selection - first intersected object
objmoverselection = intersectsobjmovers[0].object;
// Calculate the offset
var intersectsobjmovers = raycaster.intersectObject(plane);
// At this point, intersectsobjmovers does not include any items, even though
// it should (but it does work when plane.visible is set to true...)
offset.copy(intersectsobjmovers[0].point).sub(plane.position);
} else {
controls.enabled = true;
}
}
In addition, here is what I currently have under the onDocumentMouseMove function:
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
// Get 3D vector from 3D mouse position using 'unproject' function
var vector = new THREE.Vector3(mouse.x, mouse.y, 1);
vector.unproject(camera);
// Set the raycaster position
raycaster.set( camera.position, vector.sub( camera.position ).normalize() );
if (objmoverselection) {
// Check the position where the plane is intersected
var intersectsobjmovers = raycaster.intersectObject(plane);
// Reposition the object based on the intersection point with the plane
objmoverselection.position.copy(intersectsobjmovers[0].point.sub(offset));
} else {
// Update position of the plane if need
var intersectsobjmovers = raycaster.intersectObjects(objectMoverLines);
if (intersectsobjmovers.length > 0) {
// var lookAtVector = new THREE.Vector3(0,0, -1);
// lookAtVector.applyQuaternion(camera.quaternion);
plane.position.copy(intersectsobjmovers[0].object.position);
plane.lookAt(camera.position);
}
}
requestAnimationFrame( render );
}