【发布时间】:2017-08-14 11:45:47
【问题描述】:
我在场景中添加了一个球体和平面几何体,当单击平面几何体时,它链接到一个网站 现在,当悬停在平面几何上时,“鼠标光标”应更改为“鼠标指针(手)”,并且当未悬停时 在平面几何上,鼠标应保留其原始样式。 我尝试使用这个语句 "$('html,body').css('cursor','pointer');"但鼠标光标没有改变 悬停,当单击平面几何图形时它会发生变化,并且它的光标不会保持在其原始位置。 有人可以帮我解决这个问题。我也上传了代码。
<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>
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标签: javascript html css three.js hover