<!-- 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 - Picking - RayCaster w/Transparency</title>
    <style>
    html, body {
        height: 100%;
        margin: 0;
    }
    #c {
        width: 100%;
        height: 100%;
        display: block;
    }
    </style>
  </head>
  <body>
    <canvas id="c"></canvas>
  </body>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script>

<script type="importmap">
{
  "imports": {
    "three": "../../build/three.module.js"
  }
}
</script>

<script type="module">
import * as THREE from 'three';

function main() {

	const canvas = document.querySelector( '#c' );
	const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );

	const fov = 60;
	const aspect = 2; // the canvas default
	const near = 0.1;
	const far = 200;
	const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
	camera.position.z = 30;

	const scene = new THREE.Scene();
	scene.background = new THREE.Color( 'white' );

	// put the camera on a pole (parent it to an object)
	// so we can spin the pole to move the camera around the scene
	const cameraPole = new THREE.Object3D();
	scene.add( cameraPole );
	cameraPole.add( camera );

	{

		const color = 0xFFFFFF;
		const intensity = 3;
		const light = new THREE.DirectionalLight( color, intensity );
		light.position.set( - 1, 2, 4 );
		camera.add( light );

	}

	const boxWidth = 1;
	const boxHeight = 1;
	const boxDepth = 1;
	const geometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );

	function rand( min, max ) {

		if ( max === undefined ) {

			max = min;
			min = 0;

		}

		return min + ( max - min ) * Math.random();

	}

	function randomColor() {

		return `hsl(${rand( 360 ) | 0}, ${rand( 50, 100 ) | 0}%, 50%)`;

	}

	const loader = new THREE.TextureLoader();
	const texture = loader.load( 'resources/images/frame.png' );

	const numObjects = 100;
	for ( let i = 0; i < numObjects; ++ i ) {

		const material = new THREE.MeshPhongMaterial( {
			color: randomColor(),
			map: texture,
			transparent: true,
			side: THREE.DoubleSide,
			alphaTest: 0.1,
		} );

		const cube = new THREE.Mesh( geometry, material );
		scene.add( cube );

		cube.position.set( rand( - 20, 20 ), rand( - 20, 20 ), rand( - 20, 20 ) );
		cube.rotation.set( rand( Math.PI ), rand( Math.PI ), 0 );
		cube.scale.set( rand( 3, 6 ), rand( 3, 6 ), rand( 3, 6 ) );

	}

	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;

	}

	class PickHelper {

		constructor() {

			this.raycaster = new THREE.Raycaster();
			this.pickedObject = null;
			this.pickedObjectSavedColor = 0;

		}
		pick( normalizedPosition, scene, camera, time ) {

			// restore the color if there is a picked object
			if ( this.pickedObject ) {

				this.pickedObject.material.emissive.setHex( this.pickedObjectSavedColor );
				this.pickedObject = undefined;

			}

			// cast a ray through the frustum
			this.raycaster.setFromCamera( normalizedPosition, camera );
			// get the list of objects the ray intersected
			const intersectedObjects = this.raycaster.intersectObjects( scene.children );
			if ( intersectedObjects.length ) {

				// pick the first object. It's the closest one
				this.pickedObject = intersectedObjects[ 0 ].object;
				// save its color
				this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
				// set its emissive color to flashing red/yellow
				this.pickedObject.material.emissive.setHex( ( time * 8 ) % 2 > 1 ? 0xFFFF00 : 0xFF0000 );

			}

		}

	}

	const pickPosition = { x: 0, y: 0 };
	const pickHelper = new PickHelper();
	clearPickPosition();

	function render( time ) {

		time *= 0.001; // convert to seconds;

		if ( resizeRendererToDisplaySize( renderer ) ) {

			const canvas = renderer.domElement;
			camera.aspect = canvas.clientWidth / canvas.clientHeight;
			camera.updateProjectionMatrix();

		}

		cameraPole.rotation.y = time * .1;

		pickHelper.pick( pickPosition, scene, camera, time );

		renderer.render( scene, camera );

		requestAnimationFrame( render );

	}

	requestAnimationFrame( render );

	function getCanvasRelativePosition( event ) {

		const rect = canvas.getBoundingClientRect();
		return {
			x: ( event.clientX - rect.left ) * canvas.width / rect.width,
			y: ( event.clientY - rect.top ) * canvas.height / rect.height,
		};

	}

	function setPickPosition( event ) {

		const pos = getCanvasRelativePosition( event );
		pickPosition.x = ( pos.x / canvas.width ) * 2 - 1;
		pickPosition.y = ( pos.y / canvas.height ) * - 2 + 1; // note we flip Y

	}

	function clearPickPosition() {

		// unlike the mouse which always has a position
		// if the user stops touching the screen we want
		// to stop picking. For now we just pick a value
		// unlikely to pick something
		pickPosition.x = - 100000;
		pickPosition.y = - 100000;

	}

	window.addEventListener( 'mousemove', setPickPosition );
	window.addEventListener( 'mouseout', clearPickPosition );
	window.addEventListener( 'mouseleave', clearPickPosition );

	window.addEventListener( 'touchstart', ( event ) => {

		// prevent the window from scrolling
		event.preventDefault();
		setPickPosition( event.touches[ 0 ] );

	}, { passive: false } );

	window.addEventListener( 'touchmove', ( event ) => {

		setPickPosition( event.touches[ 0 ] );

	} );

	window.addEventListener( 'touchend', clearPickPosition );

}

main();
</script>
</html>