Hit test in threejs for skinnedMesh using RTT
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/* | |
* | |
* Render current frame and check pixel | |
* transparency beneath mouse position. | |
* Threejs required. | |
* | |
*/ | |
var gl = renderer.context; | |
var rtTexture = new THREE.WebGLRenderTarget(WIDTH, HEIGHT, {minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat}); | |
var pixel = new Uint8Array(4); | |
var framebuffer; | |
var onMouseDown = function(e) { | |
// Render to texture | |
renderer.render(scene, camera, rtTexture, true); | |
// Bind frame buffer to inspect | |
framebuffer = rtTexture.__webglFramebuffer; | |
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer); | |
// Inspect pixel at mouse coords, pass results to pixel variable | |
gl.viewport(e.clientX, HEIGHT - e.clientY, 1, 1); | |
gl.readPixels(e.clientX, HEIGHT - e.clientY, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixel); | |
// Unbind frame buffer | |
gl.bindFramebuffer(gl.FRAMEBUFFER, null); | |
console.log(pixel); // rgba values | |
console.log(!!pixel[3]); // True if not transparent | |
}; |
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