【问题标题】:AFRAME screen to world positionAFRAME 屏幕到世界位置
【发布时间】:2018-07-04 05:37:48
【问题描述】:

我正在尝试通过 Aframe 将鼠标位置转换为三中的世界坐标

使用类似的东西

let mouse = new three.Vector2()
let camera = document.querySelector('#camera')
let rect = document.querySelector('#sceneContainer').getBoundingClientRect()
mouse.x = ( (event.clientX - rect.left) / rect.width ) * 2 - 1
mouse.y = - ( (event.clientY - rect.top) / rect.height ) * 2 + 1

let vector = new three.Vector3( mouse.x, mouse.y, -1 ).unproject( camera )

但是它似乎无法处理相机,我明白了

TypeError: 无法读取未定义的属性“元素”

来自 Matrix4.getInverse

9550 | 
 9551 | // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  9552 | var te = this.elements,
> 9553 |    me = m.elements,
  9554 | 
  9555 |    n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
  9556 |    n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],

我认为它没有正确读取相机,如果这是问题,关于如何将三相机从 aframe 相机中取出的任何想法?

【问题讨论】:

标签: three.js aframe


【解决方案1】:

使用 Piotr 关于访问相机并将“三”修复为“三”的信息似乎有效:

https://glitch.com/edit/#!/aframe-mouse-to-world

AFRAME.registerComponent('mouse-to-world', {
  init: function () {
    document.addEventListener('click', (e) => {
      let mouse = new THREE.Vector2()
      let camera = AFRAME.scenes[0].camera
      let rect = document.querySelector('body').getBoundingClientRect()
      mouse.x = ( (e.clientX - rect.left) / rect.width ) * 2 - 1
      mouse.y = - ( (e.clientY - rect.top) / rect.height ) * 2 + 1
      let vector = new THREE.Vector3( mouse.x, mouse.y, -1 ).unproject( camera )
      console.log(vector)
    })
  }
});

【讨论】:

  • z = -1 来自哪里?
  • 这个值没有意义,因为函数需要Vector2,z值可以任意。
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