【发布时间】:2015-02-21 03:01:24
【问题描述】:
大家好,我正在尝试使用 raycaster 选择一个对象,我希望它可以更改第一个选择的对象的材质。在我选择对象之前,一切都很顺利。如果我选择第一个元素,则只有一个对象会发生变化。
如果我遍历列表大部分更改,但有时即使我单击空白部分也会更改部分
我的假设是我加载模型的方式或光线投射器获取错误的点位置
我已经在下面发布了代码帮助,不胜感激。
var camera, scene, renderer, loader, controls, play;
var jetEngine = [];
var x = 0;
var texture = THREE.ImageUtils.loadTexture('images/metal2.jpg');
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(10, 10);
var play = false;
var container;
var $container;
var _this;
function Jet($con) {
$container = $con;
_this = this;
width = $con.width();
height = $con.height();
renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setClearColor(0xffffff, 1);
renderer.setSize(width, height);
$container.append(renderer.domElement);
raycaster = new THREE.Raycaster();
camera = new THREE.PerspectiveCamera(60, width / height, 1, 2000);
camera.position.z = 200;
camera.position.y = 0;
camera.position.x = 30;
controls = new THREE.TrackballControls(camera,renderer.domElement );
controls.rotateSpeed = 1.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 0.8;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
controls.keys = [65, 83, 68];
scene = new THREE.Scene();
loader = new THREE.JSONLoader();
loader.load("jetengine/fan.json", _this.addmodel);
loader.load("jetengine/shaft.json", _this.addmodel);
loader.load("jetengine/nose.json", _this.addmodel);
loader.load("jetengine/compressor.json", _this.addmodel);
loader.load("jetengine/compressor2.json", _this.addmodel);
loader.load("jetengine/combustion.json", _this.addmodel);
var directionalLight = new THREE.DirectionalLight(0xffffff, 0.5);
directionalLight.position.set(0, 1, 0);
scene.add(directionalLight);
var light = new THREE.AmbientLight(0x404040); // soft white light
scene.add(light);
window.addEventListener('resize', _this.onWindowResize, false);
window.addEventListener( 'click', _this.onMouseMove, false );
_this.animate();
}
Jet.prototype.changeColor = function () {
for (i = 0; i < jetEngine.length; i++) {
jetEngine[i].material = new THREE.MeshPhongMaterial({
// light
map: texture,
// dark
shininess: 50
});
}
};
Jet.prototype.playPause = function (btn) {
play = !play;
if(play){$(playbtn).html('Puase');}else{$(playbtn).html('Play');}
};
Jet.prototype.reset = function () {
play = false;
for (i = 0; i < jetEngine.length; i++) {
jetEngine[i].material = new THREE.MeshNormalMaterial()
}
camera.position.z = 200;
camera.position.y = 0;
camera.position.x = 30;
camera.lookAt(new THREE.Vector3(0,0,0));
};
Jet.prototype.addmodel = function (geometry, materials) {
var obj = new THREE.Mesh(geometry, new THREE.MeshNormalMaterial());
obj.scale.set(15, 15, 15);
jetEngine[x] = obj;
scene.add(jetEngine[x]);
x++;
};
Jet.prototype.onWindowResize = function () {
width = container.width();
height = container.height();
renderer.setSize(width, height);
camera.aspect = width / height;
camera.updateProjectionMatrix();
controls.handleResize();
};
Jet.prototype.animate = function () {
if (play) {
if (jetEngine[0] != null) {
try{
jetEngine[0].rotateZ(1);
jetEngine[1].rotateZ(1);
jetEngine[2].rotateZ(10);
jetEngine[3].rotateZ(0);
jetEngine[4].rotateZ(1);
jetEngine[5].rotateZ(30);
}catch (err){
}
}
}
requestAnimationFrame(_this.animate);
renderer.render(scene, camera);
controls.update();
};
Jet.prototype.onMouseMove = function( e ) {
var isHovered = $container.is(":hover");
console.log(isHovered);
if (isHovered) {
mouseVector = new THREE.Vector3();
mouseVector.x = 2 * (e.clientX / width ) - 1;
mouseVector.y = 1 - 2 * ( e.clientY / height );
var vector = mouseVector.clone().unproject(camera);
var direction = new THREE.Vector3(0, 0, -1).transformDirection(camera.matrixWorld);
raycaster.set(vector, direction);
var intersects = raycaster.intersectObjects(jetEngine);
var intersection = intersects[0];
obj = intersection.object;
obj.material = new THREE.MeshPhongMaterial({
// light
map: texture,
// dark
shininess: 50
});
}
}
更新 尽管感谢 Almaz Vildanov 提供的非常有用的 eventControl 脚本。我决定再看一遍代码来找出问题所在。
问题在于渲染器在嵌套的div中,光线初始坐标的计算计算不正确。为了解决这个问题,将鼠标向量替换为:
var mouse = { x: 0, y: 0 };
mouse.x = ((event.clientX - $container.offset().left) /$container.width() ) * 2 - 1;
mouse.y = -(((event.clientY - $container.offset().top) / $container.innerHeight() ) * 2 - 1);
console.log('x: ' + mouse.x+ '| y:'+ mouse.y);
vector.set( mouse.x, mouse.y, 0.5 );
vector.unproject( camera );
raycaster.set( camera.position, vector.sub( camera.position ).normalize() );
其中 $container 是渲染器所在的嵌套 div。
【问题讨论】:
-
也许this 会有所帮助
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感谢 Almaz 这似乎工作得很好,感谢您的帮助。
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好吧,如果答案对您投票有帮助,请为它投票 =)
标签: javascript jquery three.js raycasting