【发布时间】:2021-07-05 23:43:33
【问题描述】:
我最近遇到了有关 three.js 光线投射的问题。
我有一个 div 元素,它的元素不是全屏,也不应该是全屏,我认为这会导致我不知道如何解决的光线投射定位问题。
let mouseVector = new THREE.Vector3()
let raycaster = new THREE.Raycaster()
Object.assign(mouseVector, {
x: 2 * (e.clientX / canvas.width) - 1,
y: 1 - 2 * (e.clientY / canvas.height)
})
raycaster.setFromCamera(mouseVector, camera)
let intersects = raycaster.intersectObject(scene.children)
for(const intersection of intersects) {
console.log(intersection)
}
mouse.x = ( e.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( e.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
intersects = raycaster.intersectObjects( scene.children, true );
console.log(intersects);
for(const ray of intersects) {
if(ray.object.name !== "Grid") {
if(smallestDist == undefined){
smallestDist1 = ray;
}else if(smallestDist > ray.distance){
smallestDist1 = ray
}
}
}
mouse.x = ( e.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( e.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( scene.children );
for ( var i = 0; i < intersects.length; i++ ) {
if(intersects[i].object.name == "Grid"){
}else{
if(smallestDist == undefined){
smallestDist = intersects[i];
}else if(smallestDist > intersects[i].distance){
smallestDist = intersects[i]
}
}
}
console.log(smallestDist1)
if(smallestDist1){
const geometry = new THREE.SphereGeometry( 0.5, 15, 15 );
const material = new THREE.MeshBasicMaterial( {color: 0xFF0000} );
const sphere = new THREE.Mesh( geometry, material );
sphere.position.set(smallestDist1.point.x, smallestDist1.point.y, smallestDist1.point.z)
sphere.name = "TestSphere"
scene.add( sphere );
}
上面是我尝试过的代码,但是由于带有 3D 对象的元素不是全窗口大小,我认为它正在出错。任何帮助表示赞赏。
【问题讨论】:
标签: javascript node.js three.js raycasting