嗨,我正在用threeJS开发一个基本的突破/阿卡诺德游戏。现在我只有一个球拍和一个在屏幕上弹来弹去的球。我正在尝试让碰撞工作,这样当球击中球拍时,它就会反弹离开。我一直在尝试使用边界框来实现这一点,但是我遇到了一个问题,即.intersection/.intersectsBox没有正确地注册一个交叉点,我不知道为什么。下面是我到目前为止的代码-
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
const geometry = new THREE.BoxGeometry(5, 1, 1);
const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
const cube = new THREE.Mesh(geometry, material);
var cubeBoxHelper = new THREE.BoxHelper(cube, 0xff0000);
var boundingBoxPaddle = new THREE.Box3().setFromObject(cubeBoxHelper);
cubeBoxHelper.update();
const geometrySphere = new THREE.SphereGeometry(1, 32, 32);
const materialSphere = new THREE.MeshBasicMaterial({ color: 0xffff00 });
const sphere = new THREE.Mesh(geometrySphere, materialSphere);
var sphereBoxHelper = new THREE.BoxHelper(sphere, 0xff0000);
var boundingBoxBall = new THREE.Box3().setFromObject(sphereBoxHelper);
sphereBoxHelper.update();
scene.add(cube, cubeBoxHelper, sphere, sphereBoxHelper);
sphere.position.y = 5;
camera.position.z = 15;
camera.position.y = 10;
var xSpeed = 0.0005;
var dx = 0.1;
var dy = 0.1;
function bounce()
{
if (sphere.position.x < -19 || sphere.position.x > 18.5)
{
dx = -dx;
}
if (sphere.position.y < -5 || sphere.position.y > 19)
{
dy = -dy;
}
sphere.position.x += dx;
sphere.position.y += dy;
sphereBoxHelper.update();
}
function intersect()
{
if (boundingBoxBall.intersect(boundingBoxPaddle) == true)
{
console.log("intersection");
}
}
const animate = function ()
{
requestAnimationFrame(animate);
document.addEventListener("keydown", onDocumentKeyDown, false);
function onDocumentKeyDown(event)
{
var keyCode = event.which;
if (keyCode == 65 && cube.position.x >= -18.5)
{
cube.position.x -= xSpeed;
}
else if (keyCode == 68 && cube.position.x <= 18)
{
cube.position.x += xSpeed;
}
cubeBoxHelper.update();
};
bounce();
intersect();
sphereBoxHelper.update();
renderer.render(scene, camera);
};
animate();现在我已经设置了它,所以intersect函数只会记录到控制台,这样我就可以知道发生了什么。任何帮助都是很好的,因为我不确定我做错了什么。
发布于 2021-02-04 05:29:23
.intersect (框: Box3 ):此框-要与之相交的框。
计算this和box的交集,将此box的上界设置为两个box的上界中较小的一个,并将此box的下界设置为两个box的下界中的较大者。如果没有重叠,则使此框为空。
这个函数实际做的是用来自boundingBoxPaddle的信息更新boundingBoxBall,甚至可能将boundingBoxBall设置为一个空框!
我认为你真正想要的功能是:
.intersectsBox (框: Box3 ):布尔框-用于检查交集的框。
确定此长方体是否与长方体相交。
intersectsBox函数返回一个简单的true/false,因此您可以判断这两个框是否发生了冲突。
另请注意,您的边界框相对于关联的几何体。如果变换Mesh,则还需要变换边界框。Box3 docs上的示例代码实际上突出显示了这一点:
const box = new THREE.Box3();
// ...
// in the animation loop, compute the current bounding box with the world matrix
box.copy( mesh.geometry.boundingBox ).applyMatrix4( mesh.matrixWorld );完整示例:
let W = window.innerWidth;
let H = window.innerHeight;
const renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(28, 1, 1, 1000);
camera.position.set(0, 0, 50);
camera.lookAt(scene.position);
scene.add(camera);
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(0, 0, -1);
camera.add(light);
let geo = new THREE.BoxBufferGeometry(5, 5, 5);
geo.computeBoundingBox();
let mat = new THREE.MeshPhongMaterial({
color: "red"
});
const left = new THREE.Mesh(geo, mat);
left.position.set(-15, 0, 0)
scene.add(left);
const right = new THREE.Mesh(geo, mat);
right.position.set(15, 0, 0)
scene.add(right);
geo = new THREE.SphereBufferGeometry(1, 16, 16);
geo.computeBoundingBox();
mat = new THREE.MeshPhongMaterial({
color: "yellow"
});
const ball = new THREE.Mesh(geo, mat);
scene.add(ball);
function render() {
renderer.render(scene, camera);
}
function resize() {
W = window.innerWidth;
H = window.innerHeight;
renderer.setSize(W, H);
camera.aspect = W / H;
camera.updateProjectionMatrix();
render();
}
let rate = 0.1;
let goingRight = true;
let ballBox = new THREE.Box3();
let wallBox = new THREE.Box3();
function animate() {
render();
ball.position.x += ((goingRight) ? 1 : -1) * rate;
ball.updateMatrix();
ball.updateMatrixWorld(true);
ballBox.copy(ball.geometry.boundingBox);
ballBox.applyMatrix4(ball.matrixWorld);
if (goingRight) {
wallBox.copy(right.geometry.boundingBox);
wallBox.applyMatrix4(right.matrixWorld);
if (ballBox.intersectsBox(wallBox)) {
goingRight = false;
}
} else {
wallBox.copy(left.geometry.boundingBox);
wallBox.applyMatrix4(left.matrixWorld);
if (ballBox.intersectsBox(wallBox)) {
goingRight = true;
}
}
requestAnimationFrame(animate);
}
window.addEventListener("resize", resize);
resize();
requestAnimationFrame(animate);html,
body {
width: 100%;
height: 100%;
padding: 0;
margin: 0;
overflow: hidden;
background: skyblue;
}<script src="https://threejs.org/build/three.min.js"></script>
https://stackoverflow.com/questions/66032362
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