因为在three.js中不再支持四面。我有困难,雷卡斯特挑选段之间的4个顶点点作为一个正方形,因为他们现在是由三角形面。
所以我的选择返回三角形形状而不是正方形:
var faces = 10;
var myplane = new THREE.Mesh(
new THREE.PlaneGeometry(1000, 1000, faces, faces),
new THREE.MeshNormalMaterial({
color: 0x993333,
wireframe: false
}));
objects.push(myplane);
scene.add(myplane);
//raycast code
if ( intersects.length > 0 ) {
_controls.noRotate = true;
var face = intersects[0].face;
var temp = intersects[0].object;
var geo = temp.geometry;
geo.vertices[face.a].z -= 20;
geo.vertices[face.b].z -= 20;
geo.vertices[face.c].z -= 20;
//want other face verts below basically
geo.vertices[face.d].z -= 20;
geo.vertices[face.e].z -= 20;
geo.vertices[face.f].z -= 20;
geo.verticesNeedUpdate = true;
if(intersects[ 0 ].faceIndex % 2 == 0){
// geo.vertices[intersects[0].faceIndex + 1].z = 40;
// console.log("Even face Index: " + intersects[ 0 ].faceIndex);
}else{
// console.log("Odd face Index: " + intersects[ 0 ].faceIndex -1);
//geo.vertices[intersects[0].faceIndex - 1].z = 40, of course doest work
}
} 下面是一个更好的2d例子.目前,我得到红色的-来,但我想选择像绿色的例子:

发布于 2015-03-30 21:27:20
尝试使用以下代码获取交叉面
if ( intersects.length > 0 )
{
var faceIndex = intersects[0].faceIndex;
var obj = intersects[0].object;
var geom = obj.geometry;
var faces = obj.geometry.faces;
var facesIndices = ["a","b","c"];
facesIndices.forEach(function(indices){
geom.vertices[faces[faceIndex][indices]].setZ(-10);
});
if(faceIndex%2 == 0){
faceIndex = faceIndex+1;
}else{
faceIndex = faceIndex-1;
}
facesIndices.forEach(function(indices){
geom.vertices[faces[faceIndex][indices]].setZ(-10);
});
geom.verticesNeedUpdate = true;
}发布于 2016-05-27 19:27:56
在一般情况下,获取并将光线投射的几何形状更改为网格三角形相交就是:
var face = intersects[0].face;
var obj = intersects[0].object;
var geom = obj.geometry;
var vertA = geom.vertices[face.a];
var vertB = geom.vertices[face.b];
var vertC = geom.vertices[face.c];
vertA.setY(100);
vertB.setY(110);
vertC.setY(105);
geom.verticesNeedUpdate = true;不需要遍历faces数组,也不需要构建一个人为的faces顶点数组,只需在下一步遍历它。
https://stackoverflow.com/questions/29274674
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