我知道版本71中没有THREE.projector (请参阅不推荐名单),但我不知道如何替换它,特别是在检测单击哪个对象的代码中:
var vector = new THREE.Vector3(
(event.clientX / window.innerWidth) * 2 - 1,
-(event.clientY / window.innerHeight) * 2 + 1,
0.5
);
projector.unprojectVector(vector, camera);
var raycaster = new THREE.Raycaster(
camera.position,
vector.sub(camera.position).normalize()
);
var intersects = raycaster.intersectObjects(objects);
if (intersects.length > 0) {
clicked = intersects[0];
console.log("my clicked object:", clicked);
}发布于 2015-03-31 16:14:03
现在有了一种更简单的模式,既适用于正射型,也适用于透视相机类型:
var raycaster = new THREE.Raycaster(); // create once
var mouse = new THREE.Vector2(); // create once
...
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( objects, recursiveFlag );three.js r.84
发布于 2016-12-03 21:00:53
实际上,THREE.JS光机文档给出了这些答案中列出的所有相关信息,以及所有可能难以理解的缺失点。
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
function onMouseMove( event ) {
// calculate mouse position in normalized device coordinates
// (-1 to +1) for both components
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
function render() {
// update the picking ray with the camera and mouse position
raycaster.setFromCamera( mouse, camera );
// calculate objects intersecting the picking ray var intersects =
raycaster.intersectObjects( scene.children );
for ( var i = 0; i < intersects.length; i++ ) {
intersects[ i ].object.material.color.set( 0xff0000 );
}
renderer.render( scene, camera );
}
window.addEventListener( 'mousemove', onMouseMove, false );
window.requestAnimationFrame(render);`希望能帮上忙。
发布于 2015-03-31 11:52:54
https://github.com/mrdoob/three.js/issues/5587
var vector = new THREE.Vector3();
var raycaster = new THREE.Raycaster();
var dir = new THREE.Vector3();
...
if ( camera instanceof THREE.OrthographicCamera ) {
vector.set( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1, - 1 ); // z = - 1 important!
vector.unproject( camera );
dir.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
raycaster.set( vector, dir );
} else if ( camera instanceof THREE.PerspectiveCamera ) {
vector.set( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1, 0.5 ); // z = 0.5 important!
vector.unproject( camera );
raycaster.set( camera.position, vector.sub( camera.position ).normalize() );
}
var intersects = raycaster.intersectObjects( objects, recursiveFlag );Objects = Object3D类型的对象数组,以检查与光线的交集。可能是你场景中的一切,但如果你有很多东西的话,可能效率很低。
recursiveFlag =如果为真,它也会检查所有的后代。否则,它只检查与对象的交集。默认值是真的。
https://stackoverflow.com/questions/29366109
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