对于我的项目,我需要在 Three.js 中进行碰撞测试。在我的 CollisionDetection 课程中,我试图让 Raycaster 工作。我发现了一些我无法解释也找不到解决方法的奇怪之处:
我的 CollisionDetector 适用于 Cubes.. 但是当我使用 Spheres 时,它并没有给我相同的结果 – 我期望与立方体相同的结果是错误的吗?还是我想念别的东西?
这是我的代码:
var renderer, camera, scene;
init();
animate();
function init() {
var container = document.getElementById("scene");
var width = window.innerWidth;
var height = window.innerHeight;
renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
camera = new THREE.OrthographicCamera( 0, width, 0, height, 1, 10000 );
camera.position.z = 300;
scene = new THREE.Scene();
scene.add(camera);
container.appendChild(renderer.domElement);
var geometry = new THREE.SphereGeometry(10,16, 16);
//var geometry = new THREE.CubeGeometry( 10, 10, 10 );
var material1 = new THREE.MeshBasicMaterial( { color: 0xFF3333} );
var material2 = new THREE.MeshBasicMaterial( { color: 0xFF3333} );
var material3 = new THREE.MeshBasicMaterial( { color: 0xFF3333} );
var material4 = new THREE.MeshBasicMaterial( { color: 0xFF3333} );
var material5 = new THREE.MeshBasicMaterial( { color: 0xFF3333} );
var element1 = new THREE.Mesh( geometry, material1 );
var element2 = new THREE.Mesh( geometry, material2 );
var element3 = new THREE.Mesh( geometry, material3 );
var element4 = new THREE.Mesh( geometry, material4 );
var element5 = new THREE.Mesh( geometry, material5 );
element1.position.set(200,200,0);
element2.position.set(200,100,0);
element3.position.set(200,300,0);
element4.position.set(100,200,0);
element5.position.set(300,200,0);
scene.add(element1);
scene.add(element2);
scene.add(element3);
scene.add(element4);
scene.add(element5);
var CollisionDetector = new CollisionDetection();
CollisionDetector.addRay(new THREE.Vector3(0, -1, 0));
CollisionDetector.addRay(new THREE.Vector3(0, 1, 0));
CollisionDetector.addRay(new THREE.Vector3(1, 0, 0));
CollisionDetector.addRay(new THREE.Vector3(-1, 0, 0));
CollisionDetector.addElement(element1);
CollisionDetector.addElement(element2);
CollisionDetector.addElement(element3);
CollisionDetector.addElement(element4);
CollisionDetector.addElement(element5);
document.onclick = function(){
CollisionDetector.testElement(element1);
};
}
function CollisionDetection(){
var caster = new THREE.Raycaster();
var rays = [];
var elements = [];
this.testElement = function(element){
for(var i=0; i<rays.length; i++) {
caster.set(element.position, rays[i]);
var hits = caster.intersectObjects(elements, true);
for(var k=0; k<hits.length; k++) {
console.log("hit", hits[k]);
hits[k].object.material.color.setHex(0x0000ff);
}
}
}
this.addRay = function(ray) {
rays.push(ray.normalize());
}
this.addElement = function(element){
elements.push(element);
}
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
或者最好,亲自看看它的行为:http: //jsfiddle.net/mymL5/12/
单击时,被射线击中的每个元素都应变为蓝色,并且所有击中都会在控制台中注册。请注意球体的(恕我直言)奇怪的控制台输出。另外,为什么下球体没有被击中而上球体被击中?
您可以通过注释/取消注释行在 Cubes 和 Spheres 之间切换19/20
谁能帮我?我没有得到什么?
PS:我是 Three.js 的新手,所以我可能很笨。