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我正在做一个 3d 虚拟家庭项目。除了碰撞检测,一切都很好。我将 PointerLockControls 用于我的相机和移动。但我不确定如何检测每个可能方向的碰撞。为简单起见,我从 (0,0,0) 上的简单立方体的前向和后向碰撞开始:

rays = [
    new THREE.Vector3(0, 0, 1),
    new THREE.Vector3(0, 0, -1)
];

然后:

function detectCollision() {
var vector;
var projector = new THREE.Projector();

for (var i = 0; i < rays.length; i++) {
    var vector = rays[i].clone();
    projector.unprojectVector(vector, camera);

    var rayCaster = new THREE.Raycaster(controls.getObject().position, vector.sub(controls.getObject().position).normalize());
    var intersects = rayCaster.intersectObject(cube, true);

    if (intersects.length > 0 && intersects[0].distance < 50) {
        console.log(vector);
        console.log(i, intersects);
        $("#status").text("Collision detected @ " + rays[i].x + "," + rays[i].z +
            "<br \>" + intersects[0].distance);
    }
}

但是当我离我的立方体足够近时,控制台会显示两条光线都击中了立方体!所以为什么?我的光线有问题吗?vector(0,0,1) 应该是向后的,(0,0,-1) 应该是向前的,对吧?请帮助我,在我迷失在 3d 中之前!谢谢。

4

1 回答 1

10

终于我发现了!!解决方案。我数学不好,但最后我弄明白了。
在我从指针储物柜控件获得方向后,取决于按下哪个键,我将方向放入旋转矩阵以获得实际的方向向量(感谢 Icemonster 的线索):

function detectCollision() {
unlockAllDirection();

var rotationMatrix;
var cameraDirection = controls.getDirection(new THREE.Vector3(0, 0, 0)).clone();

if (controls.moveForward()) {
    // Nothing to do!
}
else if (controls.moveBackward()) {
    rotationMatrix = new THREE.Matrix4();
    rotationMatrix.makeRotationY(180 * Math.PI / 180);
}
else if (controls.moveLeft()) {
    rotationMatrix = new THREE.Matrix4();
    rotationMatrix.makeRotationY(90 * Math.PI / 180);
}
else if (controls.moveRight()) {
    rotationMatrix = new THREE.Matrix4();
    rotationMatrix.makeRotationY((360-90) * Math.PI / 180);
}
else return;

if (rotationMatrix !== undefined){
    cameraDirection.applyMatrix4(rotationMatrix);
}
var rayCaster = new THREE.Raycaster(controls.getObject().position, cameraDirection);    
var intersects = rayCaster.intersectObject(hitMesh, true);  

$("#status").html("camera direction x: " + cameraDirection.x + " , z: " + cameraDirection.z);

if ((intersects.length > 0 && intersects[0].distance < 25)) {
    lockDirection();
    $("#status").append("<br />Collision detected @ " + intersects[0].distance);

    var geometry = new THREE.Geometry();
    geometry.vertices.push(intersects[0].point);
    geometry.vertices.push(controls.getObject().position);
    scene.remove(rayLine);
    rayLine = new THREE.Line(geometry, new THREE.LineBasicMaterial({color: 0xFF00FF, linewidth: 2}));
    scene.add(rayLine);
}
}

我还对 PointerLockControls.js 进行了一些更改,以在相机撞到对撞机对象时停止移动。我在这里上传我的样本:CameraRayCasting.zip

更新
最后我找到了一些时间来完成我的 TouchControls 项目。它使用threejs v0.77.1 并支持触摸和命中测试。
在这里查看:TouchControls

于 2013-09-03T19:29:52.110 回答