Threejs raycaster只能近距离工作

Mat*_*ner 5 three.js

我正在关注如何使用光线投射来处理可点击对象的mrdoobs示例.我也查看了许多类似的问题,并尝试了无数的事情.光线投射工作......如果我的距离小于1.

Raycaster设置为接近0且远无穷远(默认值).我还没有看到任何设置距离的代码示例.

我希望有另一双眼睛.

// snippet
glow.clickables = [];
var cubeGeo = new THREE.CubeGeometry(2, 2, 2);
cubeGeo.computeFaceNormals();
var cube = new THREE.Mesh(cubeGeo, redmat);
cube.position.y = 10;
cube.position.x = 0;
cube.position.z = -12;
cube.overdraw = true;
glow.Vis.scene.add(cube);
glow.clickables.push(cube);
onclick_();

var onclick_ = function() {
    $('#world').on('mousedown', function(e){
        var mouseX = (event.offsetX / $('#world').width()) * 2 - 1;
        var mouseY =  - ( event.offsetY / $('#world').height()) * 2 + 1;
        var vector = new THREE.Vector3(mouseX, mouseY,  0.1); //what should z be set to?
        //console.info(vector); // A vector between -1,1 for both x and y. Z is whatever is set on the line above
        projector.unprojectVector(vector, glow.Vis.camera);
        var conts = glow.Vis.controls.getObject().position; // control 3dObject which the camera is added to.
        var clickRay = new THREE.Raycaster(conts, vector.sub(conts).normalize());
        var intersects = clickRay.intersectObjects(glow.clickables);
        console.info(intersects.length);
        if(intersects.length > 0) {
            alert("Click detected!");
        }
    });
}
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Dog*_*eez 8

以这种方式设置鼠标位置更准确.

        var rect = renderer.domElement.getBoundingClientRect();
        mouse.x = ( ( event.clientX - rect.left ) / rect.width ) * 2 - 1;
        mouse.y = - ( ( event.clientY - rect.top ) / rect.height ) * 2 + 1;
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小智 0

我使用以下对我来说适用于更远距离的方法:

    var projector = new THREE.Projector();
    function onDocumentMouseDown( event ) {

        event.preventDefault();

        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( [sphere,cylinder,cube] );

        if ( intersects.length > 0 ) {
            intersects[ 0 ].object.material.transparent=true;
            intersects[ 0 ].object.material.opacity=0.1;
            console.log(intersects[0]);
        }
    }
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这只是将第一个选定的对象设置为半透明。完整示例位于:https://github.com/josdirksen/learning-thirdjs/blob/master/chapter-09/02-selecting-objects.html