mrK*_*mrK 4 javascript rendering intersection three.js
我在检测与THREE.js的物体交叉点时遇到了问题.我的对象正在从2D几何体中挤出,如下所示:
var geoShape = new THREE.Shape(vertexes);
var geometry = new THREE.ExtrudeGeometry(geoShape, { bevelEnabled: false, amount: 3 });
var mesh = THREE.SceneUtils.createMultiMaterialObject(geometry,
[new THREE.MeshLambertMaterial({ color: '#493D26' })]
);
scene.add(mesh);
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然后我试图检测这样的交叉点:
container.mousedown(function (e) {
event.preventDefault();
var vector = new THREE.Vector3((e.clientX / window.innerWidth) * 2 - 1, -(e.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(scene.children);
console.log(intersects);
});
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每次,我的相交数组都是空的.如果我向场景中添加一个球体,我会得到交叉点,但只有当我放大到z <18时才会有任何建议吗?
加上真的
raycaster.intersectObjects(scene.children, true);
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来自Docs:
recursive(true) - 如果设置,它还会检查所有后代.否则它只检查与对象的交叉.
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