Mar*_*tin 14 javascript three.js
嗨,据我所知THREE.projector
,版本三71中没有.
但我不明白,如何取代THREE.projector
功能和什么?
这是我的点击功能:
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);
}
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什么是正确的方法?
Wes*_*ley 25
现在有一个更简单的模式适用于正交和透视相机类型:
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 );
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three.js r.84
小智 9
该three.js所raycaster文档,其实是给予所有在这些答案布局以及所有的失分可能寸步难行让你的头的相关信息.
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);`
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希望能帮助到你.
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