用于碰撞检测的Three.js射线投射

jam*_*mes 6 line three.js raycasting

我正在尝试使用光线投射画一条线.基本上我想设置一些来自我的"玩家"对象的线路.

(如下所示:https://gamedev.stackexchange.com/questions/35013/how-to-handle-3d-collisions-using-raycasting-with-a-reflection-vector)

我想要这样我就可以使用我可以直观地看到我的碰撞检测.

我知道我可以用不同的方式进行碰撞检测,但我用这种方式作为学习检测.

我的问题是下面的代码绘制一条线但它似乎随机改变长度而不总是指向相同的角度.

var ray = new THREE.Ray( player.model.objects.position, new THREE.Vector3(1, 1, 1));

var geometry = new THREE.Geometry();


// my issue is here. I don't think this is the right way use a ray to workout the second vector?

// EDIT: Realized this should be set at player position and outwards. 
//var newx = 300 * ray.direction.x;
//var newz = 300 * ray.direction.z;

// EDIT CODE UPDATE
var newx = (player.model.objects.position.x) + (60 * ray.direction.x);
var newz = (player.model.objects.position.z) + (60 * ray.direction.z);

// THREE.Vector3 {x: 1310.1526178356803, y: 0, z: 1290.8237947033065} 
console.log(player.model.objects.position); 

geometry.vertices.push( player.model.objects.position); 
geometry.vertices.push( new THREE.Vector3(newx, player.model.objects.position.y, newz));

var line = new THREE.Line(geometry, material);

scene.add(line);        
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var ray = new THREE.Ray( player.model.objects.position, new THREE.Vector3(1, 1, 1));

var geometry = new THREE.Geometry();


// my issue is here. I don't think this is the right way use a ray to workout the second vector?

// EDIT: Realized this should be set at player position and outwards. 
//var newx = 300 * ray.direction.x;
//var newz = 300 * ray.direction.z;

// EDIT CODE UPDATE
var newx = (player.model.objects.position.x) + (60 * ray.direction.x);
var newz = (player.model.objects.position.z) + (60 * ray.direction.z);

// THREE.Vector3 {x: 1310.1526178356803, y: 0, z: 1290.8237947033065} 
console.log(player.model.objects.position); 

geometry.vertices.push( player.model.objects.position); 
geometry.vertices.push( new THREE.Vector3(newx, player.model.objects.position.y, newz));

var line = new THREE.Line(geometry, material);

scene.add(line);        
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任何帮助赞赏.

小智 1

看到那个模型后,我试图做同样的事情。由于我尝试以同样的方式做,但无法弄清楚,我将提供一个替代方案。

var line;

function update() {

    // Z- DIRECTION
    raycaster.ray.direction.set(0, 0, -1);

    var geometry = new THREE.Geometry();

    intersections = raycaster.intersectObjects( objects );
    if ( intersections.length > 0 ) {
        var geometry = new THREE.Geometry();

        // POSITION OF MESH TO SHOOT RAYS OUT OF
        geometry.vertices.push( obj.position );
        geometry.vertices.push( intersections[0].point );

        scene.remove(line);
        line = new THREE.Line(geometry, new THREE.LineBasicMaterial({color: 0x990000}));
        scene.add(line);
    }

}
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现在,您可以从网格中射出一条线到最近的相交处。

https://dl.dropbox.com/u/42766757/guy.png