通过添加div,THREE.js Ray Intersect失败

Zed*_*Bee 16 html javascript three.js

当页面上只有一个目标div(包含renderer.domElement)时,我的Three.js脚本运行正常.只要我在目标div上方添加另一个固定高度和宽度的div,ray.intersectObjects就会返回null.我怀疑我为光线创建的矢量是否会导致问题.这是代码.

var vector = new THREE.Vector3( ( event.clientX / divWidth ) * 2 - 1, -( event.clientY / divHeight ) * 2 + 1, 0.5 );

projector.unprojectVector( vector, camera );

var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );

var intersects = ray.intersectObjects( myObjects, true );
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关于如何解决这个问题的任何想法.

编辑:现在是THREE.Raycaster (three.js r.56)

Wes*_*ley 41

简短的回答是你必须考虑offset画布.

答案很长取决于你的代码是如何编写的,所以我会给你两个答案,这些答案应该涵盖基础.

有很多可能的组合,所以你可能需要进行实验.此外,不同浏览器可能采取不同的行

假设你的HTML是这样的:

#canvas {
    width: 200px;
    height: 200px;
    margin: 100px;
    padding: 0px;
    position: static; /* fixed or static */
    top: 100px;
    left: 100px;
}

<body>
    <div id="canvas">
</body>
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你的JS是这样的:

var CANVAS_WIDTH = 200,
CANVAS_HEIGHT = 200;

var container = document.getElementById( 'canvas' );
document.body.appendChild( container );

renderer = new THREE.WebGLRenderer();
renderer.setSize( CANVAS_WIDTH, CANVAS_HEIGHT );
container.appendChild( renderer.domElement );
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方法1要使以下方法正常工作,请将画布位置设置为static ; margin> 0和padding> 0都可以

mouse.x = ( ( event.clientX - renderer.domElement.offsetLeft ) / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( ( event.clientY - renderer.domElement.offsetTop ) / renderer.domElement.clientHeight ) * 2 + 1;
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方法2对于此替代方法,将画布位置设置为固定 ; 设置顶部> 0,设置左> 0; 填充必须为0; margin> 0即可

mouse.x = ( ( event.clientX - container.offsetLeft ) / container.clientWidth ) * 2 - 1;
mouse.y = - ( ( event.clientY - container.offsetTop ) / container.clientHeight ) * 2 + 1;
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如果你想试验,这是一个小提琴:http://jsfiddle.net/cn7ecoaa/

编辑:小提琴更新为three.js r.84

  • 您可能需要将鼠标x和y计算上的分子乘以renderer.devicePixelRatio,用于设备(​​视网膜显示等),其中该值不等于1. (3认同)

Kri*_*ofe 11

enent.clientX是客户端窗口偏移量,因此要计算鼠标位置,我们必须使用renderer元素客户端窗口偏移量.使用element.getBoundingClientRect()获取元素rect偏移窗口.

var rect = renderer.domElement.getBoundingClientRect();
mouse.x = ( ( event.clientX - rect.left ) / ( rect.width - rect.left ) ) * 2 - 1;
mouse.y = - ( ( event.clientY - rect.top ) / ( rect.bottom - rect.top) ) * 2 + 1;
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<html>
<head>
<script src="http://threejs.org/build/three.min.js"></script>

    <link rel="stylesheet" href="http://libs.baidu.com/bootstrap/3.0.3/css/bootstrap.min.css" />


<style>
body {
    font-family: Monospace;
    background-color: #fff;
    margin: 0px;
    overflow: hidden;
}

#canvas {
    background-color: #000;
    width: 200px;
    height: 200px;
    border: 1px solid black;
    margin: 10px;
    padding: 0px;
    top: 10px;
    left: 100px;
}

.border {
    padding:10px; 
    margin:10px;
}

</style>
</head>
<body>
<div class="border">
	<div class="border">
		<div id="canvas"></div>
	</div>
</div>
<script>
// Three.js ray.intersects with offset canvas

var container, camera, scene, renderer, mesh,

    objects = [],
    
    count = 0,

    CANVAS_WIDTH = 200,
    CANVAS_HEIGHT = 200;

// info
info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '30px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.style.color = '#f00';
info.style.backgroundColor = 'transparent';
info.style.zIndex = '1';
info.style.fontFamily = 'Monospace';
info.innerHTML = 'INTERSECT Count: ' + count;
info.style.userSelect = "none";
info.style.webkitUserSelect = "none";
info.style.MozUserSelect = "none";
document.body.appendChild( info );

container = document.getElementById( 'canvas' );

renderer = new THREE.WebGLRenderer();
renderer.setSize( CANVAS_WIDTH, CANVAS_HEIGHT );
container.appendChild( renderer.domElement );

scene = new THREE.Scene();

camera = new THREE.PerspectiveCamera( 45, CANVAS_WIDTH / CANVAS_HEIGHT, 1, 1000 );
camera.position.y = 250;
camera.position.z = 500;
camera.lookAt( scene.position );
scene.add( camera );

scene.add( new THREE.AmbientLight( 0x222222 ) );

var light = new THREE.PointLight( 0xffffff, 1 );
camera.add( light );

mesh = new THREE.Mesh( 
	new THREE.BoxGeometry( 200, 200, 200, 1, 1, 1 ), 
	new THREE.MeshPhongMaterial( { color : 0x0080ff } 
) );
scene.add( mesh );
objects.push( mesh );

// find intersections
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();

// mouse listener
document.addEventListener( 'mousedown', function( event ) {
    
 var rect = renderer.domElement.getBoundingClientRect();
mouse.x = ( ( event.clientX - rect.left ) / ( rect.width - rect.left ) ) * 2 - 1;
mouse.y = - ( ( event.clientY - rect.top ) / ( rect.bottom - rect.top) ) * 2 + 1;
  
	raycaster.setFromCamera( mouse, camera );

    intersects = raycaster.intersectObjects( objects );

    if ( intersects.length > 0 ) {
        
        info.innerHTML = 'INTERSECT Count: ' + ++count;
        
    }

}, false );

function render() {

    mesh.rotation.y += 0.01;
    
    renderer.render( scene, camera );

}

(function animate() {

    requestAnimationFrame( animate );

    render();

})();

</script>
</body>
</html>
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  • 通过修改mouse.x分母`mouse.x =((event.clientX-rect.left)/(rect.right-rect.left))* 2-1我得到了很好的结果。 (2认同)