Javascript 创建可单击多边形3.js
我用three.js创建可点击的多边形,用这种方式创建多边形Javascript 创建可单击多边形3.js,javascript,three.js,Javascript,Three.js,我用three.js创建可点击的多边形,用这种方式创建多边形 var geo = new THREE.Geometry(); geo.vertices.push(new THREE.Vector3(0.3, 0.3, 0.5)); geo.vertices.push(new THREE.Vector3(0.3, 0.4, 0.5)); geo.vertices.push(new THREE.Vector3(0.4, 0.4,
var geo = new THREE.Geometry();
geo.vertices.push(new THREE.Vector3(0.3, 0.3, 0.5));
geo.vertices.push(new THREE.Vector3(0.3, 0.4, 0.5));
geo.vertices.push(new THREE.Vector3(0.4, 0.4, 0.5));
geo.vertices.push(new THREE.Vector3(0.6, 0.35, 0.5));
geo.vertices.push(new THREE.Vector3(0.4, 0.3, 0.5));
for (var face = 0 ; face < 5 - 2; face++) {
// this makes a triangle fan, from the first +Y point around
geo.faces.push(new THREE.Face3(0, face + 1, face + 2));
}
var mesh = new THREE.Mesh(geo, new THREE.MeshBasicMaterial({ color: Math.random() * 0xffffff, opacity: 0.5 }));
geo.computeFaceNormals();
layer.add(mesh);
objects.push(mesh);
一切都很好,立方体是可点击的,但我需要一个多边形。
单击事件方法
function onDocumentMouseClick(event) {
layerMap.update();
var vector = new THREE.Vector3((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window.innerHeight) * 2 + 1, 0.5);
var ray = projector.pickingRay(vector, camera);
var intersects = ray.intersectObjects(objects);
if (intersects.length > 0) {
intersects[0].object.material.color.setHex(Math.random() * 0xffffff);
}
}
我有太多不同的多边形
如何创建可单击多边形?您必须使用
THREE.Ray
类的intersectTriangle()
函数。
如果object
是你的THREE.Mesh
在你的三角形上循环,并检查如下交点:
function onDocumentMouseClick(event)
{
var vector = new THREE.Vector3((event.clientX / window.innerWidth) * 2 - 1, -(event.clientY / window.innerHeight) * 2 + 1, 0.5);
var ray = projector.pickingRay(vector, camera);
var currentTriangle;
var currentIntersection, chosenIntersection;
var currentDistance, chosenDistance;
var distanceVector;
chosenIntersection = null;
chosenDistance = Infinity;
var vertices = object.geometry.vertices;
for (var i = 0; i < object.geometry.faces.length; i++)
{
currentTriangle = object.geometry.faces[i];
currentIntersection = ray.intersectTriangle( vertices[ currentTriangle.a ], vertices[ currentTriangle.b ], vertices[ currentTriangle.c ], true );
if( currentIntersection !== null )
{
// The following code checks if a found intersection is closer to the camera than a previous one.
distanceVector.subVectors(currentIntersection, ray.origin);
currentDistance = distanceVector.length();
if( currentDistance < chosenDistance)
{
chosenIntersection = currentIntersection;
chosenDistance = currentDistance;
}
}
}
}
函数onDocumentMouseClick(事件)
{
var vector=new THREE.Vector3((event.clientX/window.innerWidth)*2-1,-(event.clientY/window.innerHeight)*2+1,0.5);
var ray=投影仪。pickingRay(矢量、相机);
无功电流三角形;
var CurrentCrossion,ChosenCrossion;
无功电流距离,chosenDistance;
var距离向量;
chosencrossion=null;
chosenDistance=无穷大;
var顶点=object.geometry.vertices;
对于(变量i=0;i
您有两个错误
您的正交摄影机
构造函数参数不正确--它是颠倒的,并且近平面在摄影机后面
//this.camera = new THREE.OrthographicCamera(0, 1, 0, 1, -3000, 3000);
this.camera = new THREE.OrthographicCamera(0, 1, 1, 0, 1, 3000);
几何体上的缠绕顺序为顺时针方向;应为逆时针方向(CCW)
提示:使用three.js的非精简版本进行调试。另外,下载本地副本供您使用
three.js r.60您使用的是three.js r.60的当前版本吗?是的,three.WebGLRenderer 60。您可以提供一个实例吗?您不需要为自定义几何体计算BoundingSPhere/BoundingBox吗?使用各自的功能?我只能提供zip文件的链接[link],这种方式可以帮助我找到交互多边形,但我在缩放和拖动地图时遇到了一个新问题,地图上的元素不是固定的,在我的版本中,缩放和拖动工作应该是正常的。我回答了你关于three.js的问题。请记住点击复选标记“接受”这个答案。如果您的代码有其他问题,请发布新问题。试着问一些对别人有帮助的问题。谢谢你,谢谢你的帮助!
//this.camera = new THREE.OrthographicCamera(0, 1, 0, 1, -3000, 3000);
this.camera = new THREE.OrthographicCamera(0, 1, 1, 0, 1, 3000);
//geo.faces.push(new THREE.Face3(0, face + 1, face + 2));
geo.faces.push(new THREE.Face3(0, face + 2, face + 1));