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Javascript 光线相交不在球体中工作_Javascript_Three.js_Html5 Canvas_Webgl_Raytracing - Fatal编程技术网

Javascript 光线相交不在球体中工作

Javascript 光线相交不在球体中工作,javascript,three.js,html5-canvas,webgl,raytracing,Javascript,Three.js,Html5 Canvas,Webgl,Raytracing,在忽略球体窗体场景时创建球体和平面几何体。添加() 感兴趣的工作,但 这是密码。。 尝试几何体合并可能会丢失一些属性???添加球体不是问题。您同时使用轨迹球控件和动态观察控件。你的射线投射逻辑是错误的。您有控制台错误。。。在渲染循环内执行光线投射可能不是一个好主意。您需要简化代码并重新开始。 for ( var i = 0; i<10; i ++ ) { var gloom = new THREE.ImageUtils.loadTexture('../map_p

在忽略球体窗体场景时创建球体和平面几何体。添加() 感兴趣的工作,但

这是密码。。


尝试几何体合并可能会丢失一些属性???

添加球体不是问题。您同时使用轨迹球控件和动态观察控件。你的射线投射逻辑是错误的。您有控制台错误。。。在渲染循环内执行光线投射可能不是一个好主意。您需要简化代码并重新开始。
for ( var i = 0; i<10; i ++ ) 
        {
    var gloom = new THREE.ImageUtils.loadTexture('../map_pin.png' );
materialr = new THREE.MeshLambertMaterial( { color:Math.random() * 0xffffff ,side: THREE.DoubleSide} )
    var geometry = new THREE.PlaneGeometry(10,15,2, 2);
    var object = new THREE.Mesh(geometry, materialr);   
                object.position.x = Math.random() * 2 - 1;
                object.position.y = Math.random() * 2 - 1;
                object.position.z = Math.random() * 2 - 1;


                object.position.normalize();
                object.position.multiplyScalar(125 );    

    scene.add( object );
    }
var texture = THREE.ImageUtils.loadTexture('../world.jpg'); 
materials = new THREE.MeshBasicMaterial( {color:0x000000, wireframe:true}); 

var cone = new THREE.SphereGeometry(120,25,25);

var coneMesh = new THREE.Mesh(cone,materials);

coneMesh.position.y =0;
coneMesh.rotation.set(0,0,0);   
scene.add( coneMesh );