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Javascript 三,了解raycaster';s相交对象坐标_Javascript_Three.js_Click_Raycasting - Fatal编程技术网

Javascript 三,了解raycaster';s相交对象坐标

Javascript 三,了解raycaster';s相交对象坐标,javascript,three.js,click,raycasting,Javascript,Three.js,Click,Raycasting,你好,我有一个疑问: 我已经实现了一个光线投射器,并且我一直在手动测试它,但是我不知道为什么在我对3D模型进行的大多数点击中,它没有得到交点 首先,我将向您展示我单击的点,然后是web控制台中记录的点,然后是我实现的代码,最后是web结构: 我点击了这八点: 结果是: []length: 0__proto__: Array(0) []length: 0__proto__: Array(0) []length: 0__proto__: Array(0) []length: 0__proto__:

你好,我有一个疑问:

我已经实现了一个光线投射器,并且我一直在手动测试它,但是我不知道为什么在我对3D模型进行的大多数点击中,它没有得到交点

首先,我将向您展示我单击的点,然后是web控制台中记录的点,然后是我实现的代码,最后是web结构:

我点击了这八点:

结果是:

[]length: 0__proto__: Array(0)
[]length: 0__proto__: Array(0)
[]length: 0__proto__: Array(0)
[]length: 0__proto__: Array(0)
point: Vector3 x:--99.34871894866089 y:67 z:0
point: Vector3 x: -126.50880038786315 y: 73.48094335146214 z: -5.684341886080802
[]length: 0__proto__: Array(0)
[]length: 0__proto__: Array(0)
这里我们有实现的代码,重要的部分是onDocumentMouseDown函数:

if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

// global variables for this scripts
let OriginalImg, 
    SegmentImg;

var mouse = new THREE.Vector2();
var raycaster = new THREE.Raycaster();
var mousePressed = false;



init();
animate();


// initilize the page
function init ()
{
    let filename = "models/nrrd/columna01.nrrd"; // change your nrrd file
    let idDiv = 'original';
    OriginalImg = new InitCanvas(idDiv, filename );
    OriginalImg.init();
    console.log(OriginalImg);

    filename = "models/nrrd/columnasegmentado01.nrrd"; // change your nrrd file
    idDiv = 'segment';
    SegmentImg = new InitCanvas(idDiv, filename );
    SegmentImg.init(); 
}

document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );

function onDocumentMouseDown( event ) {
    mousePressed = true;
    mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
    mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
    raycaster.setFromCamera( mouse.clone(), OriginalImg.camera );
    var objects = raycaster.intersectObjects(OriginalImg.scene.children);
    console.log(objects);
}
function onDocumentMouseUp( event ) { mousePressed = false}





function animate() {


    requestAnimationFrame( animate );
    OriginalImg.animate();
    SegmentImg.animate();


}   
这里我们看到了web结构:

我怀疑,由于画布在窗口中有偏移,因此无法从单击的区域有效地获取点

我也读过:

如有任何帮助,请联系进一步阅读、理论建议和代码示例

编辑:

1) 我已经打开了一个新的主题和更详细的图像,图表和日志线程。以下是链接:

2) 我遵循@TheJim01提供的答案,这里是当前代码:

logic.js

if (!Detector.webgl) Detector.addGetWebGLMessage();

// global variables for this scripts
let OriginalImg,
    SegmentImg;

var mouse = new THREE.Vector2();
var raycaster = new THREE.Raycaster();
var mousePressed = false;
var clickCount = 0;


init();
animate();


// initilize the page
function init() {
    let filename = "models/nrrd/columna01.nrrd"; // change your nrrd file
    let idDiv = 'original';
    OriginalImg = new InitCanvas(idDiv, filename);
    OriginalImg.init();
    console.log(OriginalImg);

    filename = "models/nrrd/columnasegmentado01.nrrd"; // change your nrrd file
    idDiv = 'segment';
    SegmentImg = new InitCanvas(idDiv, filename);
    SegmentImg.init();
}

let originalCanvas = document.getElementById('original');
originalCanvas.addEventListener('mousedown', onDocumentMouseDown, false);
originalCanvas.addEventListener('mouseup', onDocumentMouseUp, false);


function onDocumentMouseDown(event) {
    mousePressed = true;

    clickCount++;


    mouse.x = ( event.offsetX / window.innerWidth ) * 2 - 1;
    console.log('Mouse x position is: ', mouse.x, 'the click number was: ', clickCount);
    mouse.y = -( event.offsetY / window.innerHeight ) * 2 + 1;
    console.log('Mouse Y position is: ', mouse.y);
    raycaster.setFromCamera(mouse.clone(), OriginalImg.camera);
    var objects = raycaster.intersectObjects(OriginalImg.scene.children);
    console.log(objects);
}

function onDocumentMouseUp(event) {
    mousePressed = false
}


function animate() {


    requestAnimationFrame(animate);
    OriginalImg.animate();
    SegmentImg.animate();


}   
InitCanvas.js

// this class handles the load and the canva for a nrrd
// Using programming based on prototype: https://javascript.info/class
// This class should be improved:
//   - Canvas Width and height

InitCanvas = function ( IdDiv, Filename ) {


    this.IdDiv = IdDiv;
    this.Filename = Filename
}

InitCanvas.prototype = {

    constructor: InitCanvas,

    init: function() {

        this.container = document.getElementById( this.IdDiv );

        // this should be changed.
        debugger;
        this.container.innerHeight = 600;
        this.container.innerWidth = 800;

        //These statenments should be changed to improve the image position
        this.camera = new THREE.PerspectiveCamera( 60, this.container.innerWidth / this.container.innerHeight, 0.01, 1e10 );
        this.camera.position.z = 300;

        let scene = new THREE.Scene();
        scene.add( this.camera );

        // light

        let dirLight = new THREE.DirectionalLight( 0xffffff );
        dirLight.position.set( 200, 200, 1000 ).normalize();

        this.camera.add( dirLight );
        this.camera.add( dirLight.target );


        // read file

        let loader = new THREE.NRRDLoader();
        loader.load( this.Filename , function ( volume ) {

            //z plane
            let sliceZ = volume.extractSlice('z',Math.floor(volume.RASDimensions[2]/4));

            debugger;
            this.container.innerWidth = sliceZ.iLength;
            this.container.innerHeight = sliceZ.jLength;

            scene.add( sliceZ.mesh );
        }.bind(this) );


        this.scene = scene;

        // renderer

        this.renderer = new THREE.WebGLRenderer( { alpha: true } );
        this.renderer.setPixelRatio( this.container.devicePixelRatio );
        debugger;
        this.renderer.setSize( this.container.innerWidth, this.container.innerHeight );

        // add canvas in container
        this.container.appendChild( this.renderer.domElement );

    },

    animate: function () {

        this.renderer.render( this.scene, this.camera );
    }

}
index.html

<!DOCTYPE html>
<html lang="en">
    <head>
        <title>Prototype: three.js without react.js</title>
        <meta charset="utf-8">
        <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
        <link rel="stylesheet" href="css/styles.css">

        <!-- load the libraries and js -->
        <script src="js/libs/three.js"></script>

        <script src="js/Volume.js"></script>
        <script src="js/VolumeSlice.js"></script>
        <script src="js/loaders/NRRDLoader.js"></script>

        <script src="js/Detector.js"></script>
        <script src="js/libs/stats.min.js"></script>
        <script src="js/libs/gunzip.min.js"></script>
        <script src="js/libs/dat.gui.min.js"></script>

        <script src="js/InitCanvas.js"></script>


    </head>

    <body>
        <div id="info">
            <h1>Prototype: three.js without react.js</h1> 
        </div>

        <!-- two canvas -->
        <div class="row">
            <div class="column" id="original">
            </div>

            <div class="column" id="segment">

            </div>
          </div> 

        <script src="js/logic.js"></script>

    </body>
</html>
为什么我们需要除以
window.innerWidth
?由我们做
*2-1

6) 我问所有这些是因为我想做一个web应用程序,我们可以收集用户在左侧画布上单击的点,然后我们在右侧画布上更改相同部分的颜色,并显示一些有关它的信息,如名称和描述

因此,使用ThreeJS收集鼠标单击位置对于能够使用该位置更改右侧画布和单击部分的颜色非常重要

7) 此外,我还读到:

编辑2:22/03/18

我遵循了@WestLangley提供的答案:

它允许我们在画布图像上设置光线投射器的相交区域。

从而在实践中解决了这一问题

但是我仍然不理解一些东西,例如浏览器和3HJ坐标之间的关系

这里我们看到,在浏览器和ThreeJS'raycaster的拦截对象中,x坐标相同,但Y坐标不同,为什么?

我还怀疑浏览器在画布上的坐标原点位于中心:

这是正确的吗?

我将展示我需要添加的代码片段,以使光线投射器的检测区域与画布的图像相同

首先,我在CSS中添加了:

canvas {
    width: 200px;
    height: 200px;
    margin: 100px;
    padding: 0px;
    position: static; /* fixed or static */
    top: 100px;
    left: 100px;
}
然后我在logic.js中添加了

function onDocumentMouseDown(event) {
    mousePressed = true;

    clickCount++;

    mouse.x = ( ( event.clientX - OriginalImg.renderer.domElement.offsetLeft ) / OriginalImg.renderer.domElement.clientWidth ) * 2 - 1;
    mouse.y = - ( ( event.clientY - OriginalImg.renderer.domElement.offsetTop ) / OriginalImg.renderer.domElement.clientHeight ) * 2 + 1

    console.log('Mouse x position is: ', mouse.x, 'the click number was: ', clickCount);
    console.log('Mouse Y position is: ', mouse.y);

    raycaster.setFromCamera(mouse.clone(), OriginalImg.camera);
    var objects = raycaster.intersectObjects(OriginalImg.scene.children);

    console.log(objects);
}
正如您在上面看到的,我在鼠标x和y上添加了左偏移和顶部偏移,除以渲染器的宽度/高度

此外,我还研究了鼠标点击是如何在:

链接:

因此,我们看到它们使用偏移量,也使用左偏移量和顶偏移量,并除以宽度和高度,但这次使用的是容器中的偏移量,而不是渲染器

我还研究了他们在以下方面的做法:

链接:

因此,这里我们看到,它们使用画布本身的偏移量,而不是容器甚至渲染器

此外,我还研究了一些官方的ThreeJS示例,它们看起来只有一个全屏渲染器/场景,因此它们没有显示如何在同一网页中处理各种画布和光线投射器

    function onDocumentMouseMove( event ) {
        event.preventDefault();
        mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
        mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
    }
链接:

链接:

你能帮帮我吗?


谢谢。

Raycarster.setFromCamera(NDC,camera)将标准化设备坐标作为第一个参数。这是一个介于-1和1之间的值。但你给出的是实际坐标。这就是它不相交的原因。试试这个:

const screenPosition = {
        x: event.clientX - canvas.offsetLeft,
        y: event.clientY - canvas.offsetHeight
};
const widthHalf = canvas.clientWidth * 0.5;
const heightHalf = canvas.clientHeight * 0.5;
const mouse = {
        x: (screenPosition.x - widthHalf) / widthHalf ,
        y: - (screenPosition.y - heightHalf) / heightHalf,
};

同时尝试在
intersectObject()
中将recursive设置为
true

看看这个方法,看看我的答案。另一个类似的答案,虽然对你的问题没有那么具体。谢谢@TheJim01的回答,谢谢你在同一期的另一个主题中发表的评论。我仍然不明白renderer.offsetLeft/Top是如何工作的,以及为什么它被renderer.innerWidth/Height分割,您能举例说明一下吗?非常感谢。
function onDoubleClick(event) {
      const canvas = event.target.parentElement;
      const id = event.target.id;
      const mouse = {
        x: ((event.clientX - canvas.offsetLeft) / canvas.clientWidth) * 2 - 1,
        y: - ((event.clientY - canvas.offsetTop) / canvas.clientHeight) * 2 + 1,
};
    function onDocumentMouseMove( event ) {
        event.preventDefault();
        mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
        mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
    }
function onMouseMove( event ) {
                mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
                mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
                raycaster.setFromCamera( mouse, camera );
                // See if the ray from the camera into the world hits one of our meshes
                var intersects = raycaster.intersectObject( mesh );
                // Toggle rotation bool for meshes that we clicked
                if ( intersects.length > 0 ) {
                    helper.position.set( 0, 0, 0 );
                    helper.lookAt( intersects[ 0 ].face.normal );
                    helper.position.copy( intersects[ 0 ].point );
                }
            }
const screenPosition = {
        x: event.clientX - canvas.offsetLeft,
        y: event.clientY - canvas.offsetHeight
};
const widthHalf = canvas.clientWidth * 0.5;
const heightHalf = canvas.clientHeight * 0.5;
const mouse = {
        x: (screenPosition.x - widthHalf) / widthHalf ,
        y: - (screenPosition.y - heightHalf) / heightHalf,
};