Javascript 如何防止这两个立方体同时被拖动?
以下是一个拖动示例:。如果将一个立方体放在另一个立方体上,然后抓住前面的立方体,则后面的立方体也会被拖动 以下是完整的代码:Javascript 如何防止这两个立方体同时被拖动?,javascript,three.js,aframe,Javascript,Three.js,Aframe,以下是一个拖动示例:。如果将一个立方体放在另一个立方体上,然后抓住前面的立方体,则后面的立方体也会被拖动 以下是完整的代码: <script> AFRAME.registerComponent('draggable', { init() { this.mouse = new THREE.Vector2(); this.scene = this.el.sceneEl; this.camera = this.scene.camera;
<script>
AFRAME.registerComponent('draggable', {
init() {
this.mouse = new THREE.Vector2();
this.scene = this.el.sceneEl;
this.camera = this.scene.camera;
this.obj = this.el.object3D;
this.scene.addEventListener('mousemove', e => {
this.mouse.x = (e.offsetX / this.scene.canvas.offsetWidth) * 2 - 1;
this.mouse.y = -(e.offsetY / this.scene.canvas.offsetHeight) * 2 + 1;
if (this.selected) {
let r = new THREE.Raycaster();
r.setFromCamera(this.mouse, this.camera);
let dist = this.obj.position.distanceTo(this.camera.position);
let point = r.ray.direction.multiplyScalar(dist);
this.el.setAttribute('position', `${point.x} ${point.y} ${point.z}`);
}
});
this.scene.addEventListener('mousedown', e => {
let r = new THREE.Raycaster();
r.setFromCamera(this.mouse, this.camera);
let intersected = r.intersectObject(this.el.object3D, true);
let objPos = this.el.object3D.position;
let camPos = this.camera.position;
console.log(objPos.distanceTo(camPos));
if (intersected.length) this.selected = true;
});
this.scene.addEventListener('mouseup', e => {
this.selected = undefined;
});
}
});
</script>
<a-scene>
<a-entity camera look-controls></a-entity>
<a-sky src="https://raw.githubusercontent.com/aframevr/aframe/master/examples/boilerplate/panorama/puydesancy.jpg"></a-sky>
<a-box color="tomato" position="-3 0 -10" draggable></a-box>
<a-box draggable position="3 0 -5" draggable></a-box>
</a-scene>
AFRAME.registerComponent('draggable'{
init(){
this.mouse=new THREE.Vector2();
this.scene=this.el.sceneEl;
this.camera=this.scene.camera;
this.obj=this.el.object3D;
this.scene.addEventListener('mousemove',e=>{
this.mouse.x=(e.offsetX/this.scene.canvas.offsetWidth)*2-1;
this.mouse.y=-(e.offsetY/this.scene.canvas.offsetHeight)*2+1;
如果(选择此选项){
设r=new-THREE.Raycaster();
r、 setFromCamera(this.mouse,this.camera);
设dist=this.obj.position.distanceTo(this.camera.position);
设点=r射线方向多重刻度(距离);
setAttribute('position',`${point.x}${point.y}${point.z}`);
}
});
this.scene.addEventListener('mousedown',e=>{
设r=new-THREE.Raycaster();
r、 setFromCamera(this.mouse,this.camera);
设intersected=r.intersectObject(this.el.object3D,true);
让objPos=this.el.object3D.position;
让camPos=this.camera.position;
console.log(objPos.distanceTo(camPos));
如果(intersected.length)this.selected=true;
});
this.scene.addEventListener('mouseup',e=>{
this.selected=未定义;
});
}
});
如何预防?(例如,只能在前面拖动立方体?这是因为您将控件放置在何处。您正在对一个摄影机执行多个光线投射,而不是对多个对象执行一个光线投射。如果您有一个光线投射器,它可以知道它所相交的所有对象(并且它将返回按距离排序的对象),则会更容易 我将如何构建它:
- 使用内置的光线投射器组件。主分支上即将发布的0.3.0版本有一个改进的API李>
- 具有依赖于光线投射器组件的拖动器组件
- 让dragger组件仅与具有
组件、DragTable
类或DragTable
属性的对象相交data DragTable
这是因为你把控件放在哪里了。您正在对一个摄影机执行多个光线投射,而不是对多个对象执行一个光线投射。如果您有一个光线投射器,它可以知道它所相交的所有对象(并且它将返回按距离排序的对象),则会更容易 我将如何构建它:
- 使用内置的光线投射器组件。主分支上即将发布的0.3.0版本有一个改进的API李>
- 具有依赖于光线投射器组件的拖动器组件
- 让dragger组件仅与具有
组件、DragTable
类或DragTable
属性的对象相交data DragTable
AFRAME.registerComponent('dragger', {
init: function () {
// Configure raycaster.
this.el.setAttribute('raycaster', {
objects: '[draggable]',
// ...
});
},
tick: function () {
// Use this.el.components.raycaster.intersectedEls
}
});