Javascript ThreeJS-直线和球体的交点
我的场景中有两个对象:红线和球体 当摄像机旋转/缩放/移动时,我需要检查以下内容:Javascript ThreeJS-直线和球体的交点,javascript,three.js,Javascript,Three.js,我的场景中有两个对象:红线和球体 当摄像机旋转/缩放/移动时,我需要检查以下内容: 从相机的当前位置看,直线是否与球体相交(请参见下图)?请使用在图像上创建场景的 我知道如何找到当前鼠标位置和场景中对象之间的交点(仅显示) 但是在我的情况下怎么做呢 JS小提琴代码: /** * PREPARE SCENE */ var mouse = { x : 0, y : 0 }; var projector =
- 从相机的当前位置看,直线是否与球体相交(请参见下图)?请使用在图像上创建场景的
/**
* PREPARE SCENE
*/
var mouse = {
x : 0,
y : 0
};
var projector = new THREE.Projector();
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75,
window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = -5;
camera.position.y = 5;
camera.position.z = 30;
var renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.TrackballControls(camera,
renderer.domElement);
controls.rotateSpeed = 3.0;
controls.zoomSpeed = 1.5;
controls.panSpeed = 1.0;
controls.staticMoving = true;
var grid = new THREE.GridHelper(20, 5);
scene.add(grid);
/**
* CREATE SPHERE
*/
var sphere = new THREE.Mesh(
new THREE.SphereGeometry(5, 10, 10),
new THREE.MeshNormalMaterial());
sphere.overdraw = true;
scene.add(sphere);
/**
* CREATE LINE
*/
var lineMaterial = new THREE.LineBasicMaterial({
color : 0xFF0000
});
var lineGeometry = new THREE.Geometry();
lineGeometry.vertices.push(new THREE.Vector3(8, 8, 8));
lineGeometry.vertices.push(new THREE.Vector3(8, 8, 20));
var line = new THREE.Line(lineGeometry, lineMaterial);
scene.add(line);
renderer.domElement.addEventListener('mousemove', render, false);
render();
function render(event) {
var mouse = {};
/*
* INTERSECTION
*/
if (event != null) {
//intersection job???
}
controls.update();
renderer.render(scene, camera);
}
因此,我找到了非常简单的解决方案(当然)。请参见检查直线和球体的交点并可视化光线以进行调试 JS Fiddle代码:
var camera, controls, scene, renderer;
init();
animate();
render();
function init() {
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 800;
controls = new THREE.TrackballControls(camera);
controls.rotateSpeed = 5.0;
controls.zoomSpeed = 1.2;
controls.panSpeed = 4;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.addEventListener('change', render);
// world
scene = new THREE.Scene();
sceneTarget = new THREE.Scene();
var grid = new THREE.GridHelper(500, 50);
scene.add(grid);
/**
* CREATE LINE
*/
var lineMaterial = new THREE.LineBasicMaterial({
color : 0xFF0000
});
var lineGeometry = new THREE.Geometry();
lineGeometry.vertices.push(new THREE.Vector3(100, 200, 100));
lineGeometry.vertices.push(new THREE.Vector3(300, 200, 200));
var line = new THREE.Line(lineGeometry, lineMaterial);
sceneTarget.add(line);
/*
* CREARE SPHERE
*/
var sphere = new THREE.Mesh(new THREE.SphereGeometry(150, 100, 100), new THREE.MeshNormalMaterial());
sphere.overdraw = true;
scene.add(sphere);
// renderer
renderer = new THREE.WebGLRenderer({
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.autoClear = false;
renderer.setClearColor(0xffffff, 1);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
controls.update();
}
function render() {
renderer.render(scene, camera);
renderer.render(sceneTarget, camera);
intersect();
}
function intersect() {
var direction = new THREE.Vector3(100, 200, 100);
var startPoint = camera.position.clone();
var directionVector = direction.sub( startPoint );
var ray = new THREE.Raycaster(startPoint, directionVector.clone(). normalize());
scene.updateMatrixWorld(); // required, since you haven't rendered yet
var rayIntersects = ray.intersectObjects(scene.children, true);
if (rayIntersects[0]) {
//inersection is found
console.log(rayIntersects[0]);
//visualize the ray for debugging
var material = new THREE.LineBasicMaterial({
color: 0x0000ff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(ray.ray.origin.x, ray.ray.origin.y, ray.ray.origin.z));
geometry.vertices.push(new THREE.Vector3(100, 200, 100));
var line = new THREE.Line(geometry, material);
sceneTarget.add( line );
}
}