Three.js 3.js中球体上的经纬度

Three.js 3.js中球体上的经纬度,three.js,geometry,latitude-longitude,ray-picking,mouse-picking,Three.js,Geometry,Latitude Longitude,Ray Picking,Mouse Picking,我有一个三个地球仪,可以向任何方向旋转。就目前的情况而言,无论旋转如何,我都可以读取位于地球中心的正确经度和纬度。地球仪的方向是这样的:在本初子午线和赤道交叉处,光线投射器.ray.origin.x和光线投射器.ray.origin.y的读数为0,0。光线投射器.ray.origin.z读数为500 然而,我试图达到的目的是根据鼠标在地球上的点击位置来确定纬度和经度。我试图用光线投射器,光线,方向,x,y,z来计算它,但不管我是否在物体上,我都能得到读数 如果我从原点0,0读取方向,那么我的ra

我有一个三个地球仪,可以向任何方向旋转。就目前的情况而言,无论旋转如何,我都可以读取位于地球中心的正确经度和纬度。地球仪的方向是这样的:在本初子午线和赤道交叉处,光线投射器.ray.origin.x和光线投射器.ray.origin.y的读数为0,0。光线投射器.ray.origin.z读数为500

然而,我试图达到的目的是根据鼠标在地球上的点击位置来确定纬度和经度。我试图用光线投射器,光线,方向,x,y,z来计算它,但不管我是否在物体上,我都能得到读数

如果我从原点0,0读取方向,那么我的raycaster.ray.direction.x和y都将读取0,而z将读取-100(我将这些值乘以100以处理更好的数字)。在圆周上,地球仪顶部和底部的X读数为0,从左到右为-40到40。Y的读数从上到下为40到-40,从左到右为0,Z方向在整个圆周上为-90。但是,数字将继续增加/减少,直到屏幕边缘

当地球朝向北极/南极时也是如此,然而,中心的y在圆周上是-100/100和-90/90,x在地球上是-100/100四分之一,在圆周上是-90/90

是否有一种方法可以获取我单击的位置的值,该值仅在对象上,而不是整个屏幕上?我不知道如何把方向和原点联系起来。我觉得我有进展了,但我还是迷茫地离开了。这是我所有的东西。任何帮助都将不胜感激

<!DOCTYPE html>
<html lang="en">
    <head>
        <title>latAndLong</title>
        <meta charset="utf-8">
        <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
        <style>
            body {
                color: #808080;
                font-family:Monospace;
                font-size:13px;
                text-align:center;

                background-color: #ffffff;
                margin: 0px;
                overflow: hidden;
            }

            #info {
                position: absolute;
                top: 0px; width: 100%;
                padding: 5px;
            }

            a {

                color: #0080ff;
            }

        </style>
    </head>
    <body>

        <div id="container"></div>
        <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - earth demo</div>

        <script src="javascript/mrdoob-three.js-ad419d4/build/three.min.js"></script>

        <script src="javascript/TrackballControls.js"></script>

        <script>

            var container, stats;
            var camera, scene, renderer;
            var group;
            var mouseX = 0, mouseY = 0;
            var mesh;
            var windowHalfX = window.innerWidth / 2;
            var windowHalfY = window.innerHeight / 2;
            var earthgeometry;
            var earthmaterial;
            var earthloader;

            var vector;
            var raycaster;
            projector = new THREE.Projector();


            var text, plane;


            init();
            animate();

            function init() {

                container = document.getElementById( 'container' );

                camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 2000 );
                camera.position.z = 500;

                scene = new THREE.Scene();

                group = new THREE.Object3D();
                scene.add( group );

                // earth

                earthloader = new THREE.TextureLoader();
                earthloader.load( 'images/oMap.png', function ( texture ) {

                 earthgeometry = new THREE.SphereGeometry( 200, 50, 50 );

                 earthmaterial = new THREE.MeshBasicMaterial( { map: texture, overdraw: true } );
                 mesh = new THREE.Mesh( earthgeometry, earthmaterial );
                    group.add( mesh );

                } );

                //init renderer
                renderer = new THREE.CanvasRenderer();
                renderer.setSize( window.innerWidth, window.innerHeight );

                container.appendChild( renderer.domElement );


                window.addEventListener( 'resize', onWindowResize, false );


                // trackball mouse controls
                // Control Camera with Mouse

                controls = new THREE.TrackballControls( camera, container );

                controls.rotateSpeed = 1.0;

                controls.zoomSpeed = 1.2;

                controls.panSpeed = 0.8;

                controls.noZoom = true;

                controls.noPan = true;

                controls.staticMoving = true;

                controls.dynamicDampingFactor = 0.3;

                controls.keys = [ 65, 83, 68 ];

                controls.addEventListener( 'change', render );
            }

            function onWindowResize() {

                windowHalfX = window.innerWidth / 2;
                windowHalfY = window.innerHeight / 2;

                camera.aspect = window.innerWidth / window.innerHeight;
                camera.updateProjectionMatrix();

                renderer.setSize( window.innerWidth, window.innerHeight );

            }

            function animate() {

                requestAnimationFrame( animate );

                // Update the Camera Controls
                controls.update();


                render();
            }

            function render() {



                /*camera.position.x += ( mouseX -camera.position.x) * 0.05;
                camera.position.y += ( - mouseY - camera.position.y ) * 0.05;
                camera.lookAt( scene.position );*/



                renderer.render( scene, camera );

            }

            container.onmouseup = function(event) {
                vector = new THREE.Vector3( ( event.clientX / window.innerWidth ) * 2 - 1, - ( event.clientY / window.innerHeight ) * 2 + 1, 0.5);
                projector.unprojectVector( vector, camera );
                raycaster = new THREE.Raycaster(camera.position, vector.sub( camera.position ).normalize());
                    //  var intersects = raycaster.intersectObjects(earthgeometry, true);
                    //  not working
                    //  console.log(intersects[0].position.x + ' intersect x');
                    //  not working
                    //  console.log(intersects[0].postion.y + ' intersect y');

                //  console.log(vector.x + 'vector x');
                //  console.log(raycaster.ray.origin.x + ' origin x');
                //  console.log(vector.y + 'vector y');
                //  console.log(raycaster.ray.origin.y + ' origin y');
                //  console.log(vector.z + 'vector z');
                //  console.log(raycaster.ray.origin.z + ' origin z');
                //  console.log(vector);
                //  console.log(raycaster);
                //  console.log(earthgeometry);
                //  console.log(earthmaterial);
                //  console.log(earthloader);
                //  console.log(raycaster.ray.origin.z + 'ray origin z');
                //  console.log(group);
                //  console.log(scene);


                //Gets latitude and longitude for the center of globe facing you


                var long;
                if(raycaster.ray.origin.x <= 0 && raycaster.ray.origin.z >=0 ) {
                    long = raycaster.ray.origin.x * -.18;
                    console.log('West');
                    console.log(long);
                    console.log(raycaster.ray.direction.x * 100 + 'ray x');
                } else if (raycaster.ray.origin.x <= 0 && raycaster.ray.origin.z <=0 ) {
                    long = (raycaster.ray.origin.x + 500) * .18 + 90;
                    console.log('West');
                    console.log(long);
                    console.log(raycaster.ray.direction.x * 100 + 'ray x');
                } else if (raycaster.ray.origin.x >= 0 && raycaster.ray.origin.z >=0 ) {
                    long = raycaster.ray.origin.x * .18;
                    console.log('East');
                    console.log(long);
                    console.log(raycaster.ray.direction.x * 100 + 'ray x');
                } else {
                    long = (raycaster.ray.origin.x - 500) * -.18 + 90;
                    console.log('East');
                    console.log(long);
                    console.log(raycaster.ray.direction.x * 100 + 'ray x');
                }

                    var lat;
                if (raycaster.ray.origin.y >= 0) {
                lat = raycaster.ray.origin.y * .18;
                console.log('North');
                console.log(lat);
                console.log(raycaster.ray.direction.y * 100 + 'ray y');
                console.log(raycaster.ray.direction.z * 100 + 'ray z');
                } else {
                lat = raycaster.ray.origin.y * -.18;
                console.log('South');
                console.log(lat);
                console.log(raycaster.ray.direction.y * 100 + 'ray y');
                console.log(raycaster.ray.direction.z * 100 + 'ray z');
                }
            }



        </script>

    </body>
</html>

拉坦朗
身体{
颜色:#808080;
字体系列:Monospace;
字体大小:13px;
文本对齐:居中;
背景色:#ffffff;
边际:0px;
溢出:隐藏;
}
#信息{
位置:绝对位置;
顶部:0px;宽度:100%;
填充物:5px;
}
a{
颜色:#0080ff;
}
-地球演示
var容器,stats;
摄像机、场景、渲染器;
var组;
var mouseX=0,mouseY=0;
var网格;
var windowHalfX=window.innerWidth/2;
var windowHalfY=window.innerHeight/2;
地球几何学;
var接地材料;
无功接地器;
var向量;
var raycaster;
投影仪=新的三个投影仪();
var文本,平面;
init();
制作动画();
函数init(){
container=document.getElementById('container');
摄像头=新的三个透视摄像头(60,window.innerWidth/window.innerHeight,12000);
摄像机位置z=500;
场景=新的三个。场景();
group=new THREE.Object3D();
场景。添加(组);
//土
earthloader=new THREE.TextureLoader();
earthloader.load('images/oMap.png',函数(纹理){
地球几何学=新的三种。球度法(200,50,50);
earthmaterial=new THREE.MeshBasicMaterial({map:texture,overdraw:true});
网格=新的三个网格(earthgeometry、earthmaterial);
组。添加(网格);
} );
//初始化渲染器
renderer=new THREE.CanvasRenderer();
renderer.setSize(window.innerWidth、window.innerHeight);
container.appendChild(renderer.doElement);
addEventListener('resize',onWindowResize,false);
//轨迹球鼠标控件
//用鼠标控制摄像机
控件=新的三个轨迹球控件(摄像头、容器);
controls.rotateSpeed=1.0;
controls.zoomSpeed=1.2;
控制点速度=0.8;
controls.noZoom=true;
controls.noPan=true;
controls.staticMoving=true;
controls.dynamicDampingFactor=0.3;
controls.keys=[65,83,68];
控件。addEventListener('change',render);
}
函数onWindowResize(){
windowHalfX=window.innerWidth/2;
windowHalfY=window.innerHeight/2;
camera.aspect=window.innerWidth/window.innerHeight;
camera.updateProjectMatrix();
renderer.setSize(window.innerWidth、window.innerHeight);
}
函数animate(){
请求动画帧(动画);
//更新摄影机控件
控件更新();
render();
}
函数render(){
/*camera.position.x+=(mouseX-camera.position.x)*0.05;
camera.position.y+=(-mouseY-camera.position.y)*0.05;
摄像机。注视(场景。位置)*/
渲染器。渲染(场景、摄影机);
}
container.onmouseup=函数(事件){
向量=新的三个.Vector3((event.clientX/window.innerWidth)*2-1,-(event.clientY/window.innerHeight)*2+1,0.5);
投影仪。未投影向量(向量,相机);
raycaster=new THREE.raycaster(camera.position,vector.sub(camera.position.normalize());
//var intersects=raycaster.intersectObjects(earthgeometry,true);
//不起作用