我创建了一个多维数据集:
var cubeGeometry = new THREE.BoxGeometry( 1, 1, 1 );
var cubeMaterial = new THREE.MeshLambertMaterial( { color:
0xffff00,wireframe: true } );
var cube = new THREE.Mesh( cubeGeometry, cubeMaterial );
cube.position.x = p.x;
cube.position.y = p.y;
cube.position.z = p.z;
scene.add(cube);
p是我的函数的输入点。因此,此代码在位置p处创建一个立方体并将其添加到场景中。
我如何检查某个点,比如A,是否位于此立方体内?我无法为Three.Mesh找到任何帮助函数,如containsPoint等。我可以做一些额外的检查来验证,但我正在寻找一个Three.js函数。
答案 0 :(得分:1)
cube.updateMatrixWorld(); //Make sure the object matrix is current with the position/rotation/scaling of the object...
var localPt = cube.worldToLocal(yourPoint.clone()); //Transform the point from world space into the objects space
if(Math.abs(localPt.x)<=0.5&&Math.abs(localPt.y)<=0.5&&Math.abs(localPt.z)<=0.5)
console.log("Point is inside!"); //Check if all the axis are within the size of the cube.. if your cube sizes arent 1,1,1, you'll have to adjust these checks to be half of width/height/depth..
那样的东西?
答案 1 :(得分:1)
您可以创建THREE.Box3()
实例,使用其.setFromObject()
多维数据集作为参数,然后调用.containsPoint()
,将要检查的点作为参数传递给此方法:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(2, 5, 10);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
scene.add(new THREE.GridHelper(10, 10));
var cube = new THREE.Mesh(new THREE.BoxGeometry(2, 2, 2), new THREE.MeshBasicMaterial({
color: "aqua",
wireframe: true
}));
cube.position.set(0, 1, 0);
scene.add(cube);
var pointA = new THREE.Vector3(0, 1, 0);
var pointB = new THREE.Vector3(2, 1, 0);
point(pointA, 0x00ff00);
point(pointB, "yellow");
function point(point, color) {
p = new THREE.Mesh(new THREE.SphereGeometry(0.25, 4, 2), new THREE.MeshBasicMaterial({
color: color
}));
p.position.copy(point);
scene.add(p);
}
var bb = new THREE.Box3(); // for re-use
bb.setFromObject(cube);
console.log(bb);
console.log(bb.containsPoint(pointA), bb.containsPoint(pointB));
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/92/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
答案 2 :(得分:0)
@ prisoner849 如果旋转框,则您的解决方案不起作用。 这是问题的一个例子。我渲染了两个解决方案,你可以看到Box3版本在哪里与旋转的立方体断开,而分析一旦工作。
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(2, 5, 10);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
scene.add(new THREE.GridHelper(10, 10));
var boxDimensions = new THREE.Vector3(2,2,2);
var cube = new THREE.Mesh(new THREE.BoxGeometry(boxDimensions.x,boxDimensions.y,boxDimensions.z), new THREE.MeshBasicMaterial({
color: "aqua",
wireframe: true
}));
cube.position.set(0, 1, 0);
cube.rotation.y = Math.PI*0.25;
scene.add(cube);
var pointA = new THREE.Vector3(0.95, 0.95, 0.95);
var pointC = new THREE.Vector3(-0.65, 0.65, -0.65);
var pa = point(pointA, 0x00ff00);
var pc = point(pointC, 0x00ff00);
function point(point, color) {
p = new THREE.Mesh(new THREE.SphereGeometry(0.25, 4, 2), new THREE.MeshBasicMaterial({
color: color
}));
p.position.copy(point);
scene.add(p);
return p;
}
var bb = new THREE.Box3(); // for re-use
bb.setFromObject(cube);
console.log(bb);
function correctPointInBox(pt,cube,boxDim){
cube.updateMatrixWorld(); //Make sure the object matrix is current with the position/rotation/scaling of the object...
var localPt = cube.worldToLocal(pt.clone()); //Transform the point from world space into the objects space
if(Math.abs(localPt.x)<=boxDim.x*0.5&&Math.abs(localPt.y)<=boxDim.y*0.5&&Math.abs(localPt.z)<=boxDim.z*0.5)
return true;
else
return false;
}
render();
function render() {
pa.position.x = Math.sin(performance.now()*0.001)*2;
pc.position.z = Math.cos(performance.now()*0.001)*2;
if(bb.containsPoint(pa.position))
pa.material.color.set("red")
else
pa.material.color.set("green")
if(correctPointInBox(pc.position,cube,boxDimensions))
pc.material.color.set("red")
else
pc.material.color.set("green")
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/92/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>