我试图使用光线投射画一条线。基本上我想设置一些来自我的"播放器"四面八方反对。
我想要这样我就可以使用我可以直观地看到我的碰撞检测。
我知道我可以使用不同的方法进行碰撞检测,但我使用这种方式作为学习检测。
我的问题是下面的代码画了一条线,但似乎是随机改变长度而不是总是指向相同的角度。
var ray = new THREE.Ray( player.model.objects.position, new THREE.Vector3(1, 1, 1));
var geometry = new THREE.Geometry();
// my issue is here. I don't think this is the right way use a ray to workout the second vector?
// EDIT: Realized this should be set at player position and outwards.
//var newx = 300 * ray.direction.x;
//var newz = 300 * ray.direction.z;
// EDIT CODE UPDATE
var newx = (player.model.objects.position.x) + (60 * ray.direction.x);
var newz = (player.model.objects.position.z) + (60 * ray.direction.z);
// THREE.Vector3 {x: 1310.1526178356803, y: 0, z: 1290.8237947033065}
console.log(player.model.objects.position);
geometry.vertices.push( player.model.objects.position);
geometry.vertices.push( new THREE.Vector3(newx, player.model.objects.position.y, newz));
var line = new THREE.Line(geometry, material);
scene.add(line);
var geometry = new THREE.Geometry();
// my issue is here. I don't think this is the right way use a ray to workout the second vector?
// EDIT: Realized this should be set at player position and outwards.
//var newx = 300 * ray.direction.x;
//var newz = 300 * ray.direction.z;
// EDIT CODE UPDATE
var newx = (player.model.objects.position.x) + (60 * ray.direction.x);
var newz = (player.model.objects.position.z) + (60 * ray.direction.z);
// THREE.Vector3 {x: 1310.1526178356803, y: 0, z: 1290.8237947033065}
console.log(player.model.objects.position);
geometry.vertices.push( player.model.objects.position);
geometry.vertices.push( new THREE.Vector3(newx, player.model.objects.position.y, newz));
var line = new THREE.Line(geometry, material);
scene.add(line);
任何帮助表示赞赏。
答案 0 :(得分:1)
在看到那个模型之后,我试图做同样的事情。因为我试图以同样的方式做到这一点并且无法弄明白,我会提供另一种选择。
var line;
function update() {
// Z- DIRECTION
raycaster.ray.direction.set(0, 0, -1);
var geometry = new THREE.Geometry();
intersections = raycaster.intersectObjects( objects );
if ( intersections.length > 0 ) {
var geometry = new THREE.Geometry();
// POSITION OF MESH TO SHOOT RAYS OUT OF
geometry.vertices.push( obj.position );
geometry.vertices.push( intersections[0].point );
scene.remove(line);
line = new THREE.Line(geometry, new THREE.LineBasicMaterial({color: 0x990000}));
scene.add(line);
}
}
所以现在你有一条线从你的网格射线到最近的交叉点。