我有一个PlaneGeometry,我想修改悬停顶点的z位置,但我不知道如何检索它。
//THREE.WebGLRenderer 69
// Generating plane
var geometryPlane = new THREE.PlaneGeometry( 100, 100, 20, 10 );
for (var vertIndex = 0; vertIndex < geometryPlane.vertices.length; vertIndex++) {
geometryPlane.vertices[vertIndex].z += Math.random();
}
geometryPlane.dynamic = true;
geometryPlane.computeFaceNormals();
geometryPlane.normalsNeedUpdate = true;
var materialPlane = new THREE.MeshLambertMaterial( {
color: 0xffff00,
side: THREE.DoubleSide,
shading: THREE.FlatShading,
overdraw: 0.5,
vertexColors: THREE.FaceColors
} );
plane = new THREE.Mesh( geometryPlane, materialPlane );
plane.geometry.colorsNeedUpdate = true;
// Mouse event
container[0].addEventListener( 'mousemove', onMouseMove, false );
function onMouseMove( event ) {
var mouseX = ( event.clientX / window.innerWidth ) * 2 - 1;
var mouseY = -( event.clientY / window.innerHeight ) * 2 + 1;
var vector = new THREE.Vector3( mouseX, mouseY, camera.near );
vector.unproject( camera );
raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
if ( intersects.length > 0 ) {
// Change the z position of the selected vertice
var selectedVertice = ???
selectedVertice.position.z +=5;
}
}
答案 0 :(得分:1)
如果问题涉及一个顶点而不是整个对象,也许你可以:
1-检索 intersects [0] .face 中的交叉面
2-这个面可能包含3个顶点(它可能是 THREE.Face3 ):找到最近的顶点V,其交点相交[0] .point 。
3-改变V.z
我不知道它是否有效:这是一个想法......;)
答案 1 :(得分:0)
您可以像这样修改相交对象的Z位置
<强>相交[0] + .object.position.z = 10; 强>
您可以参考下面的代码片段获取演示/代码。
var container, stats;
var camera, scene, raycaster, renderer;
var mouse = new THREE.Vector2(),
INTERSECTED;
var radius = 100,
theta = 0;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
var info = document.createElement('div');
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.textAlign = 'center';
info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - interactive cubes';
container.appendChild(info);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 10000);
scene = new THREE.Scene();
var light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(1, 1, 1).normalize();
scene.add(light);
var geometry = new THREE.PlaneGeometry (50, 50, 50);
for (var i = 0; i < 500; i++) {
var object = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial({
color: Math.random() * 0xffffff
}));
object.position.x = Math.random() * 800 - 400;
object.position.y = Math.random() * 800 - 400;
object.position.z = Math.random() * 800 - 400;
object.rotation.x = Math.random() * 2 * Math.PI;
object.rotation.y = Math.random() * 2 * Math.PI;
object.rotation.z = Math.random() * 2 * Math.PI;
object.scale.x = Math.random() + 0.5;
object.scale.y = Math.random() + 0.5;
object.scale.z = Math.random() + 0.5;
scene.add(object);
}
raycaster = new THREE.Raycaster();
renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0xf0f0f0);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.sortObjects = false;
container.appendChild(renderer.domElement);
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild(stats.domElement);
document.addEventListener('mousemove', onDocumentMouseMove, false);
//
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
//
function animate() {
requestAnimationFrame(animate);
render();
stats.update();
}
function render() {
// find intersections
var vector = new THREE.Vector3(mouse.x, mouse.y, 1).unproject(camera);
raycaster.set(camera.position, vector.sub(camera.position).normalize());
var intersects = raycaster.intersectObjects(scene.children);
if (intersects.length > 0) {
if (INTERSECTED != intersects[0].object) {
console.log(intersects[0].point);
console.log(intersects[0].object.position);
if (INTERSECTED) INTERSECTED.material.emissive.setHex(INTERSECTED.currentHex);
/*******************************************************************/
/// You can change the Z position like the way done below
intersects[0].object.position.z+=10;
/********************************************************************/
INTERSECTED = intersects[0].object;
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
INTERSECTED.material.emissive.setHex(0xff0000);
}
} else {
if (INTERSECTED) INTERSECTED.material.emissive.setHex(INTERSECTED.currentHex);
INTERSECTED = null;
}
renderer.render(scene, camera);
}
<script src="http://threejs.org/examples/js/libs/stats.min.js"></script>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r69/three.min.js"></script>