当div的宽度减小时,用raycaster检测不完全准确,three.js(v72)

时间:2016-01-20 05:39:47

标签: three.js raycasting

这是我计算交集的代码:

var wallWidth = 1200;
var wallHeight = 500;
var containerWidth=1200,containerHeight=700; //div 
//camera
camera = new THREE.PerspectiveCamera(60, containerWidth/containerHeight, 1, 10000);
camera.position.set(0, -wallHeight / 2 + 10, wallWidth);

这是我在鼠标移动时与对象相交的函数

function onDocumentMouseMove(event) {

        mouse.x = ( event.clientX / containerWidth ) * 2 - 1;
        mouse.y = -( event.clientY / containerHeight ) * 2 + 1;

        var deltaX = event.clientX - mouseX;
        var deltaY = event.clientY - mouseY;

        raycaster.setFromCamera(mouse, camera);
        var intersects = raycaster.intersectObjects(interactiveObj, true);

        if (intersects.length > 0) {
            //interaction with object
        }

        render();
    }

它正常工作,即当div的宽度为100%时,我在intersects对象中获取值,但是当我将div大小减小到80%时,对象没有正确拾取,即它选择了鼠标离物体很远时的物体。

4 个答案:

答案 0 :(得分:8)

在下面的代码中使用chnage你的鼠标向量

function onDocumentMouseMove(event){

reviews

}

答案 1 :(得分:2)

  

您可以使用event.clientX - renderer.domElement.offsetLeft

,而不是event.offsetX

我遇到了同样的问题,Brakebein的答案最适合我的需要。

答案 2 :(得分:0)

以下获取相对鼠标位置的方法似乎更准确。

var rect = renderer.domElement.getBoundingClientRect();
mouse.x = ( ( event.clientX - rect.left ) / rect.width ) * 2 - 1;
mouse.y = - ( ( event.clientY - rect.top ) / rect.height ) * 2 + 1;

答案 3 :(得分:0)

经过长时间使用React搜索这个变种帮助我提高raycaster精度(也许它可以帮助某人):

class Scene extends React.Component {

 componentDidMount() {
  const width = 400;
  const height = 400;

  const scene = new THREE.Scene();
  const camera = new THREE.PerspectiveCamera(95, width / height, 1, 1000);
  const renderer = new THREE.WebGLRenderer({ antialias: true });
  var controls = new OrbitControls(camera);



  const geometry = new THREE.SphereGeometry(2, 100, 100);

  .....

  const material = new THREE.MeshBasicMaterial({
    color: "#00bfff",
    map: canvasTexture
});
  const sphere = new THREE.Mesh(geometry, material);

  camera.position.z = 3;
  scene.add(sphere);
  renderer.setClearColor("#FFF");
  renderer.setSize(width, height);

  this.scene = scene;
  this.camera = camera;
  this.renderer = renderer;
  this.material = material;
  this.sphere = sphere;
  this.geometry = geometry;
  this.mouse = new THREE.Vector2();
  this.raycaster = new THREE.Raycaster();
 }

 ...

 clickHandler = event => {

  const mainEl = document.getElementById("mainBlock");
  const rect = mainEl.getBoundingClientRect();

  this.mouse.x = (event.clientX - rect.left) / mainEl.clientWidth * 2 - 1;
  this.mouse.y = -((event.clientY - rect.top) / mainEl.clientHeight) * 2 + 1; 

  this.raycaster.setFromCamera(this.mouse, this.camera);
  const intersects = this.raycaster.intersectObject(this.sphere);


  if (intersects.length !== 0) {
    ...
  }
};

render() {
  <div
    id="mainBlock"
    style={{ width: "400px", height: "400px" }}
    ref={mount => {
      this.mount = mount;
    }}
    onClick={this.clickHandler}
  >
     ...
  </div>
}

}