我正在用鼠标绘制一个盒子,我正在使用raycast来获取鼠标在场景中的位置。因此当mouseDown事件触发时,我采取起点,当mouseMove发生时,我采取结束点,然后我在两点之间绘制一个框。 我开始在空白页面上尝试绘图,当一切都很好时,我将绘图代码移动到包含许多组件的主页面,当然还有绘图画布的容器。 将我的代码移动到主页面后,鼠标位置出现问题。框位置移动了x和y上画布容器的距离。
下图说明了问题:
红色标记显示我按下鼠标开始绘制框的位置,蓝色标记显示我停止鼠标的位置,此处的shiffting在Y轴上,因为我在页面顶部有两行组件。
这是一个简化的代码:
<body>
<div>
<button class="btn btn-info" onclick="rotate_x()"><b>X</b></button>
<button class="btn btn-info" onclick="rotate_y()"><b>Y</b></button>
<button class="btn btn-info" onclick="rotate_z()"><b>Z</b></button>
<button class="btn btn-info" onclick="reset_rotation()"><b>Reset</b></button>
<input type="checkbox" name="selection" onchange="selection_mode_change()" checked><b>Selection mode</b>
</div>
<div>
<button class="btn btn-info" onclick="rotate_x()"><b>X</b></button>
<button class="btn btn-info" onclick="rotate_y()"><b>Y</b></button>
<button class="btn btn-info" onclick="rotate_z()"><b>Z</b></button>
<button class="btn btn-info" onclick="reset_rotation()"><b>Reset</b></button>
<input type="checkbox" name="selection" onchange="selection_mode_change()" checked><b>Selection mode</b>
</div>
<script>
var container;
var camera, scene, renderer, dirLight;
var raycaster;
var mouse;
var is_mouse_down = false;
var area;
var start, end;
var objects = [];
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000000);
camera.position.set(0, 0, 1000);
scene = new THREE.Scene();
// Box
var area_geometry = new THREE.BoxGeometry(1, 1, 1);
area = new THREE.Mesh(area_geometry, new THREE.MeshBasicMaterial({
color: 0x00ff00,
opacity: 0.2,
visible: true
}));
area.position.x = 0;
area.position.y = 0;
area.position.z = 0;
area.scale.x = 1;
area.scale.y = 1;
area.scale.z = 1;
scene.add(area);
// plane for the raycast intersection
var geometry = new THREE.BoxGeometry(100, 100, 100);
var object = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial({
color: Math.random() * 0xffffff,
opacity: 0.1,
visible: false
}));
object.position.x = 0;
object.position.y = 0;
object.position.z = -1000;
object.scale.x = 100;
object.scale.y = 100;
object.scale.z = 1;
scene.add(object);
objects.push(object);
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
// Light
dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.position.set(camera.position.x, camera.position.y, camera.position.z);
scene.add(dirLight);
renderer = new THREE.CanvasRenderer();
renderer.setClearColor(0xffffff);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('mouseup', onDocumentMouseUp, false);
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('touchstart', onDocumentTouchStart, false);
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentTouchStart(event) {
event.preventDefault();
event.clientX = event.touches[0].clientX;
event.clientY = event.touches[0].clientY;
onDocumentMouseDown(event);
}
function onDocumentMouseDown(event) {
event.preventDefault();
start = get_intersection_point(event);
is_mouse_down = true;
}
function onDocumentMouseUp(event) {
event.preventDefault();
is_mouse_down = false;
}
function onDocumentMouseMove(event) {
if (is_mouse_down) {
end = intersection(event);
update_selection_area_view(start, end);
}
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
function get_intersection_point(event) {
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = -( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(objects);
if (intersects.length > 0) {
return intersects[0].point;
}
return null;
}
function update_selection_area_view(start, end) {
width = Math.abs(start.x - end.x);
height = Math.abs(start.y - end.y);
center = new THREE.Vector3(-(start.x + end.x) / 2, -(start.y + end.y) / 2, (start.z + end.z) / 2);
area.position.x = center.x;
area.position.y = center.y;
area.position.z = center.z;
area.scale.x = width;
area.scale.y = height;
area.scale.z = 1;
}
</script>
</body>
我不知道为什么会这样,以及如何解决这个问题。
谢谢
答案 0 :(得分:1)
如果仔细观察图片,您会注意到点击次数偏移Y值(就屏幕像素而言)。如果你看得更近,看起来移位与标题相同(XYZ /选择模式标题)。这是因为您创建了一个div,并将其大小设置为innerWidth / innerHeight。它会创建一个具有指定大小的div,但会降低。所以如果你没有那个标题你的鼠标点击是正确的(因为threejs在屏幕上以40px注册它们,它会将它转换为div上的40px)
如何修复: 当我遇到这个问题时,我使用JQuery来获得TOP并且只是将偏移量添加到我的raycaster鼠标点击,在你的情况下,我认为你可以得到renderer.domElement.top(我不太确定,console.log(渲染器) .domElement以查看是否存在顶部位置值)并将其减去鼠标Y(减去因为您想要将矩形向上移动)