我试图添加一个垂直于我点击的脸部的框(称为"标记")。
要做到这一点,点击后,我投射一条光线,如果它碰到了某些东西,我会得到正常的相交点值并将它们转移到"标记"作为其旋转值。在提出这个问题之前,我已经阅读了这个答案(How do I make an object perpendicular to a face with Three.js?),但无法使其发挥作用......
现在,它会在需要的位置添加标记,但在立方体的顶部会有一个稍微错误的方向。
Wrong orientation on cube and uncontroled Y rotation
我不明白两件事: 1.为什么faceNormalsHelper的方向之间存在差异并且与[0] .face.normal相交。 2.如何控制Y旋转?
我的错误是什么? 为了帮助你,我做了一个小提琴(https://jsfiddle.net/jpyncf62/1/),这里是我用来做的代码:
function clickDown(e) {
e.preventDefault();
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(objects);
if (intersects.length > 0) {
var intersect = intersects[0];
console.log(intersects[0]);
console.log(console.log(intersects[0].object.name));
var markerGeo = new THREE.BoxGeometry(1, 6, 1, 1, 1, 1);
var markerMat = new THREE.MeshLambertMaterial({ color: 0xff0000 });
var marker = new THREE.Mesh(markerGeo, markerMat);
marker.name = "marker";
marker.position.copy(intersect.point);
marker.lookAt(intersect.face.normal);
scene.add(marker);
}
}
谢谢你的帮助!
答案 0 :(得分:0)
您正在添加立方体和平面。给他们位置和轮换。但是为了正确地交叉它们的法线,你应该应用矩阵。
var container, stats;
var camera, scene, renderer;
var objects = [];
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
init();
animate();
function init() {
container = document.getElementById("webgl-output")
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set(20, 50,50);
camera.lookAt( scene.position );
scene.add ( new THREE.AmbientLight( 0xffffff ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 1, 0 );
scene.add( light );
var material = new THREE.MeshLambertMaterial( { color: 0x4fc2c9 } );
var cube = new THREE.Mesh( new THREE.BoxGeometry( 10, 10, 10, 1, 1, 1 ), material );
cube.name = "I'm a cube";
objects.push( cube );
scene.add( cube );
cube.position.set( 0, 5, 0 );
cube.rotation.set( 0, 0, Math.PI / 4);
applyMatrixOfMesh(cube); // Apply matrix of cube
// Add helpers after applied matrix
var faceNormalsHelper = new THREE.FaceNormalsHelper( cube, 1 );
cube.add( faceNormalsHelper );
var vertexNormalsHelper = new THREE.VertexNormalsHelper( cube, 1 );
cube.add( vertexNormalsHelper );
var planeGeo = new THREE.PlaneGeometry( 60, 20, 1, 1 );
var planeMat = new THREE.MeshLambertMaterial({ color: 0xffffff });
var plane = new THREE.Mesh( planeGeo, planeMat );
plane.position.set(0, 0, 0);
plane.rotation.x = -0.5 * Math.PI;
plane.name = "plane01";
applyMatrixOfMesh(plane); // Apply matrix of plane
scene.add( plane );
objects.push( plane );
var axes = new THREE.AxisHelper( 20 );
scene.add( axes );
renderer = new THREE.WebGLRenderer( { antialias: true });
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setClearColor( 0xeeeeee );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener('mousemove', mouseMoving, false);
document.addEventListener('mousedown', clickDown, false);
}
function mouseMoving(e) {
mouse.x = ( e.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( e.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( scene.children );
for ( var i = 0; i < intersects.length; i++ ) {
var posY = intersects[ 0 ].point.y.toFixed(2);
}
}
function clickDown(e) {
e.preventDefault();
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( objects );
if( intersects.length > 0 ) {
var intersect = intersects[ 0 ];
console.log( intersects[ 0 ]);
console.log( console.log( intersects[ 0 ].face.normal ) );
var markerGeo = new THREE.BoxGeometry( 1, 1, 6, 1, 1, 1 ); // I changed BoxGeometry
var markerMat = new THREE.MeshLambertMaterial( { color: 0xff0000 } );
var marker = new THREE.Mesh( markerGeo, markerMat );
marker.name = "marker";
marker.lookAt( intersect.face.normal ); // First look At to normal
marker.position.copy( intersect.point ) // After give position to marker
scene.add( marker );
}
}
function applyMatrixOfMesh(mesh) { // You should apply Matrix of cube and plane
mesh.updateMatrix();
mesh.geometry.applyMatrix(mesh.matrix);
mesh.position.set(0, 0, 0);
mesh.rotation.set(0, 0, 0);
mesh.updateMatrix();
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
renderer.render( scene, camera );
}
代码中有一个名为'applyMatrixOfMesh'的函数。你需要在每个“THREE.Mesh”中使用它来用于交叉。