我正在尝试创建球体并在矩形的顶点处给它们分配随机的颜色(它可以是其他几何形状,例如三角形或六边形等,为简单起见,我想使用矩形)。 http://jsfiddle.net/ElmerCC/ja6zL0k1/
let scene, camera, renderer;
let controls;
let widthWindow = window.innerWidth;
let heightWindow = window.innerHeight;
let aspect = widthWindow / heightWindow;
let mouse = new THREE.Vector2();
let raycaster = new THREE.Raycaster();
let intersect;
let elements = [];
let elementsNew = [];
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, aspect, 0.1, 10000);
camera.up.set(0, 0, 1);
camera.position.set(-500, -500, 400);
scene.add(camera);
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(widthWindow, heightWindow);
document.body.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
let p = [];
p[0] = new THREE.Vector3(-100, -100, 0);
p[1] = new THREE.Vector3(100, -100, 0);
p[2] = new THREE.Vector3(100, 100, 0);
p[3] = new THREE.Vector3(-100, 100, 0);
//dibujar los nodos
for (let cont = 0; cont < 4; cont++) {
let obj = drawJoint(p[cont], 10, 0x666666, 0, true);
elements.push(obj);
scene.add(obj);
}
var geometry = new THREE.PlaneGeometry(200, 200);
var material = new THREE.MeshBasicMaterial({
color: 0x666666,
side: THREE.DoubleSide
});
var plane = new THREE.Mesh(geometry, material);
scene.add(plane);
//document.addEventListener("mousemove", moveMouse);
document.addEventListener("mousedown", downMouse);
}
function downMouse(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
let intersected = raycaster.intersectObjects(elements);
if (intersected.length > 0) {
intersect = intersected[0].object;
let center = intersect.position;
let n = drawJoint(center, 15, Math.random() * 0xffffff, 1, true);
elementsNew.push(n);
scene.add(n);
}
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
controls.update();
renderer.render(scene, camera);
}
function drawJoint(
JtCenter,
JtRadius,
Jtcolor,
JtOpacity,
JtTransparency
) {
let JtMaterial = new THREE.MeshBasicMaterial({
color: Jtcolor,
opacity: JtOpacity,
transparent: JtTransparency
});
let JtGeom = new THREE.SphereGeometry(JtRadius, 10, 10);
let Joint = new THREE.Mesh(JtGeom, JtMaterial);
JtGeom .computeBoundingSphere();
Joint.position.copy(JtCenter);
return Joint;
}
如何检测两个球体的相交以避免相互重叠?
答案 0 :(得分:0)
Sphere
是最容易测试交集的对象。
请注意,Sphere
是一种数学表示形式,与球形几何形状的Mesh
不同。 (您仍然可以通过Mesh
属性获得boundingSphere
的数学边界球。)
这里是检查两个球体是否接触/相交的方法(您可以向该函数发送两个boundingSphere
属性,以检查其他非球体对象)。
function spheresIntersect(sphere1, sphere1position, sphere2, sphere2position){
return sphere1position.distanceTo(sphere2position) <= (sphere1.radius + sphere2.radius)
}