我有一个THREE.js场景,其中出现了很多元素,我需要检测用户点击的对象。
到目前为止,我所做的是以下内容。相机不会移动太多 - 它只会将垂直位置改变一个有限的量,始终朝向同一点。我的近似方法如下:
此方法近似有效,但有时距离实际点几个像素。
是否有更可靠的技术来找出用户点击的对象?
答案 0 :(得分:9)
取决于您使用的是哪种相机。
1) PerspectiveCamera : Mr.doob 提供的确定链接。
2) OrthographicCamera :完全不同:
var init = function() {
camera = new THREE.OrthographicCamera( SCREEN_WIDTH / - 2, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, SCREEN_HEIGHT / - 2, NEAR, FAR);
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
}
function onDocumentMouseDown( e ) {
e.preventDefault();
var mouseVector = new THREE.Vector3();
mouseVector.x = 2 * (e.clientX / SCREEN_WIDTH) - 1;
mouseVector.y = 1 - 2 * ( e.clientY / SCREEN_HEIGHT );
var raycaster = projector.pickingRay( mouseVector.clone(), camera );
var intersects = raycaster.intersectObject( TARGET );
for( var i = 0; i < intersects.length; i++ ) {
var intersection = intersects[ i ],
obj = intersection.object;
console.log("Intersected object", obj);
}
}
答案 1 :(得分:4)
看看这个:
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 5000);
var object; //your object
document.addEventListener('mousedown', onMouseDown, false);
function onMouseDown(e) {
var vectorMouse = new THREE.Vector3( //vector from camera to mouse
-(window.innerWidth/2-e.clientX)*2/window.innerWidth,
(window.innerHeight/2-e.clientY)*2/window.innerHeight,
-1/Math.tan(22.5*Math.PI/180)); //22.5 is half of camera frustum angle 45 degree
vectorMouse.applyQuaternion(camera.quaternion);
vectorMouse.normalize();
var vectorObject = new THREE.Vector3(); //vector from camera to object
vectorObject.set(object.x - camera.position.x,
object.y - camera.position.y,
object.z - camera.position.z);
vectorObject.normalize();
if (vectorMouse.angleTo(vectorObject)*180/Math.PI < 1) {
//mouse's position is near object's position
}
}
答案 2 :(得分:3)
检查鼠标与3d空间中的任何立方体的交叉点并改变它的颜色。也许this会帮助你。
答案 3 :(得分:0)
我试图为画布实现这个问题时遇到了问题,画布没有占据屏幕的整个宽度和高度。这是我发现的解决方案非常好的解决方案。
初始化现有画布上的所有内容:
var init = function() {
var canvas_model = document.getElementById('model')
var viewSize = 50 // Depending on object size, canvas size etc.
var camera = new THREE.OrthographicCamera(-canvas_model.clientWidth/viewSize, canvas_model.clientWidth/viewSize, canvas_model.clientHeight/viewSize, -canvas_model.clientHeight/viewSize, 0.01, 2000),
}
向画布添加事件侦听器:
canvas_model.addEventListener('click', function(event){
var bounds = canvas_model.getBoundingClientRect()
mouse.x = ( (event.clientX - bounds.left) / canvas_model.clientWidth ) * 2 - 1;
mouse.y = - ( (event.clientY - bounds.top) / canvas_model.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects(scene.children, true);
if (intersects.length > 0) {
// Do stuff
}
}, false)
或者对于'touchstart'事件,将计算mouse.x和mouse.y的行更改为:
mouse.x = ( (event.touches[0].clientX - bounds.left) / canvas_model.clientWidth ) * 2 - 1;
mouse.y = - ( (event.touches[0].clientY - bounds.top) / canvas_model.clientHeight ) * 2 + 1;