三.js不可见平面不能与raycaster.intersectObject一起工作

Three.js invisible plane not working with raycaster.intersectObject

本文关键字:raycaster intersectObject 一起 工作 不能 平面 js      更新时间:2023-09-26

我正在尝试制作可拖动的对象,如以下示例所示:https://www.script-tutorials.com/demos/467/index.html

应该可拖动的对象位于数组对象移动线中。

我使用以下代码向我的场景添加了一个平面:

plane = new THREE.Mesh(new THREE.PlaneBufferGeometry(500, 500, 8, 8), new THREE.MeshBasicMaterial({color: 0x248f24, alphaTest: 0}));
plane.visible = false;
scene.add(plane);

onDocumentMouseDown 函数下出现问题。出于某种原因,如果平面可见性设置为 false (plane.visible = false),则在某个点,将不会填充相交的 objmovers。但是,如果飞机的能见度设置为 true,它将正常工作(但显然,这会导致一架巨大的飞机挡住一切):

function onDocumentMouseDown(event) {
    // Object position movers
    var vector = new THREE.Vector3(mouse.x, mouse.y, 1);
    vector.unproject(camera);
    raycaster.set( camera.position, vector.sub( camera.position ).normalize() );
    var intersectsobjmovers = raycaster.intersectObjects(objectMoverLines);
    if (intersectsobjmovers.length > 0) {
        console.log('clicking an object mover');
        // Disable the controls
        controls.enabled = false;
        // Set the selection - first intersected object
        objmoverselection = intersectsobjmovers[0].object;
        // Calculate the offset
        var intersectsobjmovers = raycaster.intersectObject(plane);
        // At this point, intersectsobjmovers does not include any items, even though
        // it should (but it does work when plane.visible is set to true...)
        offset.copy(intersectsobjmovers[0].point).sub(plane.position);
    } else {
        controls.enabled = true;
    }
}

另外,这是我目前在onDocumentMouseMove功能下拥有的功能:

function onDocumentMouseMove(event) {
    event.preventDefault();
    mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
    mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
    // Get 3D vector from 3D mouse position using 'unproject' function
    var vector = new THREE.Vector3(mouse.x, mouse.y, 1);
    vector.unproject(camera);
    // Set the raycaster position
    raycaster.set( camera.position, vector.sub( camera.position ).normalize() );
    if (objmoverselection) {
        // Check the position where the plane is intersected
        var intersectsobjmovers = raycaster.intersectObject(plane);
        // Reposition the object based on the intersection point with the plane
        objmoverselection.position.copy(intersectsobjmovers[0].point.sub(offset));
    } else {
        // Update position of the plane if need
        var intersectsobjmovers = raycaster.intersectObjects(objectMoverLines);
        if (intersectsobjmovers.length > 0) {
            // var lookAtVector = new THREE.Vector3(0,0, -1);
            // lookAtVector.applyQuaternion(camera.quaternion);
            plane.position.copy(intersectsobjmovers[0].object.position);
            plane.lookAt(camera.position);
        }
    }
    requestAnimationFrame( render );
}

试试这个:

plane = new THREE.Mesh(new THREE.PlaneBufferGeometry(500, 500, 8, 8), 
   new THREE.MeshBasicMaterial( {
       color: 0x248f24, alphaTest: 0, visible: false
}));
scene.add(plane);