Three.js 用于碰撞检测的光线投射
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【中文标题】Three.js 用于碰撞检测的光线投射【英文标题】:Three.js Ray Casting for Collision Detection 【发布时间】:2012-11-07 06:12:21 【问题描述】:我正在尝试使用光线投射绘制一条线。基本上我想设置一些来自我的“玩家”对象的线在各个方向。
(像这样:https://gamedev.stackexchange.com/questions/35013/how-to-handle-3d-collisions-using-raycasting-with-a-reflection-vector)
我想要这个,这样我就可以使用我可以直观地看到我的碰撞检测。
我知道我可以使用不同的方式进行碰撞检测,但我将这种方式用作学习检测。
我的问题是下面的代码画了一条线,但它似乎随机改变长度,并不总是指向同一个角度。
var ray = new THREE.Ray( player.model.objects.position, new THREE.Vector3(1, 1, 1));
var geometry = new THREE.Geometry();
// my issue is here. I don't think this is the right way use a ray to workout the second vector?
// EDIT: Realized this should be set at player position and outwards.
//var newx = 300 * ray.direction.x;
//var newz = 300 * ray.direction.z;
// EDIT CODE UPDATE
var newx = (player.model.objects.position.x) + (60 * ray.direction.x);
var newz = (player.model.objects.position.z) + (60 * ray.direction.z);
// THREE.Vector3 x: 1310.1526178356803, y: 0, z: 1290.8237947033065
console.log(player.model.objects.position);
geometry.vertices.push( player.model.objects.position);
geometry.vertices.push( new THREE.Vector3(newx, player.model.objects.position.y, newz));
var line = new THREE.Line(geometry, material);
scene.add(line);
任何帮助表示赞赏。
【问题讨论】:
【参考方案1】:在看到那个模型后,我试图做同样的事情。由于我试图以同样的方式做,但无法弄清楚,我会提供一个替代方案。
var line;
function update()
// Z- DIRECTION
raycaster.ray.direction.set(0, 0, -1);
var geometry = new THREE.Geometry();
intersections = raycaster.intersectObjects( objects );
if ( intersections.length > 0 )
var geometry = new THREE.Geometry();
// POSITION OF MESH TO SHOOT RAYS OUT OF
geometry.vertices.push( obj.position );
geometry.vertices.push( intersections[0].point );
scene.remove(line);
line = new THREE.Line(geometry, new THREE.LineBasicMaterial(color: 0x990000));
scene.add(line);
所以现在你有一条线从你的网格射出到最近的相交处。
https://dl.dropbox.com/u/42766757/guy.png
【讨论】:
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