threejs 点击物体射线检测碰撞
<!DOCTYPE html> <html> <head> <title></title> <style> canvas { width: 100%; height: 100% } </style> <script src="/moban/js/three.js"></script> </head> <body> <script> document.addEventListener(‘mousedown‘, onDocumentMouseDown, false); function onDocumentMouseDown(e) { e.preventDefault(); var mouse={}; //将鼠标点击位置的屏幕坐标转成threejs中的标准坐标,具体解释见代码释义 mouse.x = (e.clientX / window.innerWidth) * 2 - 1; mouse.y = -(e.clientY / window.innerHeight) * 2 + 1; //新建一个三维单位向量 假设z方向就是0.5 //根据照相机,把这个向量转换到视点坐标系 var vector = new THREE.Vector3(mouse.x, mouse.y,0.5).unproject(camera); //在视点坐标系中形成射线,射线的起点向量是照相机, 射线的方向向量是照相机到点击的点,这个向量应该归一标准化。 var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize()); //射线和模型求交,选中一系列直线 var intersects = raycaster.intersectObjects(scene.children); console.log(‘imtersrcts=‘ + intersects) if (intersects.length > 0) { //选中第一个射线相交的物体 SELECTED = intersects[0].object; var intersected = intersects[0].object; console.log(intersects[0].object) } } var camera, scene, renderer; var mesh; var geometry; init(); animate(); function init() { renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); // camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000); camera.position.x = 0; camera.position.y = 0; camera.position.z = 500; scene = new THREE.Scene(); geometry = new THREE.PlaneGeometry(100, 100, 1, 1); // A begin geometry.vertices[0].uv = new THREE.Vector2(0, 0); geometry.vertices[1].uv = new THREE.Vector2(1, 0); geometry.vertices[2].uv = new THREE.Vector2(1, 1); geometry.vertices[3].uv = new THREE.Vector2(0, 1); // A end // B begin // 纹理坐标怎么弄 var texture1 = THREE.ImageUtils.loadTexture("/moban/images/tietu.png", null, function(t) {}); var material = new THREE.MeshBasicMaterial({ map: texture1 }); mesh = new THREE.Mesh(geometry, material); mesh.position.z = 0; mesh.position.x = 0; mesh.position.y = 0; mesh.rotation.x = 0; mesh.rotation.y = 0; mesh.rotation.z = 0; scene.add(mesh); /* var mesh1 = new THREE.Mesh(geometry, material); mesh1.position.z = -200; mesh1.position.x = 100; mesh1.position.y = -60; scene.add(mesh1);*/ // B end // window.addEventListener(‘resize‘, onWindowResize, false); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize(window.innerWidth, window.innerHeight); } function animate() { requestAnimationFrame(animate); // camera.position.z-=1; renderer.render(scene, camera); } </script> </body> </html>