问题描述
我正在尝试添加一个垂直于我点击的面的框(称为标记").
I'm trying to add a box (called "marker") perpendicular to the face I'm clicking on.
为此,在单击时,我投射了一条射线,如果它击中某物,我将获得法线的相交点值并将它们传输到标记"作为其旋转值.在问这个问题之前,我阅读了这个答案( 如何使用 Three.js 使对象垂直于面部? )但无法使其工作...
To do this, on click, I cast a ray, if it hits something, I get the normal's intersecting point values and transfer them to the "marker" as its rotation values. Before asking this question, I read this answer ( How do I make an object perpendicular to a face with Three.js? ) but could not make it work...
现在,它会在需要的地方添加标记,但在立方体顶部的方向稍有错误.
For now, it adds the marker where it needs to, but with a slightly wrong orientation expect on cube's top.
我不明白两件事:1.为什么faceNormalsHelper的方向和intersects[0].face.normal有区别.2. Y 旋转是如何控制的?
I don't understand two things: 1. why there's a difference between the faceNormalsHelper's direction and intersects[0].face.normal. 2. How is the Y rotation controled?
我的错误是什么?为了帮助您帮助我,我制作了一个 Fiddle ( https://jsfiddle.net/jpyncf62/1/ ),这是我用来执行此操作的代码:
What's my mistake?To help you help me, I made a Fiddle ( https://jsfiddle.net/jpyncf62/1/ ) and here's the code I'm using to do that:
function clickDown(e) {
e.preventDefault();
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(objects);
if (intersects.length > 0) {
var intersect = intersects[0];
console.log(intersects[0]);
console.log(console.log(intersects[0].object.name));
var markerGeo = new THREE.BoxGeometry(1, 6, 1, 1, 1, 1);
var markerMat = new THREE.MeshLambertMaterial({ color: 0xff0000 });
var marker = new THREE.Mesh(markerGeo, markerMat);
marker.name = "marker";
marker.position.copy(intersect.point);
marker.lookAt(intersect.face.normal);
scene.add(marker);
}
}
谢谢你的帮助!
推荐答案
您正在添加立方体和平面.并给它们位置和旋转.但是为了正确地相交它们的法线,你应该应用矩阵.
You are adding cube and plane. And giving them position and rotation. But for intersecting normals of them correctly, you should apply matrix.
var container, stats;
var camera, scene, renderer;
var objects = [];
raycaster = new THREE.Raycaster();
mouse = new THREE.Vector2();
init();
animate();
function init() {
container = document.getElementById("webgl-output")
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set(20, 50,50);
camera.lookAt( scene.position );
scene.add ( new THREE.AmbientLight( 0xffffff ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 1, 0 );
scene.add( light );
var material = new THREE.MeshLambertMaterial( { color: 0x4fc2c9 } );
var cube = new THREE.Mesh( new THREE.BoxGeometry( 10, 10, 10, 1, 1, 1 ), material );
cube.name = "I'm a cube";
objects.push( cube );
scene.add( cube );
cube.position.set( 0, 5, 0 );
cube.rotation.set( 0, 0, Math.PI / 4);
applyMatrixOfMesh(cube); // Apply matrix of cube
// Add helpers after applied matrix
var faceNormalsHelper = new THREE.FaceNormalsHelper( cube, 1 );
cube.add( faceNormalsHelper );
var vertexNormalsHelper = new THREE.VertexNormalsHelper( cube, 1 );
cube.add( vertexNormalsHelper );
var planeGeo = new THREE.PlaneGeometry( 60, 20, 1, 1 );
var planeMat = new THREE.MeshLambertMaterial({ color: 0xffffff });
var plane = new THREE.Mesh( planeGeo, planeMat );
plane.position.set(0, 0, 0);
plane.rotation.x = -0.5 * Math.PI;
plane.name = "plane01";
applyMatrixOfMesh(plane); // Apply matrix of plane
scene.add( plane );
objects.push( plane );
var axes = new THREE.AxisHelper( 20 );
scene.add( axes );
renderer = new THREE.WebGLRenderer( { antialias: true });
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setClearColor( 0xeeeeee );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener('mousemove', mouseMoving, false);
document.addEventListener('mousedown', clickDown, false);
}
function mouseMoving(e) {
mouse.x = ( e.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( e.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( scene.children );
for ( var i = 0; i < intersects.length; i++ ) {
var posY = intersects[ 0 ].point.y.toFixed(2);
}
}
function clickDown(e) {
e.preventDefault();
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( objects );
if( intersects.length > 0 ) {
var intersect = intersects[ 0 ];
console.log( intersects[ 0 ]);
console.log( console.log( intersects[ 0 ].face.normal ) );
var markerGeo = new THREE.BoxGeometry( 1, 1, 6, 1, 1, 1 ); // I changed BoxGeometry
var markerMat = new THREE.MeshLambertMaterial( { color: 0xff0000 } );
var marker = new THREE.Mesh( markerGeo, markerMat );
marker.name = "marker";
marker.lookAt( intersect.face.normal ); // First look At to normal
marker.position.copy( intersect.point ) // After give position to marker
scene.add( marker );
}
}
function applyMatrixOfMesh(mesh) { // You should apply Matrix of cube and plane
mesh.updateMatrix();
mesh.geometry.applyMatrix(mesh.matrix);
mesh.position.set(0, 0, 0);
mesh.rotation.set(0, 0, 0);
mesh.updateMatrix();
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
renderer.render( scene, camera );
}
代码中有一个名为applyMatrixOfMesh"的函数.您需要将它用于要用于交集的每个THREE.Mesh".
There is a function named 'applyMatrixOfMesh' in code. You need use it for every 'THREE.Mesh' will you use for intersection.
这篇关于Three.js:如何添加垂直于人脸的对象(正常)?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!