2012-11-19 52 views
6

我试图用光线投射绘制一条线。基本上我想设置一些从我的“玩家”对象出来的线路。Three.js光线投射碰撞检测

(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,所以我就可以使用我可以看到我的碰撞检测直观。

我知道我可以使用不同的方式来做碰撞检测,但我用这种方式作为学习检测。

我的问题是下面的代码绘制一条线,但它似乎随机更改长度,并不总是指向相同的角度。

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);   

赞赏任何帮助。

回答

1

我正在尝试在看到该模型后做同样的事情..因为我试图以同样的方式做到这一点,并不能解决它,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中射出来,进入最接近的相交点。

https://dl.dropbox.com/u/42766757/guy.png