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我有一个带有网格的平面。当用户双击网格时,我的代码绘制一个球。这在R71中工作得很好,但是当我切换到R81时,raycaster不会返回相交。下面的代码:RJ中的3JS光线投影不同于R71
在的init():
// Plane
plane = new THREE.Mesh(
new THREE.PlaneBufferGeometry(1000, 1000, 3, 3),
new THREE.MeshBasicMaterial({ color: 0xff0000, opacity: .5, transparent: true })
);
plane.visible = false;
scene.add(plane);
planes.push(plane);
在doubleClickEvent():
event.preventDefault();
var mouse = new THREE.Vector2((event.clientX/window.innerWidth) * 2 - 1, -(((event.clientY/window.innerHeight) * 2 - 1)));
var directionVector = new THREE.Vector3();
directionVector.set(mouse.x, mouse.y, 0.1);
directionVector.unproject(camera);
directionVector.sub(camera.position);
directionVector.normalize();
raycaster.set(camera.position, directionVector);
intersects = raycaster.intersectObjects(planes);
if (intersects.length) {
var sphereParent = new THREE.Object3D();
var sphereGeometry = new THREE.SphereGeometry(.1, 16, 8);
var sphereMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff });
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphereParent.add(sphere);
sphereParent.position.set(intersects[0].point.x, intersects[0].point.y, 0.0);
scene.add(sphereParent);
objects.push(sphereParent);
}
如果我改变
intersects = raycaster.intersectObjects(planes);
到
intersects = raycaster.intersectObjects(scene.children);
球被绘制,但它被绘制在错误的位置上。
任何想法?