我为mouseMove和mouseDown编写了两个非常相似的函数。虽然前者工作正常但后者继续从var intersects = ray.intersectScene(scene)获取空对象。
您可以在此处找到完整的代码 http://converteveryunit.com/pot/biluochun/temp/ 感谢。
function onDocumentMouseMove(event) {
mouseX = event.clientX - homeWidth/2;
mouseY = event.clientY - homeHeight/2;
var vector = new THREE.Vector3( ( event.clientX / homeWidth ) * 2 - 1, - ( event.clientY / homeHeight ) * 2 + 1, 0.5 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );
var intersects = ray.intersectScene( scene );
}
function onDocumentMouseDown( event ) {
event.preventDefault();
var vector = new THREE.Vector3( ( event.clientX / homeWidth ) * 2 - 1, - ( event.clientY / homeHeight ) * 2 + 1, 100 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );
var intersects = ray.intersectScene( scene );
console.log( intersects);
}
答案 0 :(得分:0)
我对Three.js并不十分熟悉,但我不禁想知道为什么你的向量在第一个函数中的Z分量为0.5,在第二个函数中为100。如果一个有效,另一个无效,那肯定是一个体面的起点。