问题
I am running into a bit of difficulty selecting objects with the orthographic camera using the raycaster. Though, I have no problem with it when I use a perspective camera. The only thing I am changing when switching between the two is the type camera.
I am able to select faces on the orthographic view, but it is only loosely related to where I am clicking on the screen. When I can click far away from the object and it will still come back as if it has hit the object near its center.
Any ideas on what I am missing here?
I am basing much of my code on this example, and am hoping to achieve a very similar result from my code. (this example I\'m referencing uses the perspective camera)
Any help is much appreciated
<html>
<head>
<style>
canvas {
left: 0;
top: 0;
width: 100%;
height: 100%;
position: fixed;
background-color: #111115;
}
</style>
</head>
<body id=\'c\'>
<script src=\"js/three.js\"></script>
<script>
var obj = [];
var mouse ={};
var zoom = 2;
var scene = new THREE.Scene();
//switch between these two and see the difference:
//var camera = new THREE.OrthographicCamera(window.innerWidth / -zoom, window.innerWidth / zoom, window.innerHeight / zoom, window.innerHeight / -zoom, -1000, 1000);
var camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position = new THREE.Vector3(100,100,100);
camera.lookAt(new THREE.Vector3(0,0,0));
// this material causes a mesh to use colors assigned to faces
var material = new THREE.MeshBasicMaterial(
{ color: 0xffffff, vertexColors: THREE.FaceColors } );
var sphereGeometry = new THREE.SphereGeometry( 80, 32, 16 );
for ( var i = 0; i < sphereGeometry.faces.length; i++ )
{
face = sphereGeometry.faces[ i ];
face.color.setRGB( 0, 0, 0.8 * Math.random() + 0.2 );
}
obj[\'box\'] = {};
obj[\'box\'] = new THREE.Mesh( sphereGeometry, material );
obj[\'box\'].castShadow = true;
obj[\'box\'].receiveShadow = true;
scene.add(obj[\'box\']);
var ambientLight = new THREE.AmbientLight(0xbbbbbb);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(-100, 40, 100);
directionalLight.castShadow = true;
directionalLight.shadowOnly = true;
directionalLight.shadowDarkness = .5;
scene.add(directionalLight);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
document.body.appendChild(renderer.domElement);
projector = new THREE.Projector();
document.addEventListener( \'mousedown\', onDocumentMouseDown, false );
function onDocumentMouseDown( event ) {
// the following line would stop any other event handler from firing
// (such as the mouse\'s TrackballControls)
// event.preventDefault();
console.log(\"Click.\");
// update the mouse variable
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
// find intersections
// create a Ray with origin at the mouse position
// and direction into the scene (camera direction)
var vector = new THREE.Vector3( mouse.x, mouse.y, 1 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
// create an array containing all objects in the scene with which the ray intersects
var intersects = ray.intersectObjects( [obj[\'box\']] );
// if there is one (or more) intersections
if ( intersects.length > 0 )
{
console.log(\"Hit @ \" + toString( intersects[0].point ) );
console.log(intersects);
// change the color of the closest face.
intersects[ 0 ].face.color.setRGB( 0.8 * Math.random() + 0.2, 0, 0 );
intersects[ 0 ].object.geometry.colorsNeedUpdate = true;
}
}
function toString(v) { return \"[ \" + v.x + \", \" + v.y + \", \" + v.z + \" ]\"; }
var render = function() {
requestAnimationFrame(render);
renderer.render(scene, camera);
};
console.log(camera);
console.log(obj[\'box\'])
render();
</script>
</body>
I am hoping it is something simple that I just don\'t know about yet.
three.js r60
回答1:
Here is the pattern to use when raycasting with either an orthographic camera or perspective camera:
var raycaster = new THREE.Raycaster(); // create once
var mouse = new THREE.Vector2(); // create once
...
mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( objects, recursiveFlag );
three.js r.84
回答2:
One more note that might save you some trouble. If you have a camera like this:
var camera = new THREE.OrthographicCamera(0, window.innerWidth, -window.innerHeight, 0, -100, 100);
Then during raycasting, be sure to move the ray origin.z to camera.far for it to hit anything in the entire visible range:
this.ray.origin.set(0, 0, 0);
this.camera.localToWorld(this.ray.origin);
this.raycaster.setFromCamera(this.mouseCoord, this.camera);
this.ray.origin.z = this.camera.far;
来源:https://stackoverflow.com/questions/18553209/orthographic-camera-and-selecting-objects-with-raycast