three.js中如何根据物体位置和旋转正确旋转raycaster

How to properly rotate the raycaster according to the object position and rotation in three.js

我有 8 个从 Object3D 到不同方向的光线投射器,用于碰撞检测。我想根据对象旋转旋转他们指向的方向。我遵循了 here

的解决方案

光线投射器开始旋转,但旋转方式很奇怪。它开始检测来自不同方向的所有光线的碰撞。

在HTML我有

cube = new THREE.BoxGeometry(1,1,1);
cube_material = new THREE.MeshBasicMaterial({color: 0x00a000});
cube_mesh = new THREE.Mesh(cube, cube_material);

var rays = [

            new THREE.Vector3(0, 1, 0),     // forward
            new THREE.Vector3(0, -1, 0),    // backward
            new THREE.Vector3(-1, 0, 0),    // left
            new THREE.Vector3(1, 0, 0),     // right
            new THREE.Vector3(1, 1, 0),     // forward right
            new THREE.Vector3(-1, 1, 0),    // forward left
            new THREE.Vector3(1, -1, 0),    // backward right
            new THREE.Vector3(-1, -1, 0)    // backward left

        ];

这是我从 animate() 函数调用的 detectCollision 函数:

detectCollision = function( ){

var hit = false;
var dist = 0.8;



var origin = new THREE.Vector3(cube_mesh.position.x, cube_mesh.position.y, cube_mesh.position.z);

var rayHits = [];
for ( var i = 0; i < rays.length; i++){

    var matrix = new THREE.Matrix4();
    matrix.extractRotation(cube_mesh.matrix);

    var dir = rays[i];
    dir = dir.applyMatrix4( matrix );

    raycaster = new THREE.Raycaster(origin, dir, 0.6, dist);

    var intersections = raycaster.intersectObjects(collidable_walls);

    if (intersections.length > 0){

        // 0 = forward
        // 1 = backward
        // 2 = left
        // 3 = right
        // 4 = forward right
        // 5 = forward left
        // 6 = backward right
        // 7 = backward left

        switch (i) {
            case 0:
                console.log("forward: " + i);
                cube_mesh.translateY(-0.12);
                break;

            case 1:
                console.log("backward: " + i);
                cube_mesh.translateY(0.12);
                break;

            case 2:
                cube_mesh.translateX(0.12);
                console.log("left: " + i);
                break;

            case 3:
                cube_mesh.translateX(-0.12);
                console.log("right: " + i);
                break;

            case 4:
                console.log("forward right: " + i);
                break;
            case 5:
                console.log("forward left: " + i);
                break;
            case 6:
                console.log("backward right:" + i);
                break;
            case 7:
                console.log("backward left: " + i);
                break;

        }

    }

}

}

任何人都可以告诉我如何正确旋转 raycaster 作为 ArrowHelper(在图像中不起作用,但与 rotation.z 一起工作得很好)

Three.js使用右手坐标系,rays应该是:

var rays = [

        new THREE.Vector3(0, 0, -1),     // forward
        new THREE.Vector3(0, 0, 1),    // backward
        new THREE.Vector3(-1, 0, 0),    // left
        new THREE.Vector3(1, 0, 0),     // right
        new THREE.Vector3(1, 0, -1),     // forward right
        new THREE.Vector3(-1, 0, -1),    // forward left
        new THREE.Vector3(1, 0, 1),    // backward right
        new THREE.Vector3(-1, 0, 1)    // backward left

    ];

在您的函数 detectCollision 中,您应该将 var dir = rays[i]; 更改为 var dir = new THREE.Vector3().copy(rays[i]),或者当您将矩阵应用于此 dir 时,rays[i] 将更改还有。

您最好确保 cube_mesh.position 是立方体的世界位置。我建议您使用 cube_mesh.getWorldPosition()cube_mesh.matrixWorld.