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three.js - 如何将矩形投影到网格/地形对象上,用作选择选取框? (在三个.js 中)

转载 作者:行者123 更新时间:2023-12-04 16:08:49 25 4
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我有一个使用 THREE.Terrain 生成的地形图书馆。我希望能够单击并拖出一个选取框并选择地形网格表面上的对象。

目前我正在检测拖动的开始和结束,并在全局 XZ 平面中绘制一个矩形,但我希望它与表面齐平。

目前它看起来像这样;

enter image description here

然而,我的目标更像是这样;

enter image description here

我想知道我是否错过了使用 Corethree.js 功能执行此操作的一些明显方法。

总是有一种蛮力方法,即围绕矩形的周长间隔地转换光线,并创建一系列线段来近似投影的矩形,但我想知道是否有本地方法。

(我这周才刚开始看three.js,所以我可能错过了一些明显的东西......虽然我花了最后一天的时间进行实验,但运气不佳)

更新

根据@prisoner849 的建议,我 mashed up his code with the Terrain demo这似乎工作得很好。

    varying vec2 vPos;

void main() {
vec2 Ro = size * .5;
vec2 Uo = abs( vPos - center.xz ) - Ro;

vec3 c = mix(vec3(1.), vec3(1.,0.,0.), float(enabled && (abs(max(Uo.x,Uo.y)) < lineHalfWidth) ));

gl_FragColor = vec4(c, float(enabled && (abs(max(Uo.x,Uo.y)) < lineHalfWidth) ));
}

`;

代码需要大量清理,并且需要旋转选取框以匹配相机视角,并且按住 ctrl 单击以添加到选择集等会很好。

但原则上片段着色器运行良好......

enter image description here

最佳答案

就在我发表评论后,我的想法与唐·麦柯迪(Don McCurdy)一模一样(干杯,唐 :))。
快速搜索 https://www.shadertoy.com给了我那个着色器 https://www.shadertoy.com/view/XlsBRB (看看那里来自 FabriceNeyret2 的精彩评论)。
所以我只是针对这个非常粗略的概念调整了片段着色器。

var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 5, 10);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var controls = new THREE.OrbitControls(camera, renderer.domElement);

var geom = new THREE.PlaneGeometry(20, 20, 10, 10);
geom.vertices.forEach(v => {
v.z = THREE.Math.randFloat(-1, 1);
});
geom.rotateX(-Math.PI * .5);
geom.computeFaceNormals();
geom.computeVertexNormals();

var uniforms = {
center: {
value: new THREE.Vector3()
},
size: {
value: new THREE.Vector2(1, 1)
},
lineHalfWidth: {
value: 0.1
}
}

var matShader = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: vertShader,
fragmentShader: fragShader
});

var matWire = new THREE.MeshBasicMaterial({
color: "gray",
wireframe: true
});

var obj = THREE.SceneUtils.createMultiMaterialObject(geom, [matShader, matWire]);

scene.add(obj);

var gui = new dat.GUI();
gui.add(uniforms.size.value, "x", .5, 5.0).name("size.x");
gui.add(uniforms.size.value, "y", .5, 5.0).name("size.y");
gui.add(uniforms.lineHalfWidth, "value", .05, 2.0).name("line half-width");

var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
var intersects = [];
var point = new THREE.Vector3();

window.addEventListener("mousemove", function(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
intersects = raycaster.intersectObject(obj, true);
if (intersects.length === 0) return;
obj.worldToLocal(point.copy(intersects[0].point));
uniforms.center.value.copy(point);

}, false);


render();

function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/94/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/0949e59f/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/0949e59f/examples/js/utils/SceneUtils.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/0949e59f/examples/js/libs/dat.gui.min.js"></script>
<script>
var vertShader = `
varying vec2 vPos;
void main() {
vPos = position.xz;
gl_Position = projectionMatrix *
modelViewMatrix *
vec4(position,1.0);
}
`;

var fragShader = `
uniform vec3 center;
uniform vec2 size;
uniform float lineHalfWidth;

varying vec2 vPos;

void main() {
vec2 Ro = size * .5;
vec2 Uo = abs( vPos - center.xz ) - Ro;

vec3 c = mix(vec3(1.), vec3(1.,0.,0.), float(abs(max(Uo.x,Uo.y)) < lineHalfWidth));

gl_FragColor = vec4(c, 1. );
}

`;
</script>

关于three.js - 如何将矩形投影到网格/地形对象上,用作选择选取框? (在三个.js 中),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/48324407/

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