์๋ ํ์ธ์ ์ฌ๋ฌ๋ถ
์ถฉ๋ ์ง์ ๋ง์ฐ์ค 2d์์ 3D ์ขํ๋ฅผ ์ด๋ป๊ฒ ์ป์ ์ ์๋์ง ์๊ณ ์ถ์ต๋๋ค.
์ด ์ฝ๋์์
function onDocumentMouseDown( event ) {
event.preventDefault();
mouse2d.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse2d.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
mouse2d.z = 1;
var r = new THREE.Ray();
r.origin.copy( mouse2d );
var matrix = camera.matrixWorld.clone();
matrix.multiplySelf( THREE.Matrix4.makeInvert( camera.projectionMatrix ) );
matrix.multiplyVector3( r.origin );
r.direction = r.origin.clone().subSelf( camera.position );
var c = THREE.Collisions.rayCastNearest( r );
if( c ) {
//////////////////HERE GET THE 3D POINT COORDINATES////////////////////////
c.mesh.materials[ 0 ].color.setHex( 0xaa0000 );
} else {
plane.materials[0].color.setHex( 0xF9EFD7 );
}
};
์ถฉ๋ ๋ฌผ์ฒด๋ ๋ด๊ฐ์ง๋ฉด์ผ๋ก ์ฌ์ฉํ๋ ํ๋ฉด์ด๋ฉฐ ๋ฌผ์ฒด์ ์์น๋ฅผ โโ์ค์ ํ๊ธฐ ์ํด ์ถฉ๋ ์ง์ 3d ์ขํ๋ฅผ ์๊ณ ์ถ์ต๋๋ค.
๋ฏธ๋ฆฌ ๊ฐ์ฌ๋๋ฆฝ๋๋ค
์ ๊ฒฝ ์ฐ์ง ๋ง๋ผ.
์ด๋ป๊ฒํ๊ฒ ๋์์ต๋๊น?
๋๋์ด ๋ฌธ์ ๊ฐ์๋ค. ๋๋ ์ถฉ๋์ฒด๋ก๋ถํฐ ํ๊ฒฉ์ ๋ฐ์ง๋ ์๋๋ค. ์ด๋ป๊ฒ ํด๊ฒฐ ํ์ต๋๊น?
@inear : Ray
์์
์ ํด๋ณด ์
จ๋์?
๊ฐ์ฌ! ๊ทธ๊ฒ์ ๋งค๋ ฅ์ฒ๋ผ ์๋ํฉ๋๋ค. ํฌ์ธํธ ์์ฑ์ ๋ด๊ฐ ํ์ํ ๊ฒ์ ๋๋ค.
var vector = mouse2D;
projector.unprojectVector( vector, camera );
var r = new THREE.Ray(camera.position, vector.subSelf(camera.position).normalize());
var c = r.intersectObject(wave)
if( c.length > 0 ) {
sphere.position = c[0].point;
}
var getZvalue = function (e)
{
var rect = e.target.getBoundingClientRect();
// 2D
var mouseX = e.clientX - rect.left;
var mouseY = e.clientY - rect.top;
// 3D
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT= window.innerHeight;
var mouse = new THREE.Vector2();
mouse.x = (mouseX/SCREEN_WIDTH) *2 - 1;
mouse.y = -(mouseY/SCREEN_HEIGHT) *2 + 1;
// Raycaster
if (TerraDroneViewer.raycaster == null)
{
TerraDroneViewer.raycaster = new THREE.Raycaster();
}
TerraDroneViewer.raycaster.setFromCamera( mouse, TerraDroneViewer.camera );
var intersects = TerraDroneViewer.raycaster.intersectObjects( TerraDroneViewer.maps.children );
console.log("raycast=" + intersects.length);
if (intersects.length != 0)
{
var x = mouse.x * 10;
var y = mouse.y * 10;
console.log("x = " + intersects[0].point.x + " y = " + intersects[0].point.y);
var z = parseFloat(intersects[0].point.z) * 10;
return {
x: x,
y: y,
z: z
}
}
return null;
};