在 Three.js 中查找鼠标沿矢量移动的距离
Find distance the mouse has moved along a vector in Three.js
我试图找出鼠标沿法向量移动的距离。
想法是沿着相交面的法向量移动对象内的一组顶点。
目前,我有一个 onmousedown 事件处理程序,用于查找相交面、具有相同法线的相邻面以及与这些面关联的顶点。我还有一个沿着法线移动顶点的 onmousemove 事件处理程序。
现在,每次触发事件时,onmousemove 只是将顶点沿面法线移动 1 个单位。我想让他们用鼠标移动。
我正在处理的代码主要来自 three.js 编辑器。非常感谢任何帮助,谢谢!
var object; // Set outside this code
var camera; // Set outside this code
var viewport; // Set outside this code
var raycaster = new THREE.Raycaster();
var point = new THREE.Vector2();
var mouse = new THREE.Vector2();
var _dragging = false;
var faces = [];
var vertices = [];
function onMouseDown(event) {
if (object === undefined || _dragging === true) {
return;
}
event.preventDefault();
event.stopPropagation();
var intersect = getIntersects(event, object)[0];
if (intersect && intersect.face) {
faces = getAdjacentNormalFaces(intersect.object.geometry, intersect.face);
vertices = getFaceVertices(intersect.object.geometry, self.faces);
}
_dragging = true;
}
function onMouseMove(event) {
if (object === undefined || vertices.length === 0 || _dragging === false) {
return;
}
event.preventDefault();
event.stopPropagation();
var normal = faces[0].normal;
/*
* Get the distance to move the vertices
*/
var distance = 1;
var i;
for (i = 0; i < self.vertices.length; i++) {
self.vertices[i].x += (normal.x * distance);
self.vertices[i].y += (normal.y * distance);
self.vertices[i].z += (normal.z * distance);
}
object.geometry.verticesNeedUpdate = true;
object.geometry.computeBoundingBox();
object.geometry.computeBoundingSphere();
}
var getIntersects = function (event, object) {
var rect = viewport.getBoundingClientRect();
point.fromArray([
( event.clientX - rect.left ) / rect.width,
( event.clientY - rect.top ) / rect.height
]);
mouse.set(( point.x * 2 ) - 1, -( point.y * 2 ) + 1);
raycaster.setFromCamera(mouse, camera);
if (object instanceof Array) {
return raycaster.intersectObjects(object);
}
return raycaster.intersectObject(object);
};
var getAdjacentNormalFaces = function (geometry, face) {
// Returns an array of all faces that are adjacent and share the same normal vector
};
var getFaceVertices = function (geometry, faces) {
// Returns an array of vertices that belong to the array of faces
};
更新:
作为总结......我有事件处理程序,需要移动的顶点集以及顶点应该移动的法向量。我需要的是顶点应该根据鼠标所在的位置移动的偏移距离。
我的第一个想法是创建一个垂直于法向量的平面并跟踪鼠标在该平面上的位置。但是,我不确定 1. 如何创建最大边对相机可见的垂直平面,以及 2. 如何将鼠标在平面上的 x/y 坐标转换为顶点应移动的距离.
您可以通过两种方式实现,在鼠标移动时或在动画帧中。
onmouseMove(){
mouseX = ( event.clientX - windowHalfX ) / resistanceh;
mouseY = ( event.clientY - windowHalfY ) / resistancew;
var raycaster = new THREE.Raycaster();
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(objects);
if ( intersects.length > 0 ) {
if(mousedown){
//do your thing
}
或者我发现在你的动画中更新这些值更准确。
AnimationFrame(){
mouseX = ( event.clientX - windowHalfX ) / resistanceh;
mouseY = ( event.clientY - windowHalfY ) / resistancew;
我解决这个问题的方法是在二维平面上绘制零点和法线点,然后使用反斜率找到与法线相交的垂直线。然后我可以使用起点和交点来找到鼠标移动的距离。我还必须使用相机缩放最终距离。
快速参考:
// linear slope/intercept: y = mx + b
// solve for b: b = y - mx
// solve for m: (y2 - y1) / (x2 - x1)
// get inverse slope: -1 / m
// get intersect point: (b2 - b1) / (m1 - m2)
可能有更简单的方法,但这是我所做的,希望它能帮助其他人:
鼠标按下
将中心(0,0,0)向量、人脸法线向量和任意1单位向量(1,0,0)投影到相机上,得到三者的屏幕位置积分
var zero2D = toScreenPosition(0, 0, 0);
var one2D = toScreenPosition(1, 0, 0);
var normal2D = toScreenPosition(intersect.face.normal.x, intersect.face.normal.y, intersect.face.normal.z);
/ ***** /
var toScreenPosition = function (x, y, z) {
var rect = viewport.getBoundingClientRect();
var point = new THREE.Vector2();
screenPositionVector.set(x || 0, y || 0, z || 0);
screenPositionVector.project(camera);
point.set((screenPositionVector.x + 1) / 2 * rect.width, -(screenPositionVector.y - 1) / 2 * rect.height);
return point;
};
存储鼠标起点和法线的x方向(1或-1)。
start2D.set(event.clientX, event.clientY);
normalDir = zero2D.x < normal2D.x ? 1 : -1;
存储zero/normal线的斜率和反斜率。
slope = (normal2D.y - zero2D.y) / (normal2D.x - zero2D.x); // TODO: Handle zero slope
inverseSlope = -1 / slope; // TODO: If slope is 0, inverse is infinity
根据鼠标坐标存储法线的y截距
startingYIntercept = event.clientY - (slope * event.clientX);
使用zero2D和one2D点来找到相机比例。相机比例是两个 2D 点之间的距离除以两个 3D 点之间的距离 (1)。
cameraScale = one2D.distanceTo(zero2D);
为了提高准确性,我们将根据总移动量而不是事件处理程序调用之间的增量来移动顶点。因此,我们需要跟踪所有顶点的起始位置。
startingVertices = [];
var i;
for (i = 0; i < vertices.length; i++) {
startingVertices.push({x: vertices[i].x, y: vertices[i].y, z: vertices[i].z});
}
鼠标移动
使用鼠标位置和反斜率,找到垂直线的 y 截距。
var endingYIntercept = event.clientY - (inverseSlope * event.clientX);
用截距方程求出法线与垂线截距的x位置
var endingX = (endingYIntercept - startingYIntercept) / (slope / inverseSlope);
重新插入 x 以找到 y 点。由于直线在 x 处截距,因此您可以使用法线或垂直线。以此为起点设置终点
var endingY = (slope * endingX) + startingYIntercept;
end2D.set(endingX, endingY);
找到点之间的距离并除以相机比例。
var distance = end2D.distanceTo(start2D) / cameraScale;
如果法线与鼠标移动方向相反,则距离乘以-1。
if ((normalDir > 0 && endingX < start2D.x) || (normalDir < 0 && endingX > start2D.x)) {
distance = distance * -1;
}
由于我们将顶点移动总距离而不是事件处理程序之间的增量,因此顶点更新代码略有不同。
var i;
for (i = 0; i < self.vertices.length; i++) {
vertices[i].x = startingVertices[i].x + (normal.x * distance);
vertices[i].y = startingVertices[i].y + (normal.y * distance);
vertices[i].z = startingVertices[i].z + (normal.z * distance);
}
Mouseup 加分
当移动顶点时,几何体的中心没有改变,需要更新。要更新中心,我可以调用 geometry.center(),但是,在 Three.js 中,几何体的位置是基于其中心的,因此这将有效地移动中心 和 几何体在相反方向的位置移动到顶点移动距离的一半。我不想要这个,我希望在移动顶点时几何体保持在相同的位置。为此,我将第一个顶点的结束位置减去其开始位置除以 2,然后将该向量添加到几何体的位置。然后我重新定位几何体。
if (_dragging && self.vertices.length > 0) {
offset.set(self.vertices[0].x - startingVertices[0].x, self.vertices[0].y - startingVertices[0].y, self.vertices[0].z - startingVertices[0].z);
offset.divideScalar(2);
object.position.add(offset);
object.geometry.center();
}
一起
var object; // Set outside this code
var camera; // Set outside this code
var viewport; // Set outside this code
var raycaster = new THREE.Raycaster();
var point = new THREE.Vector2();
var mouse = new THREE.Vector2();
var _dragging = false;
var faces = [];
var vertices = [];
var startingVertices = [];
var slope = 0;
var inverseSlope;
var startingYIntercept = 0;
var normalDir = 1;
var cameraScale = 1;
var start2D = new THREE.Vector2();
var end2D = new THREE.Vector2();
var offset = new THREE.Vector3();
var onMouseDown = function (event) {
if (object === undefined || _dragging === true) {
return;
}
event.preventDefault();
event.stopPropagation();
var intersect = getIntersects(event, object)[0];
if (intersect && intersect.face) {
var zero2D = toScreenPosition(0, 0, 0);
var one2D = toScreenPosition(1, 0, 0);
var normal2D = toScreenPosition(intersect.face.normal.x, intersect.face.normal.y, intersect.face.normal.z);
start2D.set(event.clientX, event.clientY);
normalDir = zero2D.x < normal2D.x ? 1 : -1;
slope = (normal2D.y - zero2D.y) / (normal2D.x - zero2D.x); // TODO: Handle zero slope
inverseSlope = -1 / slope; // TODO: If slope is 0, inverse is infinity
startingYIntercept = event.clientY - (slope * event.clientX);
cameraScale = one2D.distanceTo(zero2D);
faces = getAdjacentNormalFaces(intersect.object.geometry, intersect.face);
vertices = getFaceVertices(intersect.object.geometry, self.faces);
startingVertices = [];
var i;
for (i = 0; i < vertices.length; i++) {
startingVertices.push({x: vertices[i].x, y: vertices[i].y, z: vertices[i].z});
}
}
_dragging = true;
}
var onMouseMove = function (event) {
if (object === undefined || vertices.length === 0 || _dragging === false) {
return;
}
event.preventDefault();
event.stopPropagation();
var normal = faces[0].normal;
var endingYIntercept = event.clientY - (inverseSlope * event.clientX);
var endingX = (endingYIntercept - startingYIntercept) / (slope / inverseSlope);
var endingY = (slope * endingX) + startingYIntercept;
end2D.set(endingX, endingY);
var distance = end2D.distanceTo(start2D) / cameraScale;
if ((normalDir > 0 && endingX < start2D.x) || (normalDir < 0 && endingX > start2D.x)) {
distance = distance * -1;
}
var i;
for (i = 0; i < self.vertices.length; i++) {
vertices[i].x = startingVertices[i].x + (normal.x * distance);
vertices[i].y = startingVertices[i].y + (normal.y * distance);
vertices[i].z = startingVertices[i].z + (normal.z * distance);
}
object.geometry.verticesNeedUpdate = true;
object.geometry.computeBoundingBox();
object.geometry.computeBoundingSphere();
}
var onMouseUp = function (event) {
if (_dragging && vertices.length > 0) {
offset.set(vertices[0].x - startingVertices[0].x, vertices[0].y - startingVertices[0].y, vertices[0].z - startingVertices[0].z);
offset.divideScalar(2);
object.position.add(offset);
object.geometry.center();
}
}
var getIntersects = function (event, object) {
var rect = viewport.getBoundingClientRect();
point.fromArray([
( event.clientX - rect.left ) / rect.width,
( event.clientY - rect.top ) / rect.height
]);
mouse.set(( point.x * 2 ) - 1, -( point.y * 2 ) + 1);
raycaster.setFromCamera(mouse, camera);
if (object instanceof Array) {
return raycaster.intersectObjects(object);
}
return raycaster.intersectObject(object);
};
var toScreenPosition = function (x, y, z) {
var rect = viewport.getBoundingClientRect();
var point = new THREE.Vector2();
screenPositionVector.set(x || 0, y || 0, z || 0);
screenPositionVector.project(camera);
point.set((screenPositionVector.x + 1) / 2 * rect.width, -(screenPositionVector.y - 1) / 2 * rect.height);
return point;
};
var getAdjacentNormalFaces = function (geometry, face) {
// Returns an array of all faces that are adjacent and share the same normal vector
};
var getFaceVertices = function (geometry, faces) {
// Returns an array of vertices that belong to the array of faces
};
我试图找出鼠标沿法向量移动的距离。
想法是沿着相交面的法向量移动对象内的一组顶点。
目前,我有一个 onmousedown 事件处理程序,用于查找相交面、具有相同法线的相邻面以及与这些面关联的顶点。我还有一个沿着法线移动顶点的 onmousemove 事件处理程序。
现在,每次触发事件时,onmousemove 只是将顶点沿面法线移动 1 个单位。我想让他们用鼠标移动。
我正在处理的代码主要来自 three.js 编辑器。非常感谢任何帮助,谢谢!
var object; // Set outside this code
var camera; // Set outside this code
var viewport; // Set outside this code
var raycaster = new THREE.Raycaster();
var point = new THREE.Vector2();
var mouse = new THREE.Vector2();
var _dragging = false;
var faces = [];
var vertices = [];
function onMouseDown(event) {
if (object === undefined || _dragging === true) {
return;
}
event.preventDefault();
event.stopPropagation();
var intersect = getIntersects(event, object)[0];
if (intersect && intersect.face) {
faces = getAdjacentNormalFaces(intersect.object.geometry, intersect.face);
vertices = getFaceVertices(intersect.object.geometry, self.faces);
}
_dragging = true;
}
function onMouseMove(event) {
if (object === undefined || vertices.length === 0 || _dragging === false) {
return;
}
event.preventDefault();
event.stopPropagation();
var normal = faces[0].normal;
/*
* Get the distance to move the vertices
*/
var distance = 1;
var i;
for (i = 0; i < self.vertices.length; i++) {
self.vertices[i].x += (normal.x * distance);
self.vertices[i].y += (normal.y * distance);
self.vertices[i].z += (normal.z * distance);
}
object.geometry.verticesNeedUpdate = true;
object.geometry.computeBoundingBox();
object.geometry.computeBoundingSphere();
}
var getIntersects = function (event, object) {
var rect = viewport.getBoundingClientRect();
point.fromArray([
( event.clientX - rect.left ) / rect.width,
( event.clientY - rect.top ) / rect.height
]);
mouse.set(( point.x * 2 ) - 1, -( point.y * 2 ) + 1);
raycaster.setFromCamera(mouse, camera);
if (object instanceof Array) {
return raycaster.intersectObjects(object);
}
return raycaster.intersectObject(object);
};
var getAdjacentNormalFaces = function (geometry, face) {
// Returns an array of all faces that are adjacent and share the same normal vector
};
var getFaceVertices = function (geometry, faces) {
// Returns an array of vertices that belong to the array of faces
};
更新: 作为总结......我有事件处理程序,需要移动的顶点集以及顶点应该移动的法向量。我需要的是顶点应该根据鼠标所在的位置移动的偏移距离。
我的第一个想法是创建一个垂直于法向量的平面并跟踪鼠标在该平面上的位置。但是,我不确定 1. 如何创建最大边对相机可见的垂直平面,以及 2. 如何将鼠标在平面上的 x/y 坐标转换为顶点应移动的距离.
您可以通过两种方式实现,在鼠标移动时或在动画帧中。
onmouseMove(){
mouseX = ( event.clientX - windowHalfX ) / resistanceh;
mouseY = ( event.clientY - windowHalfY ) / resistancew;
var raycaster = new THREE.Raycaster();
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(objects);
if ( intersects.length > 0 ) {
if(mousedown){
//do your thing
}
或者我发现在你的动画中更新这些值更准确。
AnimationFrame(){
mouseX = ( event.clientX - windowHalfX ) / resistanceh;
mouseY = ( event.clientY - windowHalfY ) / resistancew;
我解决这个问题的方法是在二维平面上绘制零点和法线点,然后使用反斜率找到与法线相交的垂直线。然后我可以使用起点和交点来找到鼠标移动的距离。我还必须使用相机缩放最终距离。
快速参考:
// linear slope/intercept: y = mx + b
// solve for b: b = y - mx
// solve for m: (y2 - y1) / (x2 - x1)
// get inverse slope: -1 / m
// get intersect point: (b2 - b1) / (m1 - m2)
可能有更简单的方法,但这是我所做的,希望它能帮助其他人:
鼠标按下
将中心(0,0,0)向量、人脸法线向量和任意1单位向量(1,0,0)投影到相机上,得到三者的屏幕位置积分
var zero2D = toScreenPosition(0, 0, 0); var one2D = toScreenPosition(1, 0, 0); var normal2D = toScreenPosition(intersect.face.normal.x, intersect.face.normal.y, intersect.face.normal.z); / ***** / var toScreenPosition = function (x, y, z) { var rect = viewport.getBoundingClientRect(); var point = new THREE.Vector2(); screenPositionVector.set(x || 0, y || 0, z || 0); screenPositionVector.project(camera); point.set((screenPositionVector.x + 1) / 2 * rect.width, -(screenPositionVector.y - 1) / 2 * rect.height); return point; };
存储鼠标起点和法线的x方向(1或-1)。
start2D.set(event.clientX, event.clientY); normalDir = zero2D.x < normal2D.x ? 1 : -1;
存储zero/normal线的斜率和反斜率。
slope = (normal2D.y - zero2D.y) / (normal2D.x - zero2D.x); // TODO: Handle zero slope inverseSlope = -1 / slope; // TODO: If slope is 0, inverse is infinity
根据鼠标坐标存储法线的y截距
startingYIntercept = event.clientY - (slope * event.clientX);
使用zero2D和one2D点来找到相机比例。相机比例是两个 2D 点之间的距离除以两个 3D 点之间的距离 (1)。
cameraScale = one2D.distanceTo(zero2D);
为了提高准确性,我们将根据总移动量而不是事件处理程序调用之间的增量来移动顶点。因此,我们需要跟踪所有顶点的起始位置。
startingVertices = []; var i; for (i = 0; i < vertices.length; i++) { startingVertices.push({x: vertices[i].x, y: vertices[i].y, z: vertices[i].z}); }
鼠标移动
使用鼠标位置和反斜率,找到垂直线的 y 截距。
var endingYIntercept = event.clientY - (inverseSlope * event.clientX);
用截距方程求出法线与垂线截距的x位置
var endingX = (endingYIntercept - startingYIntercept) / (slope / inverseSlope);
重新插入 x 以找到 y 点。由于直线在 x 处截距,因此您可以使用法线或垂直线。以此为起点设置终点
var endingY = (slope * endingX) + startingYIntercept; end2D.set(endingX, endingY);
找到点之间的距离并除以相机比例。
var distance = end2D.distanceTo(start2D) / cameraScale;
如果法线与鼠标移动方向相反,则距离乘以-1。
if ((normalDir > 0 && endingX < start2D.x) || (normalDir < 0 && endingX > start2D.x)) { distance = distance * -1; }
由于我们将顶点移动总距离而不是事件处理程序之间的增量,因此顶点更新代码略有不同。
var i; for (i = 0; i < self.vertices.length; i++) { vertices[i].x = startingVertices[i].x + (normal.x * distance); vertices[i].y = startingVertices[i].y + (normal.y * distance); vertices[i].z = startingVertices[i].z + (normal.z * distance); }
Mouseup 加分
当移动顶点时,几何体的中心没有改变,需要更新。要更新中心,我可以调用 geometry.center(),但是,在 Three.js 中,几何体的位置是基于其中心的,因此这将有效地移动中心 和 几何体在相反方向的位置移动到顶点移动距离的一半。我不想要这个,我希望在移动顶点时几何体保持在相同的位置。为此,我将第一个顶点的结束位置减去其开始位置除以 2,然后将该向量添加到几何体的位置。然后我重新定位几何体。
if (_dragging && self.vertices.length > 0) { offset.set(self.vertices[0].x - startingVertices[0].x, self.vertices[0].y - startingVertices[0].y, self.vertices[0].z - startingVertices[0].z); offset.divideScalar(2); object.position.add(offset); object.geometry.center(); }
一起
var object; // Set outside this code
var camera; // Set outside this code
var viewport; // Set outside this code
var raycaster = new THREE.Raycaster();
var point = new THREE.Vector2();
var mouse = new THREE.Vector2();
var _dragging = false;
var faces = [];
var vertices = [];
var startingVertices = [];
var slope = 0;
var inverseSlope;
var startingYIntercept = 0;
var normalDir = 1;
var cameraScale = 1;
var start2D = new THREE.Vector2();
var end2D = new THREE.Vector2();
var offset = new THREE.Vector3();
var onMouseDown = function (event) {
if (object === undefined || _dragging === true) {
return;
}
event.preventDefault();
event.stopPropagation();
var intersect = getIntersects(event, object)[0];
if (intersect && intersect.face) {
var zero2D = toScreenPosition(0, 0, 0);
var one2D = toScreenPosition(1, 0, 0);
var normal2D = toScreenPosition(intersect.face.normal.x, intersect.face.normal.y, intersect.face.normal.z);
start2D.set(event.clientX, event.clientY);
normalDir = zero2D.x < normal2D.x ? 1 : -1;
slope = (normal2D.y - zero2D.y) / (normal2D.x - zero2D.x); // TODO: Handle zero slope
inverseSlope = -1 / slope; // TODO: If slope is 0, inverse is infinity
startingYIntercept = event.clientY - (slope * event.clientX);
cameraScale = one2D.distanceTo(zero2D);
faces = getAdjacentNormalFaces(intersect.object.geometry, intersect.face);
vertices = getFaceVertices(intersect.object.geometry, self.faces);
startingVertices = [];
var i;
for (i = 0; i < vertices.length; i++) {
startingVertices.push({x: vertices[i].x, y: vertices[i].y, z: vertices[i].z});
}
}
_dragging = true;
}
var onMouseMove = function (event) {
if (object === undefined || vertices.length === 0 || _dragging === false) {
return;
}
event.preventDefault();
event.stopPropagation();
var normal = faces[0].normal;
var endingYIntercept = event.clientY - (inverseSlope * event.clientX);
var endingX = (endingYIntercept - startingYIntercept) / (slope / inverseSlope);
var endingY = (slope * endingX) + startingYIntercept;
end2D.set(endingX, endingY);
var distance = end2D.distanceTo(start2D) / cameraScale;
if ((normalDir > 0 && endingX < start2D.x) || (normalDir < 0 && endingX > start2D.x)) {
distance = distance * -1;
}
var i;
for (i = 0; i < self.vertices.length; i++) {
vertices[i].x = startingVertices[i].x + (normal.x * distance);
vertices[i].y = startingVertices[i].y + (normal.y * distance);
vertices[i].z = startingVertices[i].z + (normal.z * distance);
}
object.geometry.verticesNeedUpdate = true;
object.geometry.computeBoundingBox();
object.geometry.computeBoundingSphere();
}
var onMouseUp = function (event) {
if (_dragging && vertices.length > 0) {
offset.set(vertices[0].x - startingVertices[0].x, vertices[0].y - startingVertices[0].y, vertices[0].z - startingVertices[0].z);
offset.divideScalar(2);
object.position.add(offset);
object.geometry.center();
}
}
var getIntersects = function (event, object) {
var rect = viewport.getBoundingClientRect();
point.fromArray([
( event.clientX - rect.left ) / rect.width,
( event.clientY - rect.top ) / rect.height
]);
mouse.set(( point.x * 2 ) - 1, -( point.y * 2 ) + 1);
raycaster.setFromCamera(mouse, camera);
if (object instanceof Array) {
return raycaster.intersectObjects(object);
}
return raycaster.intersectObject(object);
};
var toScreenPosition = function (x, y, z) {
var rect = viewport.getBoundingClientRect();
var point = new THREE.Vector2();
screenPositionVector.set(x || 0, y || 0, z || 0);
screenPositionVector.project(camera);
point.set((screenPositionVector.x + 1) / 2 * rect.width, -(screenPositionVector.y - 1) / 2 * rect.height);
return point;
};
var getAdjacentNormalFaces = function (geometry, face) {
// Returns an array of all faces that are adjacent and share the same normal vector
};
var getFaceVertices = function (geometry, faces) {
// Returns an array of vertices that belong to the array of faces
};