A cube is in the scene. I put a small sphere-geometry objects[i] on the front face. Rotating the cube in a position which hides the front-face. The sphere-geometry is hidden yet too. now I set a ray from the camera to the sphere-geometry but no cube-faces and no sphere-geometry getting intersected. why?
the vectors of the ray origin (camera) and ray direction (objects[i].position) in the console are correctly.
function detectIntersections () {
var detectDirection = new THREE.Vector3();
detectDirection.x = objects[i].position.x;
detectDirection.y = objects[i].position.y;
detectDirection.z = objects[i].position.z;
var detectOrigin = new THREE.Vector3(camera.position.x,camera.position.y,camera.position.z);
var raycaster = new THREE.Raycaster();
raycaster.set(detectOrigin, detectDirection);
var intersects = raycaster.intersectObjects( scene.children, true )};
I expect a non empty intersects-Array.
Related
I have array of XY coordinates from which i have to get the respective Z positions. I have created the following code to achieve same.
This function loops through array and calls further function to get the Z value.
function generate_section(){
for(var i=0;i<points.length;i++){
//temporary try to get for the same.
var pts = points[i];
var z = sectioncall(pts.x,pts.y);
console.log(pts,z);
}
}
The following function is a raycaster which cast the ray for the provided x& y value and cast a downward ray.
function sectioncall(x,y){ //grabs the Z value for the provided XY
var top = new THREE.Vector3(x, y , 30 );
var bottom = new THREE.Vector3(x , y , -30 );
var direction = new THREE.Vector3();
direction = direction.subVectors( bottom, top ).normalize();
//start raycaster
var raycaster = new THREE.Raycaster();
raycaster.set( top, direction );
// calculate objects intersecting the picking ray
var intersects = rayCaster.intersectObjects(scene.getObjectByName('MyObj_s').children);
var rpt = intersects[0].point;
//draw a line the way ray caster casting the ray
var geometry = new THREE.Geometry();
geometry.vertices.push( top );
geometry.vertices.push( rpt );
var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
var line = new THREE.Line( geometry, material );
scene.add( line );
return rpt;
}
With the above code i get the result like this:
but what i want to achive is the result like this:
So that the returning values will be about for respective XY instead of last XY as you see on the console.
You have slightly made a mistake in the code.
it should be
var intersects = raycaster.intersectObjects(scene.getObjectByName('MyObj_s').children);
you misspelled it as rayCaster.
In my Three.js project i have a mesh using a buffergeometry.
Using raycaster i find the intersection of a ray with this mesh in a specific face of which it says me the index.
How can i find vertices position of this face?
Instead of using the faceIndex, it's easier to use the face property of an intersection object. You can use it like so:
var vA = new THREE.Vector3();
var vB = new THREE.Vector3();
var vC = new THREE.Vector3();
var face = intersection.face;
var geometry = intersection.object.geometry;
var position = geometry.attributes.position;
vA.fromBufferAttribute( position, face.a );
vB.fromBufferAttribute( position, face.b );
vC.fromBufferAttribute( position, face.c );
If you need the vertices in world space, then multiple these three vectors with the world matrix of your object.
three.js R102
I am using a raycaster for a projection of a point onto a face. But somehow that doesn't seem to work. I.e. taking point (25,25,300) and direction (0,0,-1) the raycaster doesn't find and intersect with a box of size (30,30,30) located at (0,0,0). Am I doing sth wrong?
var geometry = new THREE.BoxGeometry(30, 30, 30);
var material = new THREE.MeshBasicMaterial( );
var mesh = new THREE.Mesh(geometry, material);
var dir = new THREE.Vector3(0,0,-1);
var p = new THREE.Vector3(25,25,300);
var raycaster = new THREE.Raycaster(p, dir);
var intersects = raycaster.intersectObjects(mesh); // returns an empty array
There are two problems with your example, first is that you are using the method raycaster.intersectObjects which takes an array as argument, when you should be using raycaster.intersectObject which takes an object.
Secondly, you are missing the mesh.
Try these values: var p = new THREE.Vector3(15,15,300); instead. The image below illustrates the problem..
I'm having a strange problem with raycasting. My scene consists of a room with a couple of components that you can move around inside that room. When the component is moving i'm measuring the distances to the walls, an invisible roof and floor. The problem is that the roof which is a ShapeGeometry is visible where it should be at the top of the walls but not hit when raycasting.
Here's where i create the mesh for the invisible roof
const roofShape = new THREE.Shape();
roofShape.moveTo(roofPoints[0].x, roofPoints[0].y);
for (let i = 1; i < roofPoints.length; i++) {
roofShape.lineTo(roofPoints[i].x, roofPoints[i].y);
}
roofShape.lineTo(roofPoints[0].x, roofPoints[0].y);
const geometry = new THREE.ShapeGeometry(roofShape);
const material = new THREE.MeshBasicMaterial({color: 0x000000, side: THREE.DoubleSide});
material.opacity = 0;
material.transparent = true;
const mesh = new THREE.Mesh(geometry, material);
mesh.position.x = 0;
mesh.position.y = 0;
mesh.position.z = room._height;
mesh.name = "ROOF";
mesh.userData = <Object3DUserData> {
id: IntersectType.INVISIBLE_ROOF,
intersectType: IntersectType.INVISIBLE_ROOF,
};
The function that's invoking the raycasting. The direction vector is(0, 0, 1) in this case. And the surfaces parameter is an array which only contains the mesh created above.
function getDistanceToSurface(componentPosition: THREE.Vector3, surfaces: THREE.Object3D[], direction: THREE.Vector3): number {
const rayCaster = new THREE.Raycaster(componentPosition, direction.normalize());
const intersections = rayCaster.intersectObjects(surfaces);
if (!intersections || !intersections.length) {
return 0;
}
const val = intersections[0].distance;
return val;
}
By changing the z direction to -1 i found that the raycaster found the roof at z=0. It seems that the geometry is still at position z=0.
I then tried to translate the geometry shape
geometry.translate(0, 0, room._height);
And now the raycaster finds it where i expect it to be. But visually it it's double the z position(mesh opacity=1). Setting the mesh position z to 0 makes it visibly correct and the raycasting still works.
I've been looking at the examples of raycasting but can't find anywhere where a ShapeGeometry needs do this.
Am i doing something wrong? Have i missed something? Do i have to set z position of the geometry, is it not enough with positioning the mesh?
As hinted in the comment by #radio the solution was as described in How to update vertices geometry after rotate or move object
mesh.position.z = room._height;
mesh.updateMatrix();
mesh.geometry.applyMatrix(mesh.matrix);
mesh.matrix.identity();
In three.js, I'm using PointerLock controls the make a basic first person shooter.
I use
function onDocumentMouseDown( event ) {
var raycaster = new THREE.Raycaster();
mouse3D.normalize();
controls.getDirection( mouse3D );
raycaster.set( controls.getObject().position, mouse3D );
var intersects = raycaster.intersectObjects( objects );
...
}
to detect a collision with an object, which means you "shot" the object.
Now, I want to visualize the path the bullet took. I was thinking about drawing a line from where the user is looking to, in direction of the raycaster, but I can't figure out how to do this... Anyone who can help me? I'm new to three.js, never thought drawing a line would be this hard.
Update:
I'm trying to draw a line using:
var geometry = new THREE.Geometry();
geometry.vertices.push(...);
geometry.vertices.push(...);
var line = new THREE.Line(geometry, material);
scene.add(line);
but I can't figure out what to put in place of the "..." . How can I detect which point the line should go to? And how to determine which point it starts from? The player is able to move and even jump so the starting point is always different too.
You can use the following (using r83):
// Draw a line from pointA in the given direction at distance 100
var pointA = new THREE.Vector3( 0, 0, 0 );
var direction = new THREE.Vector3( 10, 0, 0 );
direction.normalize();
var distance = 100; // at what distance to determine pointB
var pointB = new THREE.Vector3();
pointB.addVectors ( pointA, direction.multiplyScalar( distance ) );
var geometry = new THREE.Geometry();
geometry.vertices.push( pointA );
geometry.vertices.push( pointB );
var material = new THREE.LineBasicMaterial( { color : 0xff0000 } );
var line = new THREE.Line( geometry, material );
scene.add( line );
Codepen at: https://codepen.io/anon/pen/evNqGy
You can use something like this:
function animate_Line(frame, totalFrames) {
//Calculate how much of the line should be drawn every iteration
var delta = lineDistance/(totalFrames);
var deltaSpeed = delta * frame;
for(var i=0; i<f_Ray_List[0].length; i++) {
for(var j=0; j<f_Ray_List[1].length; j++) {
//Change Offsets
line.geometry.vertices[1].y = line.geometry.vertices[0].y - deltaSpeed;
//Update Rays = true (Make FRT rays draw-able)
line.geometry.verticesNeedUpdate = true;
}
}
}
where frame is the current frame (a counter in your animate function), totalFrames would be the amount of frames that the line would take to be animated. The lineDistance can be calculated by using this:
lineDistance = line.geometry.vertices[0].y - line.vertices[1].y; //Add this line where you create the line object.
and remember to call line.geometry.verticesNeedUpdate = true; in every line individually, so that the line would able to be animated.
Notice that this is only based on Line.y axis. This would not be great at first. I'm currently working on converting this to Polar coordinates instead but I have no idea what is going on hahah.