As quads faces are no longer supported in three.js. I am having trouble Raycast picking segments between 4 vertices points as a square as they are now made up of triangle faces.
So my picking returns triangle shape not square:
var faces = 10;
var myplane = new THREE.Mesh(
new THREE.PlaneGeometry(1000, 1000, faces, faces),
new THREE.MeshNormalMaterial({
color: 0x993333,
wireframe: false
}));
objects.push(myplane);
scene.add(myplane);
//raycast code
if ( intersects.length > 0 ) {
_controls.noRotate = true;
var face = intersects[0].face;
var temp = intersects[0].object;
var geo = temp.geometry;
geo.vertices[face.a].z -= 20;
geo.vertices[face.b].z -= 20;
geo.vertices[face.c].z -= 20;
//want other face verts below basically
geo.vertices[face.d].z -= 20;
geo.vertices[face.e].z -= 20;
geo.vertices[face.f].z -= 20;
geo.verticesNeedUpdate = true;
if(intersects[ 0 ].faceIndex % 2 == 0){
// geo.vertices[intersects[0].faceIndex + 1].z = 40;
// console.log("Even face Index: " + intersects[ 0 ].faceIndex);
}else{
// console.log("Odd face Index: " + intersects[ 0 ].faceIndex -1);
//geo.vertices[intersects[0].faceIndex - 1].z = 40, of course doest work
}
}
Below is a 2d example for a better vsual... Currently I get the red out-e , but I'm wanting to pick like the green example:
As quads faces are no longer supported in three.js. I am having trouble Raycast picking segments between 4 vertices points as a square as they are now made up of triangle faces.
So my picking returns triangle shape not square:
var faces = 10;
var myplane = new THREE.Mesh(
new THREE.PlaneGeometry(1000, 1000, faces, faces),
new THREE.MeshNormalMaterial({
color: 0x993333,
wireframe: false
}));
objects.push(myplane);
scene.add(myplane);
//raycast code
if ( intersects.length > 0 ) {
_controls.noRotate = true;
var face = intersects[0].face;
var temp = intersects[0].object;
var geo = temp.geometry;
geo.vertices[face.a].z -= 20;
geo.vertices[face.b].z -= 20;
geo.vertices[face.c].z -= 20;
//want other face verts below basically
geo.vertices[face.d].z -= 20;
geo.vertices[face.e].z -= 20;
geo.vertices[face.f].z -= 20;
geo.verticesNeedUpdate = true;
if(intersects[ 0 ].faceIndex % 2 == 0){
// geo.vertices[intersects[0].faceIndex + 1].z = 40;
// console.log("Even face Index: " + intersects[ 0 ].faceIndex);
}else{
// console.log("Odd face Index: " + intersects[ 0 ].faceIndex -1);
//geo.vertices[intersects[0].faceIndex - 1].z = 40, of course doest work
}
}
Below is a 2d example for a better vsual... Currently I get the red out-e , but I'm wanting to pick like the green example:
Share Improve this question edited Mar 29, 2015 at 23:06 Careen asked Mar 26, 2015 at 9:15 CareenCareen 5671 gold badge6 silver badges28 bronze badges 7
- This problem is definitely not trivial. Without information to associate 2 triangles, on what criteria would you choose quads? You may want to consider a different approach depending on the actual problem you are trying to solve. – Alexander O'Mara Commented Mar 28, 2015 at 16:15
- Simply you have a plane and you want to raycast a face, the raycast returns one triangle , as opposed to a square / two triangle face. I was thinking that i could create a plane and store each face in pairs then in a loop then access them via reference...But i was hoping there an easy solution, Im sure the answer would help many as they start updating thier three.js versions in time – Careen Commented Mar 28, 2015 at 16:23
-
1
If you are raycasting against a plane, and the geometry is of type
THREE.Geometry
,intersects[ 0 ].faceIndex
tells you the face index of the selected face. IffaceIndex
is even, then add 1 to get the face index of the 2nd face of the quad. IffaceIndex
is odd, then subtract 1. – WestLangley Commented Mar 28, 2015 at 18:49 - Find the longest edge in the intersected triangle, loop over all other faces and find the one that has same edge (point to vertices that make that edge). – meirm Commented Mar 28, 2015 at 21:38
- geo.vertices[intersects[0].faceIndex + 1].z = 40; im missing something here, the vertex are different to current face selection... – Careen Commented Mar 29, 2015 at 12:53
2 Answers
Reset to default 7 +50try this code to get intersection faces
if ( intersects.length > 0 )
{
var faceIndex = intersects[0].faceIndex;
var obj = intersects[0].object;
var geom = obj.geometry;
var faces = obj.geometry.faces;
var facesIndices = ["a","b","c"];
facesIndices.forEach(function(indices){
geom.vertices[faces[faceIndex][indices]].setZ(-10);
});
if(faceIndex%2 == 0){
faceIndex = faceIndex+1;
}else{
faceIndex = faceIndex-1;
}
facesIndices.forEach(function(indices){
geom.vertices[faces[faceIndex][indices]].setZ(-10);
});
geom.verticesNeedUpdate = true;
}
In the general case, getting and changing the geometry of a raycast to mesh triangle intersection is just:
var face = intersects[0].face;
var obj = intersects[0].object;
var geom = obj.geometry;
var vertA = geom.vertices[face.a];
var vertB = geom.vertices[face.b];
var vertC = geom.vertices[face.c];
vertA.setY(100);
vertB.setY(110);
vertC.setY(105);
geom.verticesNeedUpdate = true;
No need to iterate through the faces array, or build a contrived face vertex array just to loop through it in the next step.
发布者:admin,转转请注明出处:http://www.yc00.com/questions/1744837049a4596327.html
评论列表(0条)