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本文介绍了一种使用Three.js实现的三维场景中的射线碰撞检测方法。通过从摄像机位置发射六个方向的射线,并检测这些射线是否与场景中的物体发生碰撞,来判断摄像机是否可以移动。如果所有射线都没有碰撞,则允许摄像机移动;如果有任一射线碰撞到物体且距离小于50单位,则阻止摄像机移动。

var array = [];

//生成6个射线矢量
var array1 = new THREE.Vector3(0,-1,0);
array.push(array1);
array1 = new THREE.Vector3(0,1,0);
array.push(array1);
array1 = new THREE.Vector3(1,0,0);
array.push(array1);
array1 = new THREE.Vector3(-1,0,0);
array.push(array1);
array1 = new THREE.Vector3(0,0,1);
array.push(array1);
array1 = new THREE.Vector3(0,0,-1);
array.push(array1);

var guess = 0;
for(var index = 0; index < 6; index++)
{
var ray = new THREE.Raycaster(camera.position, array[index].normalize());
var collisionResults = ray.intersectObjects(collideMeshList);

if (collisionResults.length > 0 && collisionResults[0].distance < 50) {
    flag = 1;
    guess = 1;
    break;
}

}

if(guess == 0){ //说明六条射线都没有碰撞到物体
flag = 0;
}
if(flag == 1) {
camera.position.x = cameraposition.x;
camera.position.y = cameraposition.y;
camera.position.z = cameraposition.z;
}
else{
cameraposition.x = camera.position.x;
cameraposition.y = camera.position.y;
cameraposition.z = camera.position.z;
}

var array = [];

//生成6个射线矢量
var array1 = new THREE.Vector3(0,-1,0);
array.push(array1);
array1 = new THREE.Vector3(0,1,0);
array.push(array1);
array1 = new THREE.Vector3(1,0,0);
array.push(array1);
array1 = new THREE.Vector3(-1,0,0);
array.push(array1);
array1 = new THREE.Vector3(0,0,1);
array.push(array1);
array1 = new THREE.Vector3(0,0,-1);
array.push(array1);

var guess = 0;
for(var index = 0; index < 6; index++)
{
    var ray = new THREE.Raycaster(camera.position, array[index].normalize());
    var collisionResults = ray.intersectObjects(collideMeshList);

    if (collisionResults.length > 0 && collisionResults[0].distance < 50) {
        flag = 1;
        guess = 1;
        break;
    }
}

if(guess == 0){    //说明六条射线都没有碰撞到物体
    flag = 0;
}
if(flag == 1) {
    camera.position.x = cameraposition.x;
    camera.position.y = cameraposition.y;
    camera.position.z = cameraposition.z;
   }
else{
    cameraposition.x = camera.position.x;
    cameraposition.y = camera.position.y;
    cameraposition.z = camera.position.z;
}

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