这篇文章是对射线法raycaster的补充,上一篇文章主要讲的是raycaster射线法拾取模型的原理,而这篇文章着重讲使用射线法要注意的地方。首先我们来看下图。

我来解释一下上图中的originTriangle,这就是Triangle2三角形第一次绘制在空间中的位置,而Triangle2当前的位置是经过一系列空间变换而来的(这些位置姿态变换大多是由用户鼠标交互产生),变换矩阵就是transformMatrix。这下就引出了本文第一个重点,那就是做raycaster的时候要保证线段碰撞模型的时候一定是模型当前所处的空间位置,即已经做过transformMatrix空间(姿态,位置)变换,否则线段如果和模型之前的初始化位置求交显然没有交点,就拾取失败了。这就是做raycaster要注意的第一个重点,即射线一定要和空间变换后的模型求交。
接下来我们再看一张图,请看下图。

我们看到,射线和模型有2个交点,P2_0和P2_1,分别交四面体的前面于P2_0和交四面体的后面于P2_1。这就是我们要着重关注的本文第二个重点,即raycaster射线拾取模型过程中射线与单个模型有多个交点的问题。处理这个问题其实有很多办法,这里我们采用最简单的方式,就是距离相机(人眼)位置近者胜出的策略。计算交点的算法上一篇文章已经提到,这里不再赘述,但要说明的是,我们计算的每一个面在数据结构中都有自身模型父节点geometry,如果像上图一个四面体的geometry和射线产生了多个面相交,那我们就认为鼠标选中的是该模型geometry离相机(camera)(人眼)最近的交面上的交点。
对于上面2点的叙述,配合部分代码展示,是geometry空间变换的,代码如下。
- Object.assign(CubeSection.prototype, {
- //重载,每一帧同步数据
- sync: function () {
- if(this._mode === "face") {//根据剖切模式管理鼠标拖拽逻辑
- if (this._selectFace) {
- let camera = this._viewer.getMainCamera();
- let last = this._mousePoints.getLast();
- let lastX = camera.getNormalizedX(last[0]);
- let lastY = camera.getNormalizedY(last[1]);
- let current = this._mousePoints.getCurrent();
- let currentX = camera.getNormalizedX(current[0]);
- let currentY = camera.getNormalizedY(current[1]);
- this._mousePoints.sync();
- let deltaX = currentX - lastX;
- let deltaY = currentY - lastY;
- if (Math.abs(deltaX) < Algorithm.EPSILON && Math.abs(deltaY) < Algorithm.EPSILON)
- return;
- //如果面被选中,并且有移动量,需要进行剖切面移动处理
- let start = Vec3.MemoryPool.alloc();
- let end = Vec3.MemoryPool.alloc();
- camera.computeScreenToWorldNearFar(lastX, lastY, start, end, true);
- //获取起点与平面的交点
- let plane = this._cubeClip.getClipPlane(this._selectFace.getName());
- let planePt1 = Vec3.MemoryPool.alloc();
- if (Plane.intersectLine(planePt1, start, end, plane)) {
- //将模型交点再转换到屏幕坐标上,主要为了获取z值给终点
- let temppt = Vec3.MemoryPool.alloc();
- camera.computeWorldToScreen(planePt1, temppt);
- Vec3.set(temppt, currentX, currentY, temppt[2]);
- let planePt2 = Vec3.MemoryPool.alloc();
- camera.computeScreenToWorld(temppt, planePt2);
- Vec3.sub(temppt, planePt2, planePt1);
- let dist = Vec3.dot(plane, temppt);
- this.move(dist);
- Vec3.MemoryPool.free(planePt2);
- Vec3.MemoryPool.free(temppt);
- }
- Vec3.MemoryPool.free(planePt1);
- Vec3.MemoryPool.free(start);
- Vec3.MemoryPool.free(end);
- }
- } else if(this._mode === "translate"){
- if(this._selectAxis) {
- let camera = this._viewer.getMainCamera();
- let last = this._mousePoints.getLast();//前一帧鼠标的XY坐标
- let lastX = camera.getNormalizedX(last[0]);
- let lastY = camera.getNormalizedY(last[1]);
- let current = this._mousePoints.getCurrent();//目前帧鼠标的XY坐标
- let currentX = camera.getNormalizedX(current[0]);
- let currentY = camera.getNormalizedY(current[1]);
- this._mousePoints.sync();//继续下一帧同步鼠标XY坐标
- let deltaX = currentX - lastX;//X偏移量
- let deltaY = currentY - lastY;//Y偏移量
- if (Math.abs(deltaX) < Algorithm.EPSILON && Math.abs(deltaY) < Algorithm.EPSILON) {
- //如果XY偏移量都为零,就直接返回,什么操作都不做
- return;
- }
- //坐标系轴被选中,并且有偏移量,就要移动整个包围盒子
- let start = Vec3.MemoryPool.alloc();
- let end = Vec3.MemoryPool.alloc();
- //把屏幕上的XY坐标换算到视棱台near,far截面上的XY坐标
- camera.computeScreenToWorldNearFar(lastX, lastY, start, end, true);
- //当前pick的坐标轴
- let axis = this._selectAxis;
- //near-far线段截axis坐标轴的交点
- let intersectPoint1 = Vec3.MemoryPool.alloc();
- //射线碰撞
- let intersections = this._drawActor.linesegmentIntersect(start, end);//对场景中的所有物体进行线段碰撞检测
- //遍历intersections列表,按照离相机从远到近排列
- for (let i = 0; i < intersections.length; i++) {
- let geometry = intersections[i].getDrawable().getGeometry();
- if (geometry && new String(geometry._name).substring(0, 4) === "axis") {
- intersectPoint1 = intersections[i]._point;//获取到near-far线段和坐标轴的交点
- break;
- }
- }
- //将near-far和坐标轴的交点再转换到屏幕坐标上,主要为了获取z值给终点
- let screenPoint = Vec3.MemoryPool.alloc();
- camera.computeWorldToScreen(intersectPoint1, screenPoint);
- //screePoint(currentX, currentY, screenPoint.z)
- Vec3.set(screenPoint, currentX, currentY, screenPoint[2]);
- //鼠标移动的第二个场景坐标系里的点坐标
- let intersectPoint2 = Vec3.MemoryPool.alloc();
- //把屏幕归一化坐标转化为场景世界坐标
- camera.computeScreenToWorld(screenPoint, intersectPoint2);
- Vec3.sub(screenPoint, intersectPoint2, intersectPoint1);
- let dist = 0;
- if(this._selectAxis._name === "axisX"){
- dist = screenPoint[0];
- }else if(this._selectAxis._name === "axisY"){
- dist = screenPoint[1];
- }else if(this._selectAxis._name === "axisZ"){
- dist = screenPoint[2];
- }
- this.move(dist);
- //析构向量
- Vec3.MemoryPool.free(intersectPoint1);
- Vec3.MemoryPool.free(intersectPoint2);
- Vec3.MemoryPool.free(screenPoint);
- Vec3.MemoryPool.free(start);
- Vec3.MemoryPool.free(end);
- }
- } else if(this._mode === "rotate"){
- } else if(this._mode === "scale"){
- }
- },
- updateTransform: function () {
- let mat = this._cubeRoot.getMatrix();
- //重新计算坐标系模型的_matrix
- this._coordinateSection.update(this._clipBox, this._scale, this._translate, this._rotate, this._scaleMatrix, this._translateMatrix, this._rotateMatrix, mat);
- Mat4.fromScaling(this._scaleMatrix, this._scale);
- Mat4.fromTranslation(this._translateMatrix, this._translate);
- Mat4.fromQuat(this._rotateMatrix, this._rotate);
- Mat4.mul(mat, this._translateMatrix, this._rotateMatrix);
- Mat4.mul(mat, mat, this._scaleMatrix);
- //剖切面数据的变换
- this._cubeClip.resetClipPlane();
- this._cubeClip.transformClipPlane(mat);
- //包围盒子更新
- this._clipBox.setMaxValue(0.5, 0.5, 0.5);
- this._clipBox.setMinValue(-0.5, -0.5, -0.5);
- this._clipBox.transformMat4(mat);
- },
接下来是选取离相机近的交点,代码如下
- //拾取物体,根据当前剖切模式选择intersections列表中的碰撞对象
- pick: function (x, y) {
- let camera = this._viewer.getMainCamera();
- let start = Vec3.MemoryPool.alloc();
- let end = Vec3.MemoryPool.alloc();
- camera.computeScreenToWorldNearFar(x, y, start, end);
- let intersections = this._drawActor.linesegmentIntersect(start, end);
- let l = intersections.length;
- if (l !== 0) {
- switch(this._mode){
- case "face" : {//面剖切
- let intersection = intersections[0];//LineSegmentIntersection
- let geometry = intersection.getDrawable().getGeometry();
- if (geometry) {
- this._selectFace = geometry;
- this._selectFace.setStateSet(this._selectState);
- return true;
- }
- }
- case "translate" : {//平移剖切
- //遍历intersections列表,按照离相机从远到近排列
- for(var i=0; i<l; i++){
- let geometry = intersections[i].getDrawable().getGeometry();
- if(geometry && new String(geometry._name).substring(0, 4) === "axis"){
- this._selectAxis = geometry;
- this._selectAxis.setStateSet(this._selectStateAxis);
- break;
- }
- }
- return true;
- }
- case "rotate" : {//旋转剖切
- //遍历intersections列表,按照离相机从远到近排列
- for(var i=0; i<l; i++){
- let geometry = intersections[i].getDrawable().getGeometry();
- if(geometry && new String(geometry._name).substring(0, 4) === "face"){
- this._selectAxisFace = geometry;
- this._selectAxisFace.setStateSet(this._selectStateAxisFace);
- break;
- }
- }
- return true;
- }
- case "scale" : {//缩放剖切
- //遍历intersections列表,按照离相机从远到近排列
- for(var i=0; i<l; i++){
- let geometry = intersections[i].getDrawable().getGeometry();
- if(geometry && new String(geometry._name).substring(0, 4) === "axis"){
- this._selectAxis = geometry;
- this._selectAxis.setStateSet(this._selectStateAxis);
- break;
- }
- }
- return true;
- }
- }
- }
- return false;
- },
其中intersections[]交点列表是按照离相机由远到近距离排序的,intersection[i]交点离相机距离比intersection[i+1]交点离相机距离要近。这就是我们采取的离相机近交点胜出原则。
好了,以上就是raycaster射线拾取模型要注意的地方,如有错误,希望读者斧正,欢迎诸位同学留言。如需转载本文,请注明出处:https://www.cnblogs.com/ccentry/p/9977490.html