MDNの説明に従って、境界ボックスの交差をチェックしていました。あなたは2つの緑色のボックスが交差しないと、まだ彼らが...誰かですログインしています。このスクリーンショットで見ることができるようにintersectsBoxがfalseを返すとtrueを返します
const testBoxGeometry = new THREE.BoxGeometry(3, 3, 3);
const testBoxMaterial = new THREE.MeshBasicMaterial({color: 0x00ff00});
testBox = new THREE.Mesh(testBoxGeometry, testBoxMaterial);
testBox.geometry.computeBoundingBox();
testBoundingBox = new THREE.Box3(
testBox.geometry.boundingBox.min,
testBox.geometry.boundingBox.max
);
testBox.position.set(5, 0, 5);
scene.add(testBox);
const cameraBoxGeometry = new THREE.BoxGeometry(3, 3, 3);
const cameraBoxMaterial = new THREE.MeshBasicMaterial({color: 0x00ff00});
cameraBox = new THREE.Mesh(cameraBoxGeometry, cameraBoxMaterial);
cameraBox.geometry.computeBoundingBox();
cameraBoundingBox = new THREE.Box3(
cameraBox.geometry.boundingBox.min,
cameraBox.geometry.boundingBox.max
);
scene.add(cameraBox);
そして、私のアニメーション機能で
if (testBoundingBox.intersectsBox(cameraBoundingBox)) {
console.log(`intersection`);
}
:だから私は、コードを書きました私が間違ってやっていることを知っているかもしれないし、これをデバッグする方向に私を押し込むかもしれない?
EDIT
Hectateが述べたように、私はsetFromObjectを()を追加する必要があり、これが私の最初の問題を修正します。しかし、今私は新しい問題を抱えています。私が使用する最初の四角は私のカメラを表すからです。私は環境を作り、プレイヤー(一人目をシミュレートするカメラ)がそのエリア内のどのオブジェクトにも衝突しているかどうかを確認したい。私はObject3D()を作成し、カメラと正方形を追加することでこれを行います。私は正方形を見えないようにしますが、衝突を検出するための境界に使用します。
プレーヤーObject3Dを翻訳(私は翻訳用に翻訳しています)していますので、私の元の位置は変わらず、交差点は常にORしか起こりません。
私は私のプレーヤーObject3Dをナビゲートするために使用しているコード:
if (moveForward) player.translateZ(- .05);
if (moveBackward) player.translateZ(.05);
if (moveLeft) player.translateX(- .05);
if (moveRight) player.translateX(.05);
EDIT 2
:キーは私のアニメーション機能にswitch (e.key) {
case `z`:
moveForward = true;
break;
case `s`:
moveBackward = true;
break;
case `q`:
moveLeft = true;
break;
case `d`:
moveRight = true;
break;
}
を押された場合
チェック
これは私の完全なscript.jsです:
import sets from './data/sets';
import ColladaLoader from 'three-collada-loader';
import BufferLoader from './modules/sound/BufferLoader';
import SpawnObject from './modules/render/SpawnObject';
import Controls from './modules/util/Controls';
import io from 'socket.io-client';
import {isEmpty} from 'lodash';
const OrbitControls = require(`./modules/util/OrbitControls`)(THREE);
const DeviceOrientationControls = require(`./modules/util/DeviceOrientationControls`);
// const PointerLockControls = require(`./modules/util/PointerLockControls`);
let scene, camera, renderer, VRcontrols, element, cameraBox, testBox, cameraBoundingBox, testBoundingBox;
let audioCtx, bufferLoader;
let socket, controlData;
let player, playerMesh;
let mobile;
let moveForward = false, moveBackward = false, moveLeft = false, moveRight = false;
let camX = 0;
const camY = 0;
let camZ = 2;
let mousedown = false;
const camSpeed = .1;
const notes = [];
let devices = [];
const collidableMeshList = [];
const mobilecheck =() => {
mobile = false;
(function(a) {if (/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm(os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(a) || /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s)|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp(i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac(|\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt(|\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg(g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v)|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v)|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-|)|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(a.substr(0, 4))) mobile = true;})(navigator.userAgent || navigator.vendor || window.opera);
return mobile;
};
const init =() => {
mobilecheck();
socket = io(`/`);
socket.on(`init`, handleWSInit);
socket.on(`dataTransfer`, handleWSData);
window.AudioContext = window.AudioContext || window.webkitAudioContext;
if (!mobile) {
document.addEventListener(`keydown`, useArrowDown);
document.addEventListener(`keyup`, useArrowUp);
document.addEventListener(`mousedown`,() => mousedown = true);
document.addEventListener(`mouseup`,() => mousedown = false);
document.addEventListener(`mousemove`, e => {
if (mousedown) {
const rotateAngle = Math.PI/4;
player.rotateY(rotateAngle * e.movementX * .1);
}
});
}
};
const handleWSInit = users => {
const {id: socketId} = socket;
users = users.map(u => {
if (u.socketId === socketId) u.isMe = true;
return u;
});
devices = users;
if (window.location.href.indexOf(`controls`) > - 1) {
const controls = new Controls(socket, devices);
console.log(controls);
return;
}
document.querySelector(`main`).classList.remove(`controls`);
loadAudio();
};
const loadAudio =() => {
audioCtx = new AudioContext();
bufferLoader = new BufferLoader(audioCtx);
bufferLoader.load(sets.drums)
.then(data => spawnObject(data));
initEnvironment();
};
const handleWSData = data => {
if (data !== undefined || data !== null || isEmpty(data)) controlData = data;
devices = devices.map(u => {
u.yo = false;
return u;
});
};
const spawnObject = data => {
for (let i = 0;i < 5;i ++) {
const bol = new SpawnObject(`object.dae`, audioCtx, data[0], scene, true);
notes.push(bol);
collidableMeshList.push((notes[0].scene.children[2]));
}
};
const initEnvironment =() => {
console.log(notes);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(
50, window.innerWidth/window.innerHeight,
1, 1000
);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
element = renderer.domElement;
document.body.appendChild(element);
//PLAYER
player = new THREE.Object3D();
const testBoxGeometry = new THREE.BoxGeometry(3, 3, 3);
const testBoxMaterial = new THREE.MeshBasicMaterial({color: 0x00ff00});
testBox = new THREE.Mesh(testBoxGeometry, testBoxMaterial);
testBox.geometry.computeBoundingBox();
const testBoxHelper = new THREE.BoxHelper(testBox, 0x0000ff);
testBoundingBox = new THREE.Box3(
testBox.geometry.boundingBox.min,
testBox.geometry.boundingBox.max
);
testBox.position.set(0, 0, 3);
testBoundingBox.setFromObject(testBox);
scene.add(testBox);
scene.add(testBoxHelper);
const cameraBoxGeometry = new THREE.BoxGeometry(3, 3, 3);
const cameraBoxMaterial = new THREE.MeshBasicMaterial({color: 0x00ff00});
cameraBox = new THREE.Mesh(cameraBoxGeometry, cameraBoxMaterial);
cameraBox.geometry.computeBoundingBox();
const cameraBoxHelper = new THREE.BoxHelper(cameraBox, 0x0000ff);
cameraBoundingBox = new THREE.Box3(
cameraBox.geometry.boundingBox.min,
cameraBox.geometry.boundingBox.max
);
player.add(cameraBoxHelper);
player.add(cameraBox);
player.add(camera);
player.velocity = new THREE.Vector3(0, 0, 0);
scene.add(player);
playerMesh = player.children[0];
camera.position.set(0, 0, 2); // first-player view
player.position.set(0, 0, 0);
player.rotation.y = - Math.PI/2.0;
VRcontrols = mobile ? new DeviceOrientationControls(camera) : new OrbitControls(camera);
//LIGHTS
const light = new THREE.PointLight(0xFFFFFF);
light.position.set(0, 0, 9);
light.castShadow = true;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 1024;
scene.add(light);
//FLOOR
const matFloor = new THREE.MeshPhongMaterial();
const geoFloor = new THREE.BoxGeometry(2000, 1, 2000);
const mshFloor = new THREE.Mesh(geoFloor, matFloor);
matFloor.color.set(0x212E39);
mshFloor.receiveShadow = true;
mshFloor.position.set(0, - 1, 0);
scene.add(mshFloor);
const loader = new ColladaLoader();
loader.load(`../assets/environment.dae`, collada => {
collada.scene.traverse(child => {
child.castShadow = true;
child.receiveShadow = true;
});
scene.add(collada.scene);
animate();
});
};
const moveCamera =() => {
// TODO: find movementX (0= no movement, 1-... = movement)
//dan -> player.rotateY(rotateAngle * e.movementX * .1);
const movementX = VRcontrols.object.rotation._y;
const rotateAngle = Math.PI/4;
console.log(VRcontrols.deviceOrientation);
//player.rotateY(rotateAngle * movementX * .1);
// notes.forEach(i => {
// i.audioCtx.listener.positionX.value = camX + window.innerWidth/2;
// i.audioCtx.listener.positionZ.value = camZ + 300;
// i.audioCtx.listener.positionY.value = camY + window.innerHeight/2;
// });
//
switch (controlData) {
case `up`:
camZ -= camSpeed;
break;
case `down`:
camZ += camSpeed;
break;
case `left`:
camX -= camSpeed;
break;
case `right`:
camX += camSpeed;
break;
}
camera.position.set(camX, camY, camZ);
VRcontrols.update();
};
//CODE BENEATH NEEDS TO BE LESS DIRTY.
const useArrowDown = e => {
switch (e.key) {
case `z`:
moveForward = true;
break;
case `s`:
moveBackward = true;
break;
case `q`:
moveLeft = true;
break;
case `d`:
moveRight = true;
break;
}
};
const useArrowUp = e => {
switch (e.key) {
case `z`:
moveForward = false;
break;
case `s`:
moveBackward = false;
break;
case `q`:
moveLeft = false;
break;
case `d`:
moveRight = false;
break;
}
};
const animate =() => {
if (mobile) {
moveCamera();
}
if (moveForward) player.position.z -= .05;
if (moveBackward) player.position.z += .05;
if (moveLeft) player.position.x -= .05;
if (moveRight) player.position.x += .05;
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.setClearColor(0xdddddd, 1);
renderer.render(scene, camera);
if (testBoundingBox.intersectsBox(cameraBoundingBox)) {
console.log(`intersection`);
}
requestAnimationFrame(animate);
};
init();
。 'Object3D.translateX'(など)がオブジェクト空間内でそれを変換するように見えますが、これは問題であるかもしれないと思います。代わりに 'Object3D.position.x + = 0.5;'をやってみましたか?動作するようには思えない – Hectate
、まだ、それはまた、同じ効果を与える翻訳おそらく舞台裏...でももう衝突しない後に衝突を誘発するのですか?境界ボックスを視覚化する可能性はありますか?それがなぜ起こっているのか理解する助けになるかもしれません。私は例https://mdn.mozillademos.org/files/11799/rotating_knot.gifからこのGIFが見つかりましたが、あなたがBoxHelperを試みることができる... – Kevin
ソースコードの例では実装されており、これではないではないですします。https: – Hectate