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# Raycaster | ||
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```js | ||
class Object3D extends EventDispatcher { | ||
raycast( /* raycaster, intersects */ ) {} | ||
} | ||
``` | ||
支持的对象有Sprite,Points,LOD,Line,Mesh, InstancedMesh, SkinnedMesh | ||
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[How to get the 3d coordinates of a mouse click](https://webglfundamentals.org/webgl/lessons/webgl-qna-how-to-get-the-3d-coordinates-of-a-mouse-click.html) | ||
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在世界坐标系下测试没有问题,但对Mesh做了变化,所得到的点就产生了异常 | ||
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scene目录下的所有节点都要在world space中计算 | ||
比如结构如下 | ||
scene.group中包含了所有模型,因为control的变化,group的matrix是变化了的, | ||
最后pick的点需要进行一个操作 | ||
```js | ||
pos.clone().applyMatrix4(group.matrix.clone().invert()) | ||
``` | ||
为什么要在world space中计算了?应该是获取面face的数据时需要在这个space中 |
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# Web | ||
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- [CSS](./css.md) | ||
- [nginx](./nginx.md) | ||
- [nginx](./nginx.md) | ||
- [vue](./vue.md) |
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# Vue | ||
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## 关键流程 | ||
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页面url变化刷新内容 | ||
```js | ||
window.addEventListener('hashchange', initial, false); | ||
``` |