Reputation: 115
I have 8 raycasters from the Object3D to different direction for the collision detection. I want to rotate the direction they were pointing according to the object rotation. I have followed the solution from here
The raycaster start rotating but in a weird way. It started detecting collision from all rays at different direction.
In HTML I have
cube = new THREE.BoxGeometry(1,1,1);
cube_material = new THREE.MeshBasicMaterial({color: 0x00a000});
cube_mesh = new THREE.Mesh(cube, cube_material);
var rays = [
new THREE.Vector3(0, 1, 0), // forward
new THREE.Vector3(0, -1, 0), // backward
new THREE.Vector3(-1, 0, 0), // left
new THREE.Vector3(1, 0, 0), // right
new THREE.Vector3(1, 1, 0), // forward right
new THREE.Vector3(-1, 1, 0), // forward left
new THREE.Vector3(1, -1, 0), // backward right
new THREE.Vector3(-1, -1, 0) // backward left
];
Here is my detectCollision function which is called from animate() function:
detectCollision = function( ){
var hit = false;
var dist = 0.8;
var origin = new THREE.Vector3(cube_mesh.position.x, cube_mesh.position.y, cube_mesh.position.z);
var rayHits = [];
for ( var i = 0; i < rays.length; i++){
var matrix = new THREE.Matrix4();
matrix.extractRotation(cube_mesh.matrix);
var dir = rays[i];
dir = dir.applyMatrix4( matrix );
raycaster = new THREE.Raycaster(origin, dir, 0.6, dist);
var intersections = raycaster.intersectObjects(collidable_walls);
if (intersections.length > 0){
// 0 = forward
// 1 = backward
// 2 = left
// 3 = right
// 4 = forward right
// 5 = forward left
// 6 = backward right
// 7 = backward left
switch (i) {
case 0:
console.log("forward: " + i);
cube_mesh.translateY(-0.12);
break;
case 1:
console.log("backward: " + i);
cube_mesh.translateY(0.12);
break;
case 2:
cube_mesh.translateX(0.12);
console.log("left: " + i);
break;
case 3:
cube_mesh.translateX(-0.12);
console.log("right: " + i);
break;
case 4:
console.log("forward right: " + i);
break;
case 5:
console.log("forward left: " + i);
break;
case 6:
console.log("backward right:" + i);
break;
case 7:
console.log("backward left: " + i);
break;
}
}
}
Can anyone give me some idea on how to rotate the raycaster properly as ArrowHelper(not working in the image but works pretty well with rotation.z)
Upvotes: 3
Views: 1515
Reputation: 1366
Three.js using a right-hand coordinate system, the rays
should be:
var rays = [
new THREE.Vector3(0, 0, -1), // forward
new THREE.Vector3(0, 0, 1), // backward
new THREE.Vector3(-1, 0, 0), // left
new THREE.Vector3(1, 0, 0), // right
new THREE.Vector3(1, 0, -1), // forward right
new THREE.Vector3(-1, 0, -1), // forward left
new THREE.Vector3(1, 0, 1), // backward right
new THREE.Vector3(-1, 0, 1) // backward left
];
In your function detectCollision
, you should changevar dir = rays[i];
to var dir = new THREE.Vector3().copy(rays[i])
, or when you apply a matrix to this dir
the rays[i]
will change also.
You'd better make sure the cube_mesh.position
is the cube's world position. I recommend you to use cube_mesh.getWorldPosition()
and cube_mesh.matrixWorld
.
Upvotes: 1