THREE.js - 尝试从点击生成的Vector 3中获取对象的最近点(Vector 3) [英] THREE.js - Trying to get nearest point (Vector 3) of object from click-generated Vector 3
问题描述
我正在开发一个点击式测试游戏并通过研究取得了大量进展,并找到了关于这个或那个的其他堆栈溢出答案,但这是我第一次看不到找到与我的问题相关的任何内容
I'm working on a point-and-click test game and have made a ton of progress through research and finding other stack overflow answers about this-or-that, but this is the first time I can't seem to find anything related to my question.
我的计划是将PatrolJS实现到我的项目中进行寻路,看起来在解决这个问题后我不应该有任何问题。我的环境以及场景中的一些NPC角色。我在3d空间中进行鼠标交互,能够选择和存储有关所点击内容的数据。我可以将我的角色移动到点击位置。我相信我的问题在于将点击注册到寻路区域。
My plan is to implement PatrolJS into my project for pathfinding, and it seems like I shouldn't have any problem getting it working after this issue is solved. I have my environment as well as some NPC characters in my scene. I have the mouse interaction in 3d space able to select and store data about what is clicked on. I am able to move my character to the click positions. I believe my problem will come in registering clicks into the pathfinding area.
这是我问题的直观表示:
Here a visual representation of my question:
在这里,您可以看到我的环境简化为一种颜色,以及我当前为navmesh区域定义的区域。玩家将能够点击3d环境/ NPC等上的任何位置与环境中的/查看/使用元素进行交互。点击工作已经完成,返回鼠标/光线与之相交的3d空间中的点,并向我提供有关我已定义的那些元素的任何信息。
Here, you can see my environment simplified down to one color, as well as the area I am currently defining for my navmesh area. The player will be able to click anywhere on the 3d environment/NPC's etc to interact with/view/use elements in the environment. That clicking works already, returning me with the point in 3d space that the mouse/ray intersects with, and giving me any information about those elements clicked on that I have defined.
我需要一些指导,是如何将单独的navmesh对象上最近的点返回到环境对象中单击的内容?假设我点击其中一个表格的某些部分。我希望能够在navmesh对象上找到绝对最接近的Vector 3点。这样,如果有人与可导航区域之外的元素进行交互,我仍然可以定义一个端点并将其提供给PatrolJS。
What I need some guidance with is, how can I get returned the most nearby point on the separate navmesh object to what was clicked in the environment object(s)? Say I click on some part of one of the tables. I want to be able to find the absolute closest Vector 3 point on the navmesh object. That way, if someone interacts with elements off of the navigable area, I can still define an endpoint and feed that into PatrolJS.
推荐答案
给定一个由 n
三角形构成的网格和一个点 p
,你可以找到距网格最近的点到 p
在 O(n)
中使用暴力,算法如下
Given a mesh made out of n
triangles and a point p
you can find the closest point from the mesh to p
using brute force in O(n)
, the algorithm is as follows
- 对于属于网格的每个三角形
t
- 项目
p
到由t
定义的飞机上,让proj
是这一点 - 如果
proj
位于t
那么它就是最近点p
,存储距proj
到p
- 如果
proj
位于三角形之外,则计算最近的点proj
对于三角形的3个边中的每一个,将每个点的距离存储到p
- For each triangle
t
that belongs to the mesh- project
p
onto the plane defined byt
, letproj
be this point - if
proj
lies ont
then it's the closest point top
, store the distance fromproj
top
- if
proj
lies outside the triangle then compute the closest point toproj
for each of the 3 sides of the triangle, store the distances from each of these points top
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