我正在尝试通过射线投射,以其对象ID作为参考,为模型的不同部分分配不同的标准材料。但是,当我尝试将多个材质应用于同一模型的不同ID时,所有对象都显示相同的材质。无法区分ID。
相同的代码在下面。
var intersects = raycaster.intersectObjects(scene.children, true);
if (intersects.length > 0) {
for (var i = 0; i < intersects.length; i++) {
if (intersects[i].object.id) {
intersects[i].object.material = material1; /* standrad material */
intersects[i].object.material.needsUpdate = true;
}
}
/* I'm using the buttons to change the materials */
$('.btn1').click(function() {
for (var i = 0; i < intersects.length; i++) {
intersects[i].object.material = material2;
intersects[i].object.material.needsUpdate = true;
}
});
$('.btn2').click(function() {
for (var i = 0; i < intersects.length; i++) {
intersects[i].object.material = material3;
intersects[i].object.material.needsUpdate = true;
}
});
}
这里是构造类似这样的一种方法:
function materialSwitchingTest(renderer,camera){
var mouseVec = new THREE.Vector3();
var mouse2D = new THREE.Vector3();
var rawMouse2D = new THREE.Vector3();
var intersections;
/* I'm using the buttons to change the materials */
$('.btn1').click(function() {
if(intersections.length>0) intersections[0].object.material = material1
});
$('.btn2').click(function() {
if(intersections.length>0) intersections[0].object.material = material2
});
window.onmousedown=(e)=>{
if(event.target !== renderer.domElement.parentElement)return
var mx = event.layerX;
var my = event.layerY;
rawMouse2D.set(mx, my, 0);
mouse2D.x = (mx / renderer.domElement.width) * 2 - 1;
mouse2D.y = -(my / renderer.domElement.height) * 2 + 1;
mouseVec.set(mouse2D.x, mouse2D.y, 0.5);
mouseVec.unproject(camera);
raycaster.set(camera.position,mouseVec.sub(camera.position).normalize());
}
}
materialSwitchingTest( yourRenderer, yourCamera )