I have been trying to work with the Projector and Ray classes in order to do some collision detection demos. I have started just trying to use the mouse to select objects or to drag them. I have looked at examples that use the objects, but none of them seem to have comments explaining what exactly some of the methods of Projector and Ray are doing. I have a couple questions that I am hoping will be easy for someone to answer.
What exactly is happening and what is the difference between Projector.projectVector() and Projector.unprojectVector()? I notice that it seems in all the examples using both projector and ray objects the unproject method is called before the ray is created. When would you use projectVector?
I am using the following code in this demo to spin the cube when dragged on with the mouse. Can someone explain in simple terms what exactly is happening when I unproject with the mouse3D and camera and then create the Ray. Does the ray depend on the call to unprojectVector()
/** Event fired when the mouse button is pressed down */
function onDocumentMouseDown(event) {
event.preventDefault();
mouseDown = true;
mouse3D.x = mouse2D.x = mouseDown2D.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse3D.y = mouse2D.y = mouseDown2D.y = -(event.clientY / window.innerHeight) * 2 + 1;
mouse3D.z = 0.5;
/** Project from camera through the mouse and create a ray */
projector.unprojectVector(mouse3D, camera);
var ray = new THREE.Ray(camera.position, mouse3D.subSelf(camera.position).normalize());
var intersects = ray.intersectObject(crateMesh); // store intersecting objects
if (intersects.length > 0) {
SELECTED = intersects[0].object;
var intersects = ray.intersectObject(plane);
}
}
/** This event handler is only fired after the mouse down event and
before the mouse up event and only when the mouse moves */
function onDocumentMouseMove(event) {
event.preventDefault();
mouse3D.x = mouse2D.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse3D.y = mouse2D.y = -(event.clientY / window.innerHeight) * 2 + 1;
mouse3D.z = 0.5;
projector.unprojectVector(mouse3D, camera);
var ray = new THREE.Ray(camera.position, mouse3D.subSelf(camera.position).normalize());
if (SELECTED) {
var intersects = ray.intersectObject(plane);
dragVector.sub(mouse2D, mouseDown2D);
return;
}
var intersects = ray.intersectObject(crateMesh);
if (intersects.length > 0) {
if (INTERSECTED != intersects[0].object) {
INTERSECTED = intersects[0].object;
}
}
else {
INTERSECTED = null;
}
}
/** Removes event listeners when the mouse button is let go */
function onDocumentMouseUp(event) {
event.preventDefault();
/** Update mouse position */
mouse3D.x = mouse2D.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse3D.y = mouse2D.y = -(event.clientY / window.innerHeight) * 2 + 1;
mouse3D.z = 0.5;
if (INTERSECTED) {
SELECTED = null;
}
mouseDown = false;
dragVector.set(0, 0);
}
/** Removes event listeners if the mouse runs off the renderer */
function onDocumentMouseOut(event) {
event.preventDefault();
if (INTERSECTED) {
plane.position.copy(INTERSECTED.position);
SELECTED = null;
}
mouseDown = false;
dragVector.set(0, 0);
}
question from:https://stackoverflow.com/questions/11036106/three-js-projector-and-ray-objects