您可以将由简单几何构造的十字准线添加到您的相机,如下所示:
var material = new THREE.LineBasicMaterial({ color: 0xAAFFAA });
// crosshair size
var x = 0.01, y = 0.01;
var geometry = new THREE.Geometry();
// crosshair
geometry.vertices.push(new THREE.Vector3(0, y, 0));
geometry.vertices.push(new THREE.Vector3(0, -y, 0));
geometry.vertices.push(new THREE.Vector3(0, 0, 0));
geometry.vertices.push(new THREE.Vector3(x, 0, 0));
geometry.vertices.push(new THREE.Vector3(-x, 0, 0));
var crosshair = new THREE.Line( geometry, material );
// place it in the center
var crosshairPercentX = 50;
var crosshairPercentY = 50;
var crosshairPositionX = (crosshairPercentX / 100) * 2 - 1;
var crosshairPositionY = (crosshairPercentY / 100) * 2 - 1;
crosshair.position.x = crosshairPositionX * camera.aspect;
crosshair.position.y = crosshairPositionY;
crosshair.position.z = -0.3;
camera.add( crosshair );
scene.add( camera );
三.js r107
http://jsfiddle.net/5ksydn6u/2/
如果您没有特殊的用例需要像您一样从相机中检索位置和旋转,我想您的“徘徊”可以通过使用这些参数调用您的 raycaster 来解决。:
raycaster.set( camera.getWorldPosition(), camera.getWorldDirection() );
var intersections = raycaster.intersectObjects( cubes.children );
投射可见光线
然后,您可以通过使用箭头助手绘制箭头,在 3D 空间中可视化您的光线投射。在您的光线投射之后执行此操作:
scene.remove ( arrow );
arrow = new THREE.ArrowHelper( camera.getWorldDirection(), camera.getWorldPosition(), 100, Math.random() * 0xffffff );
scene.add( arrow );