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@@ -8,206 +8,198 @@
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<link type="text/css" rel="stylesheet" href="page.css" />
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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</head>
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<body>
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<body>
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- <h1>[name]</h1>
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+ <h1>射线([name])</h1>
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<p class="desc">
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<p class="desc">
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- A ray that emits from an origin in a certain direction. This is used by the
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- [page:Raycaster] to assist with [link:https://en.wikipedia.org/wiki/Ray_casting raycasting].
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- Raycasting is used for mouse picking (working out what objects in the 3D space the mouse is over) amongst
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- other things.
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+ 射线由一个原点向一个确定的方向发射。它被[page:Raycaster](光线投射)所使用,
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+ 以用于辅助[link:https://en.wikipedia.org/wiki/Ray_casting raycasting]。
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+ 光线投射用于在各个物体之间进行拾取(当鼠标经过三维空间中的物体/对象时进行拾取)。
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</p>
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</p>
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- <h2>Constructor</h2>
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+ <h2>构造函数</h2>
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<h3>[name]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
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<h3>[name]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
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<p>
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<p>
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- [page:Vector3 origin] - (optional) the origin of the [page:Ray]. Default is a [page:Vector3] at (0, 0, 0).<br />
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- [page:Vector3 direction] - [page:Vector3] The direction of the [page:Ray]. This must be normalized
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- (with [page:Vector3.normalize]) for the methods to operate properly. Default is a [page:Vector3] at (0, 0, 0).<br /><br />
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+ [page:Vector3 origin] - (可选)[page:Ray](射线)的原点,默认值是一个位于(0, 0, 0)的[page:Vector3]。<br />
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+ [page:Vector3 direction] - [page:Vector3] [page:Ray](射线)的方向。该向量必须经过标准化(使用[page:Vector3.normalize]),这样才能使方法正常运行。
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+ 默认值是一个位于(0, 0, 0)的[page:Vector3]。<br /><br />
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- Creates a new [name].
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+ 创建一个新的[name]。
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</p>
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</p>
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- <h2>Properties</h2>
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+ <h2>属性</h2>
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<h3>[property:Vector3 origin]</h3>
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<h3>[property:Vector3 origin]</h3>
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- <p>The origin of the [page:Ray]. Default is a [page:Vector3] at (0, 0, 0).</p>
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+ <p>[page:Ray](射线)的原点,默认值是一个位于(0, 0, 0)的[page:Vector3]。</p>
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<h3>[property:Vector3 direction]</h3>
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<h3>[property:Vector3 direction]</h3>
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<p>
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<p>
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- The direction of the [page:Ray]. This must be normalized (with [page:Vector3.normalize])
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- for the methods to operate properly. Default is a [page:Vector3] at (0, 0, 0).
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+ [page:Ray](射线)的方向。该向量必须经过标准化(使用[page:Vector3.normalize]),这样才能使方法正常运行。
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+ 默认值是一个位于(0, 0, 0)的[page:Vector3]。
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</p>
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</p>
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- <h2>Methods</h2>
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+ <h2>方法</h2>
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<h3>[method:Ray applyMatrix4]( [param:Matrix4 matrix4] )</h3>
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<h3>[method:Ray applyMatrix4]( [param:Matrix4 matrix4] )</h3>
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<p>
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<p>
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- [page:Matrix4 matrix4] - the [page:Matrix4] to apply to this [page:Ray].<br /><br />
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+ [page:Matrix4 matrix4] - 将被用于这个[page:Ray]的[page:Matrix4]。<br /><br />
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- Transform this [page:Ray] by the [page:Matrix4].
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+ 使用传入的[page:Matrix4]来变换这个[page:Ray]。
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</p>
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</p>
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<h3>[method:Vector3 at]( [param:Float t], [param:Vector3 target] ) </h3>
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<h3>[method:Vector3 at]( [param:Float t], [param:Vector3 target] ) </h3>
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<p>
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<p>
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- [page:Float t] - the distance along the [page:Ray] to retrieve a position for.<br />
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- [page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
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+ [page:Float t] - 使用这一传入的距离,在[page:Ray]上确定一个位置。<br />
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+ [page:Vector3 target] — 结果将复制到这一Vector3中。<br /><br />
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- Get a [page:Vector3] that is a given distance along this [page:Ray].
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+ 获得这一[page:Ray]上给定距离处的[page:Vector3]。
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</p>
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</p>
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<h3>[method:Ray clone]()</h3>
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<h3>[method:Ray clone]()</h3>
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<p>
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<p>
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- Creates a new Ray with identical [page:.origin origin] and [page:.direction direction] to this one.
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+ 创建一个新的和这个Ray具有相同[page:.origin origin]和[page:.direction direction]的Ray。
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</p>
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</p>
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<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
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<h3>[method:Vector3 closestPointToPoint]( [param:Vector3 point], [param:Vector3 target] )</h3>
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<p>
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<p>
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- [page:Vector3 point] - the point to get the closest approach to. <br />
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- [page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
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+ [page:Vector3 point] - 获得距离射线上的点最接近的点。<br />
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+ [page:Vector3 target] — 结果将复制到这一Vector3中。<br /><br />
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- Get the point along this [page:Ray] that is closest to the [page:Vector3] provided.
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+ 沿着[page:Ray],获得与所传入[page:Vector3]最接近的点。
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</p>
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</p>
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<h3>[method:Ray copy]( [param:Ray ray] )</h3>
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<h3>[method:Ray copy]( [param:Ray ray] )</h3>
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<p>
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<p>
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- Copies the [page:.origin origin] and [page:.direction direction] properties
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- of [page:Ray ray] into this ray.
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+ 复制所传入Ray的[page:.origin origin]和[page:.direction direction]属性到这个Ray上。
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</p>
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</p>
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<h3>[method:Float distanceSqToPoint]( [param:Vector3 point] )</h3>
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<h3>[method:Float distanceSqToPoint]( [param:Vector3 point] )</h3>
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<p>
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<p>
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[page:Vector3 point] - the [page:Vector3] to compute a distance to.<br /><br />
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[page:Vector3 point] - the [page:Vector3] to compute a distance to.<br /><br />
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- Get the squared distance of the closest approach between the [page:Ray] and the [page:Vector3].
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+ 获得[page:Ray]与传入的[page:Vector3]之间最近的平方距离。
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</p>
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</p>
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<h3>[method:Float distanceSqToSegment]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 optionalPointOnRay], [param:Vector3 optionalPointOnSegment] )</h3>
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<h3>[method:Float distanceSqToSegment]( [param:Vector3 v0], [param:Vector3 v1], [param:Vector3 optionalPointOnRay], [param:Vector3 optionalPointOnSegment] )</h3>
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<p>
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<p>
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- [page:Vector3 v0] - the start of the line segment.<br />
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- [page:Vector3 v1] - the end of the line segment.<br />
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- optionalPointOnRay - (optional) if this is provided, it receives the point on this
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- [page:Ray] that is closest to the segment.<br />
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- optionalPointOnSegment - (optional) if this is provided, it receives the point
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- on the line segment that is closest to this [page:Ray].<br /><br />
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+ [page:Vector3 v0] - 线段的起点。<br />
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+ [page:Vector3 v1] - 线段的终点。<br />
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+ optionalPointOnRay - (可选)若这个值被给定,它将接收在[page:Ray](射线)上距离线段最近的点。
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+ <br />
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+ optionalPointOnSegment - (可选)若这个值被给定,它将接收在线段上距离[page:Ray](射线)最近的点。<br /><br />
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- Get the squared distance between this [page:Ray] and a line segment.
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+ 获取[page:Ray](射线)与线段之间的平方距离。
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</p>
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</p>
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<h3>[method:Float distanceToPlane]( [param:Plane plane] )</h3>
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<h3>[method:Float distanceToPlane]( [param:Plane plane] )</h3>
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<p>
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<p>
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- [page:Plane plane] - the [page:Plane] to get the distance to.<br /><br />
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+ [page:Plane plane] - 将要获取射线原点到该平面的距离的平面。<br /><br />
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- Get the distance from [page:.origin origin] to the [page:Plane], or *null* if the [page:Ray] doesn't intersect the [page:Plane].
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+ 获取射线原点([page:.origin origin])到平面([page:Plane])之间的距离。若射线([page:Ray])不与平面([page:Plane])相交,则将返回*null*。
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</p>
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</p>
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<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
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<h3>[method:Float distanceToPoint]( [param:Vector3 point] )</h3>
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<p>
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<p>
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- [page:Vector3 point] - [page:Vector3] The [page:Vector3] to compute a distance to.<br /><br />
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+ [page:Vector3 point] - [page:Vector3] 将被用于计算到其距离的[page:Vector3]。<br /><br />
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- Get the distance of the closest approach between the [page:Ray] and the [page:Vector3 point].
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+ 获得[page:Ray](射线)到所传入[page:Vector3 point]之间最接近的距离。
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</p>
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</p>
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<h3>[method:Boolean equals]( [param:Ray ray] )</h3>
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<h3>[method:Boolean equals]( [param:Ray ray] )</h3>
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<p>
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<p>
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- [page:Ray ray] - the [page:Ray] to compare to.<br /><br />
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+ [page:Ray ray] - 用于比较的[page:Ray]。<br /><br />
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- Returns true if this and the other [page:Ray ray] have equal [page:.offset offset]
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- and [page:.direction direction].
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+ 如果所传入的[page:Ray ray]具有和当前Ray相同的[page:.offset offset]和[page:.direction direction]则返回true。
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</p>
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</p>
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<h3>[method:Vector3 intersectBox]( [param:Box3 box], [param:Vector3 target] )</h3>
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<h3>[method:Vector3 intersectBox]( [param:Box3 box], [param:Vector3 target] )</h3>
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<p>
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<p>
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- [page:Box3 box] - the [page:Box3] to intersect with.<br />
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- [page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
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+ [page:Box3 box] - 将会与之相交的[page:Box3]。<br />
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+ [page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
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- Intersect this [page:Ray] with a [page:Box3], returning the intersection point or
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- *null* if there is no intersection.
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+ 将[page:Ray](射线)与一个[page:Box3]相交,并返回交点,倘若没有交点将返回*null*。
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</p>
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</p>
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<h3>[method:Vector3 intersectPlane]( [param:Plane plane], [param:Vector3 target] )</h3>
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<h3>[method:Vector3 intersectPlane]( [param:Plane plane], [param:Vector3 target] )</h3>
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<p>
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<p>
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- [page:Plane plane] - the [page:Plane] to intersect with.<br />
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- [page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
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+ [page:Plane plane] - 将会与之相交的[page:Plane]。<br />
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+ [page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
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- Intersect this [page:Ray] with a [page:Plane], returning the intersection point or
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- *null* if there is no intersection.
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+ 将[page:Ray](射线)与一个[page:Plane]相交,并返回交点,倘若没有交点将返回*null*。
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</p>
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</p>
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<h3>[method:Vector3 intersectSphere]( [param:Sphere sphere], [param:Vector3 target] )</h3>
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<h3>[method:Vector3 intersectSphere]( [param:Sphere sphere], [param:Vector3 target] )</h3>
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<p>
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<p>
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- [page:Sphere sphere] - the [page:Sphere] to intersect with.<br />
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- [page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
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+ [page:Sphere sphere] - 将会与之相交的[page:Sphere]。<br />
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+ [page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
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- Intersect this [page:Ray] with a [page:Sphere], returning the intersection point or
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- *null* if there is no intersection.
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+ 将[page:Ray](射线)与一个[page:Sphere](球)相交,并返回交点,倘若没有交点将返回*null*。
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</p>
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</p>
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<h3>[method:Vector3 intersectTriangle]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c], [param:Boolean backfaceCulling], [param:Vector3 target] )</h3>
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<h3>[method:Vector3 intersectTriangle]( [param:Vector3 a], [param:Vector3 b], [param:Vector3 c], [param:Boolean backfaceCulling], [param:Vector3 target] )</h3>
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<p>
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<p>
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- [page:Vector3 a], [page:Vector3 b], [page:Vector3 c] - The [page:Vector3] points making up the triangle.<br />
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- [page:Boolean backfaceCulling] - whether to use backface culling.<br />
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- [page:Vector3 target] — the result will be copied into this Vector3.<br /><br />
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+ [page:Vector3 a], [page:Vector3 b], [page:Vector3 c] - 组成三角形的三个[page:Vector3]。<br />
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+ [page:Boolean backfaceCulling] - 是否使用背面剔除。<br />
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+ [page:Vector3 target] — 结果将会被复制到这一Vector3中。<br /><br />
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- Intersect this [page:Ray] with a triangle, returning the intersection point or *null*
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- if there is no intersection.
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+ 将[page:Ray](射线)与一个三角形相交,并返回交点,倘若没有交点将返回*null*。
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</p>
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</p>
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<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
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<h3>[method:Boolean intersectsBox]( [param:Box3 box] )</h3>
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<p>
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<p>
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- [page:Box3 box] - the [page:Box3] to intersect with.<br /><br />
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+ [page:Box3 box] - 将被检查是否与之相交的[page:Box3]。<br /><br />
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- Return true if this [page:Ray] intersects with the [page:Box3].
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+ 若这一射线与[page:Box3]相交,则将返回true。
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</p>
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</p>
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<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
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<h3>[method:Boolean intersectsPlane]( [param:Plane plane] )</h3>
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<p>
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<p>
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- [page:Plane plane] - the [page:Plane] to intersect with.<br /><br />
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+ [page:Plane plane] - 将被检查是否与之相交的[page:Plane]。<br /><br />
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- Return true if this [page:Ray] intersects with the [page:Plane].
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+ 若这一射线与[page:Plane]相交,则将返回true。
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</p>
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</p>
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<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
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<h3>[method:Boolean intersectsSphere]( [param:Sphere sphere] )</h3>
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<p>
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<p>
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- [page:Sphere sphere] - the [page:Sphere] to intersect with.<br /><br />
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+ [page:Sphere sphere] - 将被检查是否与之相交的[page:Sphere]。<br /><br />
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- Return true if this [page:Ray] intersects with the [page:Sphere].
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+ 若这一射线与[page:Sphere]相交,则将返回true。
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</p>
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</p>
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<h3>[method:Ray lookAt]( [param:Vector3 v] )</h3>
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<h3>[method:Ray lookAt]( [param:Vector3 v] )</h3>
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<p>
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<p>
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- [page:Vector3 v] - The [page:Vector3] to look at.<br /><br />
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+ [page:Vector3 v] - 将要“直视”的[page:Vector3]<br /><br />
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- Adjusts the direction of the ray to point at the vector in world coordinates.
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+ 调整光线的方向到世界坐标中该向量所指代的点。
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</p>
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</p>
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<h3>[method:Ray recast]( [param:Float t] )</h3>
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<h3>[method:Ray recast]( [param:Float t] )</h3>
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<p>
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<p>
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- [page:Float t] - The distance along the [page:Ray] to interpolate.<br /><br />
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+ [page:Float t] - 沿着[page:Ray]进行插值的距离。<br /><br />
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- Shift the origin of this [page:Ray] along its direction by the distance given.
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+ 将[page:Ray](射线)的原点沿着其方向移动给定的距离。
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</p>
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</p>
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<h3>[method:Ray set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
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<h3>[method:Ray set]( [param:Vector3 origin], [param:Vector3 direction] )</h3>
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<p>
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<p>
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- [page:Vector3 origin] - the [page:.origin origin] of the [page:Ray].<br />
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- [page:Vector3 origin] - the [page:.direction direction] of the [page:Ray].
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- This must be normalized (with [page:Vector3.normalize]) for the methods to operate
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- properly.<br /><br />
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+ [page:Vector3 origin] - [page:Ray](射线)的[page:.origin origin](原点)。<br />
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+ [page:Vector3 origin] - [page:Ray](射线)的[page:.direction direction](方向)。
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+
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+ 该向量必须经过标准化(使用[page:Vector3.normalize]),这样才能使方法正常运行。
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+ <br /><br />
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- Copy the parameters to the [page:.origin origin] and [page:.direction direction] properties
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- of this ray.
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+ 将传入的参数赋值给射线的[page:.origin origin]和[page:.direction direction]。
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</p>
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</p>
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- <h2>Source</h2>
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+ <h2>源代码</h2>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</body>
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</body>
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