很近。相交对象是一个网格,该网格的父级是该组。您需要匹配相交的父对象而不是相交的对象。那是:
intersects[ 0 ].object.parent === onOffCubes[ i ]
而不是:
intersects[ 0 ].object === onOffCubes[ i ]
TL;DR
为了测试类似的结构,我生成了六组,每组三个网格,每组网格共享相同的材质。请注意,onOffCubes 不是 THREE.js 组,而是一组组的数组。这就像原始海报的 onOffCubes:
var onOffCubes = []
for ( var i = 0; i < 6; i++ ) {
var material = new THREE.MeshBasicMaterial({ color: 0xee55aa })
var group = new THREE.Group()
for ( var j = 0; j < 3; j++ ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = Math.random() * 100 - 50;
mesh.position.y = Math.random() * 100 - 50;
mesh.position.z = Math.random() * 200 - 200;
group.add( mesh );
}
onOffCubes.push( group )
scene.add( group )
}
检查全场景
var intersects = raycaster.intersectObjects( scene.children, true );
或仅检查 OffCubes
var intersects = raycaster.intersectObjects( onOffCubes, true );
与原始海报基本相同的代码,只需一个修复:
if (intersects.length > 0) {
for (var i = 0; i < onOffCubes.length; i++) {
if (intersects[ 0 ].object.parent === onOffCubes[ i ]) {
// What I tested with
//intersects[ 0 ].object.material.color.set( 0xff0000 )
// Your code
ExperiencesData[i].userClose = true
}
}
}