该函数用于判断一个OBB与一个球是否相交。
OBB.intersectsBoundingSphere(sphere);
sphere
- 一个Sphere
对象,表示球。true
- 如果OBB与球相交。false
- 如果OBB和球不相交。const obb = new THREE.OBB(new THREE.Vector3(0, 0, 0), new THREE.Vector3(1, 1, 1), new THREE.Matrix4());
const sphere = new THREE.Sphere(new THREE.Vector3(1.5, 0, 0), 1);
const isIntersecting = obb.intersectsBoundingSphere(sphere);
// 返回 false
要检测一个OBB是否与一个球相交,我们需要沿着球心到OBB中心的方向投射球,确定它是否与OBB相交。如果同一方向的两个向量的距离大于球的半径,则OBB与球不相交。
实现代码如下:
intersectsBoundingSphere(sphere) {
const center = this.center;
const r = sphere.radius;
// 计算球心到OBB中心的方向
const toCenter = new THREE.Vector3().subVectors(center, sphere.center);
// 将球心沿球心到OBB中心的方向投射到OBB的边线上
const closestPoint = this.clampPoint(toCenter, new THREE.Vector3());
// 计算球心到OBB的边线的距离
const distance = new THREE.Vector3().subVectors(closestPoint, center).length();
// 判断球心到OBB的边线的距离是否小于等于球半径
return distance <= r;
}