Edu*_*duG 2 rotation quaternions three.js
在Three.js中,我想让相机看到场景中的一个物体,当我点击另一个物体时,让相机平稳地旋转以查看新物体.(即为相机的旋转设置动画).
我检查了SO,这是最相似的问题:
我也试过修改这个网站上的代码,我设法得到这样的东西http://jsfiddle.net/F7Bh3/
var quat0 = mesh2.quaternion;
var eye = mesh2.position;
var center = mesh.position;
var mat = new THREE.Matrix4();
mat.lookAt(center, eye, new THREE.Vector3(0,1,0));
var quat1 = new THREE.Quaternion();
quat1.setFromRotationMatrix( mat );
var qm = new THREE.Quaternion();
deltaTheta = angleBetweenQuats(quat0,quat1);
var frac = 0.2/deltaTheta;
if (frac>1) frac=1;
mesh2.quaternion.slerp(quat1,frac);
mesh2.quaternion.normalize();
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但是当我尝试旋转相机而不是物体时,我得到的是:http://jsfiddle.net/5Peq9/1/
我错过了什么?提前致谢
我设法使用四元数在three.js中平滑地为相机制作动画.我花了一段时间来弄清楚它,但是一旦完成它,观察四元数的工作效果是多么美妙.
方法是:
以及代码关键部分的快速示例:
var camera // camera
var cameraPos0 // initial camera position
var cameraUp0 // initial camera up
var cameraZoom // camera zoom
var iniQ // initial quaternion
var endQ // target quaternion
var curQ // temp quaternion during slerp
var vec3 // generic vector object
var tweenValue // tweenable value
// init camera
function setup()
{
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 2000)
camera.position = new THREE.Vector3(0, 0, 80)
cameraPos0 = camera.position.clone()
cameraUp0 = camera.up.clone()
cameraZoom = camera.position.z
}
// set a new target for the camera
function moveCamera(euler, zoom)
{
// reset everything
endQ = new THREE.Quaternion()
iniQ = new THREE.Quaternion().copy(camera.quaternion)
curQ = new THREE.Quaternion()
vec3 = new THREE.Vector3()
tweenValue = 0
endQ.setFromEuler(euler)
TweenLite.to(this, 5, { tweenValue:1, cameraZoom:zoom, onUpdate:onSlerpUpdate })
}
// on every update of the tween
function onSlerpUpdate()
{
// interpolate quaternions with the current tween value
THREE.Quaternion.slerp(iniQ, endQ, curQ, tweenObj.value)
// apply new quaternion to camera position
vec3.x = cameraPos0.x
vec3.y = cameraPos0.y
vec3.z = cameraZoom
vec3.applyQuaternion(curQ)
camera.position.copy(vec3)
// apply new quaternion to camera up
vec3 = cameraUp0.clone()
vec3.applyQuaternion(curQ)
camera.up.copy(vec3)
}
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最后一步是找到要传递给的目标Euler旋转moveCamera.在我的情况下,我使用TrackballControls找到一些有趣的相机位置/旋转,然后检索它们euler = camera.rotation.clone()并将其作为目标传递.例如:
moveCamera(new THREE.Euler(2.20, -0.15, 0.55), 120)
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可以在此处看到此方法的应用:http://brunoimbrizi.com/experiments/#/08