如何在three.js中为相机设置动画以查看对象?

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:

Three.js如何使用四元数来旋转相机

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

imb*_*izi 9

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:

  • 存储初始四元数
  • 定义目标四元数
  • 补间0到1之间的东西
  • 补间期间每帧上插入四元数
  • 将插值四元数应用于每帧的相机

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