我一直在我的应用程序中使用 OrbitControl 来允许在世界各地旋转相机。最近我在尝试增强控制,让相机可以围绕任意点旋转,而不仅仅是相机的lookAt点。我还没有取得多大的成功。
在代码中,如果我删除它:this.object.lookAt( this.target );它工作得不好。有任何想法吗?
我围绕对象的中心(枢轴)旋转了相机,但相机没有看中心。
只需更新 controls.target 属性,例如:
controls.target.set(1, 5, 7);
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或以网格为目标:
controls.target.copy(mesh.position)
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OrbitControls 设计用于绕场景运行,相机视口直接看着控件旋转目标。它们的设计目的不是为了处理与相机分开的对象旋转,它们具有 TransformControls,但不支持阻尼。
使用轨道控件旋转,锁定相机视口以查看中心(虚线),并绕中心(红线)旋转:
如果移动/平移目标,摄像机目标和旋转中心都会一起移动,如下所示:
您需要的是旋转中心和相机目标是独立的,因此相机围绕物体旋转,同时看着某个点,如下所示:
似乎有两种方法可以创建自定义相机/旋转功能:
1) 修改OrbitControls 更改camera.lookAt以偏离controls.target
查看 OrbitControls 所需的更改: https://github.com/sciecode/third.js/commit/dccf1578343bb9b7c79bb2eb2004d5ee34a76e6a#diff-ffef32863dd826c87a45cfb28c4ddd83
自定义轨道控件演示: https: //jsfiddle.net/kmturley/6qxh3zc9/28/
2) 修改 TransformControls 更改变换控件以允许阻尼、自由旋转并隐藏 Gizmo 叠加层。
自定义变换控件演示 https://jsfiddle.net/kmturley/2p1v6bcw/18/
3) 创建您自己的对象旋转控件
import * as THREE from "https://threejs.org/build/three.module.js";
var mesh, renderer, scene, camera, controls;
var radius = 5;
var group;
var targetRotationX = 0;
var targetRotationOnMouseDownX = 0;
var targetRotationY = 0;
var targetRotationOnMouseDownY = 0;
var mouseX = 0;
var mouseXOnMouseDown = 0;
var mouseY = 0;
var mouseYOnMouseDown = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var finalRotationY
init();
animate();
function init() {
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement);
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, radius * 2, radius * 2);
camera.lookAt(0, radius, 0)
// controls
/* controls = new OrbitControls( camera, renderer.domElement ); */
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('touchstart', onDocumentTouchStart, false);
document.addEventListener('touchmove', onDocumentTouchMove, false);
// ambient
scene.add(new THREE.AmbientLight(0x222222));
// light
var light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(20, 20, 0);
scene.add(light);
// geometry
var geometry = new THREE.SphereGeometry(radius, 12, 8);
// material
var material = new THREE.MeshPhongMaterial({
color: 0x00ffff,
flatShading: true,
transparent: true,
opacity: 0.7,
});
// mesh
group = new THREE.Object3D();
mesh = new THREE.Mesh(geometry, material);
group.add(mesh);
scene.add(group);
}
function onDocumentMouseDown(event) {
event.preventDefault();
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('mouseup', onDocumentMouseUp, false);
document.addEventListener('mouseout', onDocumentMouseOut, false);
mouseXOnMouseDown = event.clientX - windowHalfX;
targetRotationOnMouseDownX = targetRotationX;
mouseYOnMouseDown = event.clientY - windowHalfY;
targetRotationOnMouseDownY = targetRotationY;
}
function onDocumentMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
targetRotationY = targetRotationOnMouseDownY + (mouseY - mouseYOnMouseDown) * 0.02;
targetRotationX = targetRotationOnMouseDownX + (mouseX - mouseXOnMouseDown) * 0.02;
}
function onDocumentMouseUp(event) {
document.removeEventListener('mousemove', onDocumentMouseMove, false);
document.removeEventListener('mouseup', onDocumentMouseUp, false);
document.removeEventListener('mouseout', onDocumentMouseOut, false);
}
function onDocumentMouseOut(event) {
document.removeEventListener('mousemove', onDocumentMouseMove, false);
document.removeEventListener('mouseup', onDocumentMouseUp, false);
document.removeEventListener('mouseout', onDocumentMouseOut, false);
}
function onDocumentTouchStart(event) {
if (event.touches.length == 1) {
event.preventDefault();
mouseXOnMouseDown = event.touches[0].pageX - windowHalfX;
targetRotationOnMouseDownX = targetRotationX;
mouseYOnMouseDown = event.touches[0].pageY - windowHalfY;
targetRotationOnMouseDownY = targetRotationY;
}
}
function onDocumentTouchMove(event) {
if (event.touches.length == 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - windowHalfX;
targetRotationX = targetRotationOnMouseDownX + (mouseX - mouseXOnMouseDown) * 0.05;
mouseY = event.touches[0].pageY - windowHalfY;
targetRotationY = targetRotationOnMouseDownY + (mouseY - mouseYOnMouseDown) * 0.05;
}
}
function animate() {
requestAnimationFrame(animate);
rotate();
renderer.render(scene, camera);
}
function rotate() {
group.rotation.y += (targetRotationX - group.rotation.y) * 0.1;
finalRotationY = (targetRotationY - group.rotation.x);
if (group.rotation.x <= 1 && group.rotation.x >= -1) {
group.rotation.x += finalRotationY * 0.1;
}
if (group.rotation.x > 1) {
group.rotation.x = 1
}
if (group.rotation.x < -1) {
group.rotation.x = -1
}
}
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自定义旋转控件演示: https://jsfiddle.net/kmturley/6317jd95/11/
另一个人的例子: http ://projects.defmech.com/ThreeJSObjectRotationWithQuaternion/
Three.js github 项目中对这些方法进行了讨论: https://github.com/mrdoob/ Three.js/issues/18476
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