pan*_*kub 4 javascript trigonometry three.js vector-space
好的,我会尝试尽可能简洁.我对数学不是很了解,对你来说看起来很明显很可能对我来说是火箭科学.
我正在使用带有CSS3DRenderer的Three.js来创建虚拟图库空间.
我需要第一人称视角,就像FPS游戏一样.
我已经让相机成功向前,向后,向左和向右移动.
但是,当我去旋转相机时,我得到了结果 
相机正在旋转它的局部轴,但我需要的是viewport旋转,而不是相机

所以我需要的是让摄像机绕枢轴点/矢量运行,然后使用重新聚焦 Object3d.lookAt()
我知道我可以通过将相机作为另一个对象的子节点,然后旋转对象的轴来解决我的问题.但是,我宁愿自己做数学.
简而言之,我想了解如何围绕另一个旋转一个矢量点,以及如何以数学方式表示该关系.
我不希望利用脚本,例如,three.js所pointer_lock控制,来完成这项工作.我想弄清楚实际数学.
任何建议或教程链接将不胜感激!
下面是相机围绕盒子旋转的示例.
它的工作原理是应用旋转矩阵始终围绕原点旋转对象.这与仅修改rotation属性形成对比,该属性在您发现时围绕其自己的中心旋转对象.这里的技巧是将相机移动200个单位远离原点,这样当我们应用旋转矩阵时,它然后围绕原点旋转一圈.
由于盒子位于原点,这将使相机围绕盒子旋转.然后lookAt用于将相机指向盒子.
如果您想了解更多信息,请参阅以下有关该主题的简要说明:http://webglfundamentals.org/webgl/lessons/webgl-scene-graph.html
var canvas = document.getElementById('canvas');
var scene = new THREE.Scene();
var renderer = new THREE.WebGLRenderer({canvas: canvas, antialias: true});
var camera = new THREE.PerspectiveCamera(45, canvas.clientWidth / canvas.clientWidth, 1, 1000);
var geometry = new THREE.BoxGeometry(50, 50, 50);
var material = new THREE.MeshBasicMaterial({color: '#f00'});
var box = new THREE.Mesh(geometry, material);
scene.add(box);
// important, otherwise the camera will spin on the spot.
camera.position.z = 200;
var period = 5; // rotation time in seconds
var clock = new THREE.Clock();
var matrix = new THREE.Matrix4(); // Pre-allocate empty matrix for performance. Don't want to make one of these every frame.
render();
function render() {
requestAnimationFrame(render);
if (canvas.width !== canvas.clientWidth || canvas.height !== canvas.clientHeight) {
// This stuff in here is just for auto-resizing.
renderer.setSize(canvas.clientWidth, canvas.clientHeight, false);
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
// Create a generic rotation matrix that will rotate an object
// The math here just makes it rotate every 'period' seconds.
matrix.makeRotationY(clock.getDelta() * 2 * Math.PI / period);
// Apply matrix like this to rotate the camera.
camera.position.applyMatrix4(matrix);
// Make camera look at the box.
camera.lookAt(box.position);
// Render.
renderer.render(scene, camera);
}Run Code Online (Sandbox Code Playgroud)
html, body, #canvas {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
}Run Code Online (Sandbox Code Playgroud)
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r77/three.js"></script>
<canvas id="canvas"></canvas>Run Code Online (Sandbox Code Playgroud)
| 归档时间: |
|
| 查看次数: |
2521 次 |
| 最近记录: |