THREE.js 轨道控制不起作用

efa*_*ley 3 three.js

我正在尝试学习三,到目前为止一切进展顺利。我正在努力创建一个简单的项目,在高尔夫球座上建造一个高尔夫球。最终,我会将它放在一个天空盒中,并使用一些着色器来创建球中凹痕的外观。

现在我已经能够创建球和发球台并设置相机和灯光。我现在正在尝试添加一些轨道控件,以便我可以在场景周围旋转、平移和缩放。我添加了orbitControls 脚本并设置了我在在线示例中看到的方式。但是,当我尝试绕轨道运行时,我的相机会捕捉到 1,0,0 0,1,0 或 0,0,1,最终场景完全失败,我最终沿着 0,0 看,没有任何物体可见。

这是我的完整代码

<!DOCTYPE html>
<html>
    <head>
        <meta charset=utf-8>
        <title>3D Sandbox</title>
        <style>
            html, body {
                margin: 0px;
            }
            canvas {
                background-color: #999;
                position: absolute;
                height: 100vh;
                width: 100vw;
                overflow: hidden;
            }
        </style>
    </head>
    <body>
        <script src='/three.js'></script>
        <script src="/orbitControls.js"></script>
        <script type='text/javascript'>
            let scene, 
                camera, 
                controls,
                renderer,
                height = window.innerHeight,
                width = window.innerWidth;

            window.addEventListener('load', init, false);

            function init () {
                createScene();
                createCamera();
                createLights();
                createBall();
                createTee();
                render();
                animate();
            }

            function createScene () {
                let grid;

                scene = new THREE.Scene();

                renderer = new THREE.WebGLRenderer({ 
                    antialias: true,
                    alpha: true
                });
                renderer.setSize(width, height);
                document.body.appendChild(renderer.domElement);

                grid = new THREE.GridHelper(100, 5);
                scene.add(grid);
            }

            function createCamera () {
                camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 1000);
                camera.position.z = 50;
                camera.position.y = 13;
                camera.up = new THREE.Vector3(0,1,0);
                //camera.lookAt(new THREE.Vector3(0,13,0));

                controls = new THREE.OrbitControls(camera);
                controls.target = new THREE.Vector3(0, 13, 0);
                controls.addEventListener('change', render);
            }

            function createLights () {
                let directionalLight, ambientLight;

                directionalLight = new THREE.DirectionalLight(0x404040, 4);
                directionalLight.position.set(0, 2000, 2000);
                directionalLight.target.position.set(0, 2, 0);
                scene.add(directionalLight);

                ambientLight = new THREE.AmbientLight(0x404040, 2);
                scene.add(ambientLight);
            }

            function createBall () {
                let ballGeom, ballMaterial, ball;

                ballGeom = new THREE.SphereGeometry(5, 32, 32);
                ballMaterial = new THREE.MeshPhongMaterial({
                    color: 0xFFFFFF
                });
                ball = new THREE.Mesh(ballGeom, ballMaterial);
                ball.position.y = 13.3;

                scene.add(ball);
            }

            function createTee () {
                let tee, stemGeom, stem, bevelGeom, bevel, topGeom, top, teeMat;

                tee = new THREE.Object3D();
                teeMat = new THREE.MeshPhongMaterial({
                    color: 0x0000FF
                });

                stemGeom = new THREE.CylinderGeometry(.9, 0.75, 7);
                stem = new THREE.Mesh(stemGeom, teeMat);
                tee.add(stem);

                bevelGeom = new THREE.CylinderGeometry(1.5, .9, 2);
                bevel = new THREE.Mesh(bevelGeom, teeMat);
                bevel.position.y = 3.75;
                tee.add(bevel);

                topGeom = new THREE.CylinderGeometry(1.5, 1.5, .25);
                top = new THREE.Mesh(topGeom, teeMat);
                top.position.y = 4.875;
                tee.add(top);

                tee.position.y = 3.5;
                scene.add(tee);
            }

            function render () {
                renderer.render(scene, camera);
            }

            function animate() {
              requestAnimationFrame( animate );
              controls.update();
              render();
            }
        </script>
    </body>
</html>
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The*_*Pea 12

就我而言,相机position与 相同OrbitControl target,这使我的 OrbitControl 看起来“损坏”(与 OP 不同的症状 - 我的OrbitControl 根本无法工作。)

正如此github 评论中提到的,相机位置和OrbitControl目标不能相同;我重新定位了相机来解决这个问题 ( camera.position.z = 10)。

请记住,相机(与任何相机一样Object3D默认位于(0,0,0),并且OrbitControl target属性 (a Vector3D) 似乎也默认位于同一点(0,0,0)


小智 8

controls = new THREE.OrbitControls(camera);
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需要是

controls = new THREE.OrbitControls(camera, renderer.domElement);
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结果就在这个块上

  • 实际上,这是一种很好的做法,但不应该是必需的。OP 示例中发生的某些事情导致 `document.body.clientHeight` 为零。 (2认同)