bra*_*cho 9 camera vector three.js
你将如何从一个固定点沿着它所面对的轨迹前后移动相机?
我知道有几个控制脚本可以做到这一点,但我需要做一些自定义的事情,而且我无法分解他们的代码来确定如何隔离上述行为。
我看过这个答案,我认为它解决了这个问题,并提出了以下代码:
cameraPosition = camera.position
cameraRotation = new THREE.Vector3(camera.rotation._x, camera.rotation._y, camera.rotation._z)
newCamera = new THREE.Vector3().addVectors(cameraPosition, cameraRotation)
camera.position.set(newCamera.x, newCamera.y, newCamera.z)
camera.updateProjectionMatrix()
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但这似乎是将相机围成一圈而不是前后移动。
任何帮助将非常感激。谢谢!
Wes*_*ley 15
要向前或向后移动相机朝向的方向,请使用
camera.translateZ( - distance );
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或者
camera.translateZ( distance );
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三.js r.78
这是通过更新camera.position.z. 使用W=forward, S=backward
var camera, scene, renderer, geometry, material, mesh;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 500;
scene.add(camera);
geometry = new THREE.CubeGeometry(200, 200, 200);
material = new THREE.MeshNormalMaterial();
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
document.body.addEventListener( 'keydown', onKeyDown, false );
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
mesh.rotation.x += 0.01;
mesh.rotation.y += 0.02;
renderer.render(scene, camera);
}
function onKeyDown(){
switch( event.keyCode ) {
case 83: // up
camera.position.z += 50;
break;
case 87: // down
camera.position.z -= 50;
break;
}
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