Ale*_*xus 3 javascript html5 three.js
有没有办法限制场景中摄像机的平移运动?
尝试pan在orbitControls中改变方法,但我对结果并不满意,我希望有更方便/更合适的方法来做到这一点.
if ( scope.object instanceof THREE.PerspectiveCamera ) {
// perspective
var position = scope.object.position;
var offset = position.clone().sub( scope.target );
var targetDistance = offset.length();
// half of the fov is center to top of screen
targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );
// we actually don't use screenWidth, since perspective camera is fixed to screen height
var dist_l = ( 2 * deltaX * targetDistance / screenHeight );
var dist_u = ( 2 * deltaY * targetDistance / screenHeight );
/////// X,Y limit calculation //////
var limit = 100;
if( (position.x - dist_l) <= -limit ){
dist_l = -0.1;
}else if( (position.x - dist_l) >= limit){
dist_l = 0.1;
}
if( (position.z - dist_u) <= -limit ){
dist_u = -0.1;
}else if( (position.z - dist_u) >= (limit*2.5) ){
dist_u = 0.1;
}
/////// X,Y limit calculation //////
scope.panLeft( dist_l );
scope.panUp( dist_u );
} else if ( scope.object instanceof THREE.OrthographicCamera ) {
// orthographic
scope.panLeft( deltaX * ( scope.object.right - scope.object.left ) / screenWidth );
scope.panUp( deltaY * ( scope.object.top - scope.object.bottom ) / screenHeight );
}
Run Code Online (Sandbox Code Playgroud)
小智 7
我遇到了同样的问题.解决方案不是触摸pan()函数,而是检查update()函数中的限制.找到162行:
// move target to panned location
scope.target.add( panOffset );
Run Code Online (Sandbox Code Playgroud)
在此行之后立即进行限制计算:
if (scope.target.x > 1000)
scope.target.setX(1000);
if (scope.target.x < 0)
scope.target.setX (0);
...
Run Code Online (Sandbox Code Playgroud)
这将钳制目标x位置.它工作得很顺利.
| 归档时间: |
|
| 查看次数: |
752 次 |
| 最近记录: |