Dan*_*nze 5 html javascript three.js
我想更新摄像机位置,以便平面世界位置与DIV 屏幕位置匹配.
我需要计算camera.position.z
- 这样即使调整画布大小,飞机的面也会匹配DIV
- 的大小.
this.computeZ = function(meshHandle, cameraHandle, faceHeight, targetHeight){
var face = meshHandle.geometry.vertices[2]
var vFOV = cameraHandle.fov * Math.PI / 180;
var vHeightPartial = 2 * Math.tan( vFOV / 2 );
var p1 = faceHeight * window.innerHeight;
var p2 = face.z * vHeightPartial;
var p3 = targetHeight * vHeightPartial;
var p4 = targetHeight * p2;
var p5 = p1 + p4;
var z = p5/p3;
return z;
}
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世界面部大小现在与DIV
屏幕像素大小匹配.
接下来我们需要找到一个camera.position.x
和camera.position.y
- 以便面部直接重叠DIV
.
我已经研究过...
如何使相机适合对象
Three.js - 视图宽度
THREE.JS:获取相对于屏幕上的相机和对象位置的对象大小
使用投影将World坐标转换为Three.js中的屏幕坐标
......但是一直在努力构建适合computeX
和的东西computeY
看看我提供的小提琴中的功能computeX
和computeY
功能.这些功能是我最好的尝试 - 但不起作用.
我如何构建这些功能?
<!DOCTYPE html>
<html>
<head>
<title>SO code</title>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/three.js/85/three.min.js"></script>
<style>
html,body{
height:100%;
width:100%;
padding:0px;
margin:0px;
}
#content{
width:100%;
height:100%;
position:relative;
}
#box{
position:absolute;
background:orange;
height:100px;
width:100px;
bottom:100px;
right:100px;
}
</style>
</head>
<body>
<div id="content">
<div id="box"></div>
</div>
<script>
function Terrain(){
this.container = document.getElementById('content');
this.camera;
this.scene;
this.renderer;
this.light;
this.computeZ = function(meshHandle, cameraHandle, faceHeight, targetHeight){
var face = meshHandle.geometry.vertices[2]
var vFOV = cameraHandle.fov * Math.PI / 180;
var vHeightPartial = 2 * Math.tan( vFOV / 2 );
var p1 = faceHeight * window.innerHeight;
var p2 = face.z * vHeightPartial;
var p3 = targetHeight * vHeightPartial;
var p4 = targetHeight * p2;
var p5 = p1 + p4;
var z = p5/p3;
//calculate dom element center coordinate
var screenPositionX = 0;
var screenPositionY = 0;
var div = document.getElementById('box');
var divDim = div.getBoundingClientRect();
screenPositionX = (divDim.left + divDim.right) / 2;
screenPositionY = (divDim.bottom + divDim.top) / 2;
var vector = new THREE.Vector3((screenPositionX / window.innerWidth) * 2 -1, (screenPositionY / window.innerHeight) * 2 -1, 0.5);
//unproject camera
vector = vector.unproject(this.camera);
var distanceZ = this.camera.position.z - vector.z ;
var offsetX = vector.x * (z-10) / distanceZ;
var offsetY = vector.y * (z-10) / distanceZ;
var cameraPosition = new THREE.Vector3(offsetX,offsetY,z);
return cameraPosition;
}
this.computeX = function(meshHandle, cameraHandle, faceHeight, targetWidth){
var div = document.getElementById('box');
var divDim = div.getBoundingClientRect();
var y = ((divDim.left + (targetWidth/2)) / window.innerHeight ) * 2 + 1;
return y;
}
this.computeY = function(meshHandle, cameraHandle, faceHeight, targetHeight){
var div = document.getElementById('box');
var divDim = div.getBoundingClientRect();
var y = ((divDim.top + (targetHeight/2)) / window.innerHeight ) * 2 + 1;
return y;
}
this.onDocumentClick = function(event)
{
var vector = new THREE.Vector3(( event.clientX / (window.innerWidth) ) * 2 - 1, -( event.clientY / window.innerHeight ) * 2 + 1, 0.5);
vector = vector.unproject(this.camera);
console.log(vector);
}
this.init();
}
Terrain.prototype.init = function () {
this.camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1000 );
this.scene = new THREE.Scene();
this.geometry = new THREE.BoxGeometry(20, 20, 20);
this.material = new THREE.MeshPhongMaterial();
this.mesh = new THREE.Mesh( this.geometry, this.material );
this.scene.add( this.mesh );
var ambient = new THREE.AmbientLight( 0x00ff00, 0.5 );
this.scene.add( ambient );
this.renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
this.renderer.setPixelRatio( window.devicePixelRatio );
this.renderer.setSize( window.innerWidth, window.innerHeight );
this.container.appendChild(this.renderer.domElement );
window.animations['terrain'] = this.animate.bind(this);
window.addEventListener( 'resize', this.onWindowResize.bind(this), false );
document.addEventListener('click',this.onDocumentClick.bind(this), false);
}
Terrain.prototype.onWindowResize = function(){
this.renderer.setSize( window.innerWidth, window.innerHeight );
this.camera.aspect = window.innerWidth / window.innerHeight;
this.camera.updateProjectionMatrix();
}
Terrain.prototype.animate = function(){
//this.camera.position.x = this.computeX(this.mesh, this.camera, 20, 100);
//this.camera.position.y = this.computeY(this.mesh, this.camera, 20, 100);
this.renderer.render( this.scene, this.camera );
}
function animate(){
for(var i in window.animations){
window.animations[i]();
};
window.requestAnimationFrame(animate);
}
window.animations = {};
var terrain = new Terrain();
window.requestAnimationFrame(animate);
var newPosition = terrain.computeZ(terrain.mesh,terrain.camera,20,100);
terrain.camera.position.x -= newPosition.x;
terrain.camera.position.y += newPosition.y;
terrain.camera.position.z += newPosition.z;
</script>
</body>
</html>
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为了解决这个问题,我给出了这两个步骤,1:获取3D空间中的dom元素坐标.2:使用类似的三角形计算x和y的偏移量.我将向您展示如何使用类似的三角形.
因为相机是透视相机.现在dom元素,相机和网格可以形成一个三角形,如果我们忽略Y维度,三角形看起来就像这张图片.
现在,我们知道3D空间中的dom元素坐标,你得到了正确的'z',我们也知道绿色立方体的深度.我们需要计算偏移量x(图中的紫色线).很明显,图片中的这些三角形是相似的三角形.vector.x / offsetX = vector.z / z - mesh.geometry.parameters.depth
.我们可以做同样的事情来获得offsetY
.
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