Kor*_*ako 3 draggable coordinate-transformation three.js react-three-fiber react-use-gesture
我希望能够使用 React-三纤维和正交相机在画布中将对象拖动到平面上(想象一下棋盘上的棋子)。
这是使用固定相机位置的示例(不是我的):https://codepen.io/kaolay/pen/bqKjVz
但我也希望能够移动相机 - 所以我添加了轨道控件,当拖动对象时该控件将被禁用。
我这里有一个代码沙箱,我的尝试基于许多其他示例: https://codesandbox.io/s/inspiring-franklin-2r3ri ?file=/src/Obj.jsx
主要代码位于两个文件中,App.jsx 以及画布、相机和轨道控件。Obj.jsx 包含被拖动的网格以及使用手势 useDrag 函数内部的拖动逻辑。
应用程序.jsx
import React, { useState } from "react";
import { Canvas } from "@react-three/fiber";
import Obj from "./Obj.jsx";
import { OrthographicCamera, OrbitControls } from "@react-three/drei";
import * as THREE from "three";
export default function App() {
  const [isDragging, setIsDragging] = useState(false);
  return (
    <Canvas style={{ background: "white" }} shadows dpr={[1, 2]}>
      <ambientLight intensity={0.5} />
      <directionalLight
        intensity={0.5}
        castShadow
        shadow-mapSize-height={512}
        shadow-mapSize-width={512}
      />
      <mesh rotation={[-Math.PI / 2, 0, 0]} receiveShadow>
        <planeBufferGeometry attach="geometry" args={[10, 10]} receiveShadow />
        <meshPhongMaterial
          attach="material"
          color="#ccc"
          side={THREE.DoubleSide}
          receiveShadow
        />
      </mesh>
      <Obj setIsDragging={setIsDragging} />
      <OrthographicCamera makeDefault zoom={50} position={[0, 40, 200]} />
      <OrbitControls minZoom={10} maxZoom={50} enabled={!isDragging} />
    </Canvas>
  );
}
Obj.jsx(在“使用拖动”功能中包含有问题的代码)
import React, { useState } from "react";
import { useDrag } from "@use-gesture/react";
import { animated, useSpring } from "@react-spring/three";
import { useThree } from "@react-three/fiber";
import * as THREE from "three";
function Obj({ setIsDragging }) {
  const { camera } = useThree();
  const [pos, setPos] = useState([0, 1, 0]);
  const { size, viewport } = useThree();
  const aspect = size.width / viewport.width;
  const [spring, api] = useSpring(() => ({
    // position: [0, 0, 0],
    position: pos,
    scale: 1,
    rotation: [0, 0, 0],
    config: { friction: 10 }
  }));
  const bind = useDrag(
    ({ active, delta, movement: [x, y], velocity, timeStamp, memo = 0 }) => {
      if (active) {
 //// THIS IS THE CODE THAT I KNOW IS NOT WORKING /////
        let vDir = new THREE.Vector3();
        let vPos = new THREE.Vector3(
          (x / window.innerWidth) * 2 - 1,
          -(y / window.innerHeight) * 2 + 1,
          0.5
        ).unproject(camera);
        vDir.copy(vPos).sub(camera.position).normalize();
        let flDistance = -camera.position.z / vDir.z;
        vPos = vPos.copy(camera.position).add(vDir.multiplyScalar(flDistance));
        const arbitraryFactor = 1; // I suspect this has to reflect the distance from camera in all dims...
        setPos([vPos.x * arbitraryFactor, 1.5, -vPos.y * arbitraryFactor]);
 //// END /////
      }
      setIsDragging(active);
      api.start({
        // position: active ? [x / aspect, -y / aspect, 0] : [0, 0, 0],
        position: pos,
        scale: active ? 1.2 : 1,
        rotation: [y / aspect, x / aspect, 0]
      });
      return timeStamp;
    }
  );
  return (
    <animated.mesh {...spring} {...bind()} castShadow>
      <dodecahedronBufferGeometry
        castShadow
        attach="geometry"
        args={[1.4, 0]}
      />
      <meshNormalMaterial attach="material" />
    </animated.mesh>
  );
}
export default Obj;
一些有用的参考资料,但还没有让我到达那里! 鼠标/画布 X、Y 到 Three.js 世界 X、Y、Z
https://codesandbox.io/s/react- Three-Fiber-gestures-forked-lpfv3?file=/src/App.js:1160-1247
https://codesandbox.io/embed/react- Three-Fiber-gestures-08d22?codemirror=1
https://codesandbox.io/s/r3f-lines-capture-1gkvp
https://github.com/pmndrs/react- Three-Fiber/discussions/641
最后再次重新链接到我的代码沙箱示例: https://codesandbox.io/s/inspiring-franklin-2r3ri? file=/src/Obj.jsx:0-1848
当我意识到 React-Three-Fiber 将事件信息传递到 useDrag 后,我采取了不同的方法,其中包含我需要的坐标和射线信息。
https://codesandbox.io/s/musing-night-wso9v?file=/src/App.jsx
应用程序.jsx
import React, { useState } from "react";
import { Canvas } from "@react-three/fiber";
import Obj from "./Obj.jsx";
import { OrthographicCamera, OrbitControls } from "@react-three/drei";
import * as THREE from "three";
export default function App() {
  const [isDragging, setIsDragging] = useState(false);
  const floorPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0);
  return (
    <Canvas style={{ background: "white" }} shadows dpr={[1, 2]}>
      <ambientLight intensity={0.5} />
      <directionalLight
        intensity={0.5}
        castShadow
        shadow-mapSize-height={512}
        shadow-mapSize-width={512}
      />
      <mesh
        rotation={[-Math.PI / 2, 0, 0]}
        position={[0, -0.1, 0]}
        receiveShadow
      >
        <planeBufferGeometry attach="geometry" args={[10, 10]} receiveShadow />
        <meshPhongMaterial
          attach="material"
          color="#ccc"
          side={THREE.DoubleSide}
          receiveShadow
        />
      </mesh>
      <planeHelper args={[floorPlane, 5, "red"]} />
      <gridHelper args={[100, 100]} />
      <Obj setIsDragging={setIsDragging} floorPlane={floorPlane} />
      <OrthographicCamera makeDefault zoom={50} position={[0, 40, 200]} />
      <OrbitControls minZoom={10} maxZoom={50} enabled={!isDragging} />
    </Canvas>
  );
}
对象.jsx
import React, { useState, useRef } from "react";
import { useDrag } from "@use-gesture/react";
import { animated, useSpring } from "@react-spring/three";
import { useThree } from "@react-three/fiber";
import * as THREE from "three";
function Obj({ setIsDragging, floorPlane }) {
  const [pos, setPos] = useState([0, 1, 0]);
  const { size, viewport } = useThree();
  const aspect = size.width / viewport.width;
  let planeIntersectPoint = new THREE.Vector3();
  const dragObjectRef = useRef();
  const [spring, api] = useSpring(() => ({
    // position: [0, 0, 0],
    position: pos,
    scale: 1,
    rotation: [0, 0, 0],
    config: { friction: 10 }
  }));
  const bind = useDrag(
    ({ active, movement: [x, y], timeStamp, event }) => {
      if (active) {
        event.ray.intersectPlane(floorPlane, planeIntersectPoint);
        setPos([planeIntersectPoint.x, 1.5, planeIntersectPoint.z]);
      }
      setIsDragging(active);
      api.start({
        // position: active ? [x / aspect, -y / aspect, 0] : [0, 0, 0],
        position: pos,
        scale: active ? 1.2 : 1,
        rotation: [y / aspect, x / aspect, 0]
      });
      return timeStamp;
    },
    { delay: true }
  );
  return (
    <animated.mesh {...spring} {...bind()} castShadow>
      <dodecahedronBufferGeometry
        ref={dragObjectRef}
        attach="geometry"
        args={[1.4, 0]}
      />
      <meshNormalMaterial attach="material" />
    </animated.mesh>
  );
}
export default Obj;
这不应该花费我这么长时间,我希望这对其他人有帮助!