Die*_*ros 2 javascript three.js
我有一个简单的three.js场景,在飞机上包含一个3D Homer Simpson.我希望能够使用鼠标在他自己的y轴上旋转他.
以下代码几乎就在那里.有点我从这里和那里拼凑起来和我自己的位.问题在于,我只是无法绕着他的y轴旋转他,一个正在穿过他的核心,正好在中间.
在包含的代码中,如果我使用框架作为参考,他会旋转一圈.其周长(在这个例子中恰好是偶然的)大约是他所站立的飞机的大小.
如果我移除框架而不是使用模型旋转,那么他几乎在y轴上旋转 - 除了I轴就在他的身边.
我使用以下模型.事实上,我希望他旋转的方式就是他在3D Warehouse示例中的表现方式.如果你点击3D视图并旋转他,你会看到我想要实现的目标.
// nasty globals, but this is just a sandbox.
var camera;
var frame;
var loader = new THREE.ColladaLoader();
var model;
var plane;
var renderer;
var scene;
var mouseX = 0;
var mouseXOnMouseDown = 0;
var targetRotation = 0;
var targetRotationOnMouseDown = 0;
var windowHalfX = 800 / 2;
loader.load('Homer/models/body.dae', function(collada) {
model = collada.scene;
model.position.x = 0;
model.position.y = 0;
model.position.z = 100;
model.rotation.x = - Math.PI / 2; // stand Homer upright and facing the camera.
init();
animate();
});
function init()
{
renderer = new THREE.WebGLRenderer();
renderer.setSize(800, 800);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(45, 1, 100, 10000);
camera.position.x = 50;
camera.position.y = 120;
camera.position.z = 600;
scene = new THREE.Scene();
scene.add(model);
// Do I need a frame of reference to get Homer to spin on his own Y-axis instead of the scene's?
frame = new THREE.Object3D();
frame.add(model);
scene.add(frame);
plane = new THREE.Mesh( new THREE.PlaneGeometry( 400, 400 ), new THREE.MeshBasicMaterial( { color: 0xe0e0e0 } ) );
plane.geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
scene.add( plane );
var light = new THREE.SpotLight();
light.position.set(200, 500, 4000);
scene.add(light);
renderer.render(scene, camera);
// Spin Homer around when moving the mouse around
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
}
function onDocumentMouseDown( event ) {
event.preventDefault();
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
document.addEventListener( 'mouseout', onDocumentMouseOut, false );
mouseXOnMouseDown = event.clientX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
}
function onDocumentMouseMove() {
mouseX = event.clientX - windowHalfX;
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
}
function onDocumentMouseUp() {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentMouseOut() {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentTouchStart( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
}
}
// Spin Homer around the Y-Axis
function animate() {
requestAnimationFrame( animate );
// When we add the frame, he spins in a circle, about the size of the plane (that's spin size if coincidence)
frame.rotation.y += ( targetRotation - frame.rotation.y ) * 0.03;
// If we remove the frame from the scene, and use this line instead, Homer spins around the y-axis.
// But, the y-axis is along the outside of his leg and arm, not through his vertical center, which is what I want.
// model.rotation.z += ( targetRotation - model.rotation.z ) * 0.03;
renderer.render( scene, camera );
}
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这很棘手.问题在于,荷马的几何学让他站在他的局部坐标系中,右脚紧挨着原点.
在这样的情况下你通常会做的就是打电话
geometry.applyMatrix( new THREE.Matrix4().makeTranslation( -distance, 0, 0 ) );
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并沿着局部x轴平移几何体.那将是荷马的中心,你就会完成.
如果你可以找出Collada数据结构,你可以做到这一点.
另一种解决方案是这个技巧:(1)使你的模型成为父模型的子模型,(2)使父模型成为另一个对象的子元素,(3)然后将父模型偏移一段距离:
在您的init()功能中,执行此操作
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
renderer.setSize(800, 800);
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 45, 1, 100, 10000 );
camera.position.x = 50;
camera.position.y = 120;
camera.position.z = 600;
scene.add( camera ); // don't forget this
scene.add( new THREE.AxisHelper() ); // frame of reference
// //////////////////////////////////////////////////
// trick to accommodate geometry offset
object = new THREE.Object3D();
scene.add( object );
parent = new THREE.Object3D();
parent.position.x = -39;
object.add( parent );
parent.add( model );
// //////////////////////////////////////////////////
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然后在你的animate()功能:
object.rotation.y += ( targetRotation - object.rotation.y ) * 0.03;
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