我的应用中有一个相机:
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.z = 1;
camera.position.y = -5;
camera.rotateOnAxis(new THREE.Vector3(1, 0, 0), degInRad(90));
camera.up = new THREE.Vector3(0, 0, 1);
render
功能中的代码必须在我按下按键时旋转相机:
if (leftPressed) {
camera.rotateOnAxis((new THREE.Vector3(0, 1, 0)).normalize(), degInRad(1));
} else if (rightPressed) {
camera.rotateOnAxis((new THREE.Vector3(0, 1, 0)).normalize(), degInRad(-1));
}
if (upPressed) {
camera.rotateOnAxis((new THREE.Vector3(1, 0, 0)).normalize(), degInRad(1));
} else if (downPressed) {
camera.rotateOnAxis((new THREE.Vector3(1, 0, 0)).normalize(), degInRad(-1));
}
相机旋转,但不是我需要的方式。我希望那台相机在飞机上像FPS(第一人称射击游戏)一样旋转。看图片了解我想要的东西......
我尝试使用sin(1)
和cos(1)
,但无法理解rotateOnAxis
的工作原理,导致translate
函数像魅力一样工作,并将相机移动到她所看到的方向。
的 P.S。
这是three.js
到degInRad
可能有帮助
要处理键盘事件,请使用docs
这是一个function degInRad(deg) {
return deg * Math.PI / 180;
}
函数:
O
上的链接
O-O1
- 相机的位置
R1
- 当前摄像机方向
R
- 当前旋转方向
{{1}} - 我想要的方向
抱歉好图片。
答案 0 :(得分:14)
只需设置camera.rotation.order = 'YXZ';
答案 1 :(得分:5)
相信您在概念上寻找的是相机装备设置。在这种方法中,您首先将Object3D
构建为“颈部”,然后使用所需的旋转将摄像机连接到该对象。然后,您可以将旋转应用到Object3D
,以便在没有摆动效果的情况下环顾四周。为了进一步实现它,您可以将该“颈部”对象嵌套在另一个Object3D
中作为“主体”,并将翻译应用于该对象以在场景中移动。通过这种方式,您可以使用基本的相机控制器装备我这样修改你的小提琴:
编辑:实施更改以更好地适应@ostapische用例。这是小提琴link
function degInRad(deg) {
return deg * Math.PI / 180;
}
/////////////////////////////////
function render() {
requestAnimationFrame(render);
if (leftPressed) {
neck.rotation.y += degInRad(1);
} else if (rightPressed) {
neck.rotation.y -= degInRad(1);
}
if (upPressed) {
camera.rotation.x += degInRad(1);
} else if (downPressed) {
camera.rotation.x -= degInRad(1);
}
renderer.render(scene, camera);
}
/////////////////////////////////
var scene, camera, renderer, grass, neck;
var leftPressed = false;
var rightPressed = false;
var upPressed = false;
var downPressed = false;
/////////////////////////////////
window.onload = function() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
cameraHolder = new THREE.Object3D();
cameraHolder.add( camera );
renderer = new THREE.WebGLRenderer();
renderer.rendererSize = {width: window.innerWidth, height: window.innerHeight, quality: 100, maxQuality: 400, minQuality: 20};
renderer.setSize( renderer.rendererSize.width, renderer.rendererSize.height );
document.body.appendChild( renderer.domElement );
var texture, material, geometry, element;
material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
material.side = THREE.DoubleSide;
geometry = new THREE.PlaneGeometry(24, 24);
grass = new THREE.Mesh( geometry, material );
grass.name = "grass";
scene.add( grass );
neck = new THREE.Object3D();
neck.rotateOnAxis(new THREE.Vector3(1, 0, 0), degInRad(90));
neck.up = new THREE.Vector3(0, 0, 1);
neck.position.z = 1;
neck.position.y = -5;
neck.add(camera);
scene.add(neck);
KeyboardJS.on('left', function() { leftPressed = true; }, function() { leftPressed = false; });
KeyboardJS.on('right', function() { rightPressed = true; }, function() { rightPressed = false; });
KeyboardJS.on('up', function() { upPressed = true; }, function() { upPressed = false; });
KeyboardJS.on('down', function() { downPressed = true; }, function() { downPressed = false; });
render();
}
我要提到PointLockControl或FirstPersonControl,但我看到WestLangley非常友好。无论如何祝你好运,