我正在玩three.js并尝试创建一个正弦波动画,该动画源自用鼠标点击飞机的点。事实是,波纹的起源并不是你点击它的确切位置 - 它似乎总是来自飞机的中间,虽然点击飞机的最远区域确实似乎以某种方式改变了波浪。
数学从来就不是我的力量,所以我确定它是某种逻辑问题!
代码:
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html" charset="utf-8" />
</head>
<body>
</body>
<script src="three.min.js"></script>
<script type="text/javascript" src="//ajax.googleapis.com/ajax/libs/jquery/1.11.2/jquery.min.js"></script>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 10000);
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x17293a);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var mouse = new THREE.Vector3();
var planeGeometry = new THREE.PlaneGeometry(200, 100, 50, 50);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xEF3523, wireframe: true});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.geometry.dynamic = true;
plane.position.set(0, 0, 0);
plane.rotation.x = -0.5 * Math.PI;
scene.add(plane);
camera.position.set(0, 90, 100);
camera.lookAt(scene.position);
var raycaster = new THREE.Raycaster();
var checkMousePos = function() {
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( scene.children );
console.log(intersects.length);
if (intersects.length > 0) {
var wave = {};
wave.x = intersects[0].point.x;
wave.y = intersects[0].point.y;
wave.z = intersects[0].point.z;
drawWave(wave);
}
};
drawWave = function(wave){
var center = new THREE.Vector3(wave.x, wave.y, wave.z);
var anim = function(ts) {
requestAnimationFrame(anim);
var vLength = plane.geometry.vertices.length;
for (var i = 0; i < vLength; i++) {
var v = plane.geometry.vertices[i];
var dist = new THREE.Vector3(v.x, v.y, v.z).sub(center);
var size = 5.0;
var magnitude = 4;
v.z = Math.sin(dist.length()/-size + (ts/500)) * magnitude;
}
plane.geometry.verticesNeedUpdate = true;
renderer.render(scene, camera);
}
anim();
};
$(document).on('click', function(e) {
checkMousePos();
});
var render = function() {
requestAnimationFrame(render);
renderer.render(scene, camera);
};
render();
</script>
</html>
JSfiddle:https://jsfiddle.net/dwo3kvLp/
答案 0 :(得分:1)
在创建中心向量时,似乎需要交换y轴和z轴:
var center = new THREE.Vector3(wave.x, -wave.z, wave.y);
这似乎是因为飞机在这里旋转:
plane.rotation.x = -0.5 * Math.PI;
答案 1 :(得分:1)
如果您移除旋转平面的线(plane.rotation.x = -0.5 * Math.PI;
),您会注意到它的工作正常。
所以旋转后的x,y和z坐标必然意味着你会直觉地认为那些方向只是从它看起来(并且他们绝对 don&#39 ; t表示与用户点击时捕获的x和y相同的方向。发生的是你的y和z坐标是为了引用旧的方向而实现的。
如果您添加console.log
语句,则在调用wave.x
,wave.y
和wave.z
值之后立即打印出来drawWave(wave)
1}},然后打开控制台并点击一下,你应该看到问题。 (您可以在JSFiddle页面上执行此操作)
事实证明,当你将点分配到checkMousePos
底部的波浪时,看起来像是#34; y&#34; (&#34;前进后退&#34;)由&#34; z&#34;并保持基本恒定加上或减去波浪的高度。这就是为什么波浪起源总是在中心(向前 - 向后)但是左右移动就好了。
所以,你需要做的就是改变这些方面:
wave.y = intersects[0].point.y;
wave.z = intersects[0].point.z;
到
wave.y = intersects[0].point.z * -1;
wave.z = intersects[0].point.y;
它应该有效。
完整更新的代码:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75,
window.innerWidth/window.innerHeight, 0.1, 10000);
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(0x17293a);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var mouse = new THREE.Vector3();
var planeGeometry = new THREE.PlaneGeometry(200, 100, 50, 50);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xEF3523, wireframe: true});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.geometry.dynamic = true;
plane.position.set(0, 0, 0);
plane.rotation.x = -0.5 * Math.PI;
scene.add(plane);
camera.position.set(0, 90, 100);
camera.lookAt(scene.position);
var raycaster = new THREE.Raycaster();
var checkMousePos = function() {
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( scene.children );
console.log(intersects.length);
if (intersects.length > 0) {
var wave = {};
wave.x = intersects[0].point.x;
wave.y = intersects[0].point.z * -1;
wave.z = intersects[0].point.y;
drawWave(wave);
}
};
drawWave = function(wave){
var center = new THREE.Vector3(wave.x, wave.y, wave.z);
var anim = function(ts) {
requestAnimationFrame(anim);
var vLength = plane.geometry.vertices.length;
for (var i = 0; i < vLength; i++) {
var v = plane.geometry.vertices[i];
var dist = new THREE.Vector3(v.x, v.y, v.z).sub(center);
var size = 5.0;
var magnitude = 4;
v.z = Math.sin(dist.length()/-size + (ts/500)) * magnitude;
}
plane.geometry.verticesNeedUpdate = true;
renderer.render(scene, camera);
}
anim();
};
$(document).on('click', function(e) {
checkMousePos();
});
var render = function() {
requestAnimationFrame(render);
renderer.render(scene, camera);
};
render();