我已经在Three.js
中构建了一些3D-TileMap。
当前,我的PerspectiveCamera
遇到问题。我不会添加诸如Map rotating
或zooming
之类的相机处理功能。缩放始终有效,这里我仅使用field of view
和mousewheel
。
但是我如何实现地图旋转?当我使用camera
的坐标修改 x , y 或 z 时,我误会了计算。 / p>
这是我当前的工作:
function Input(renderer, camera) {
var press = false
var sensitivity = 0.2
renderer.domElement.addEventListener('mousemove', event => {
if(!press){ return }
camera.position.x += event.movementX * sensitivity
camera.position.y += event.movementY * sensitivity
camera.position.z += event.movementY * sensitivity / 10
})
renderer.domElement.addEventListener('mousedown', () => { press = true })
renderer.domElement.addEventListener('mouseup', () => { press = false })
renderer.domElement.addEventListener('mouseleave', () => { press = false })
renderer.domElement.addEventListener('mousewheel', event => {
// Add MIN/MAX LIMITS
const ratio = camera.position.y / camera.position.z
camera.position.y -= (event.wheelDelta * sensitivity * ratio)
camera.position.z -= (event.wheelDelta * sensitivity)
camera.updateProjectionMatrix()
})
}
var controls;
const Type = 'WebGL'; // WebGL or Canvas
var _width, _height, CUBE_SIZE, GRID, TOTAL_CUBES, WALL_SIZE, HALF_WALL_SIZE,
MAIN_COLOR, SECONDARY_COLOR, cubes, renderer, camera, scene, group
var clock = new THREE.Clock();
clock.start();
var FOV = 45;
_width = window.innerWidth
_height = window.innerHeight
CUBE_SIZE = 80 /* width, height */
GRID = 12 /* cols, rows */
TOTAL_CUBES = (GRID * GRID)
WALL_SIZE = (GRID * CUBE_SIZE)
HALF_WALL_SIZE = (WALL_SIZE / 2)
MAIN_COLOR = 0xFFFFFF
SECONDARY_COLOR = 0x222222
cubes = []
var directions = [];
var normalized = [];
switch(Type) {
case 'WebGL':
renderer = new THREE.WebGLRenderer({antialias: true})
break;
case 'Canvas':
renderer = new THREE.CanvasRenderer({antialias: true})
break;
}
camera = new THREE.PerspectiveCamera(FOV, (_width / _height), 0.1, 10000)
scene = new THREE.Scene()
group = new THREE.Object3D()
/* -- -- */
setupCamera(0, 0, 800)
setupBox(group)
setupFloor(group)
setupCubes(group)
setupLights(group)
group.position.y = 10
group.rotation.set(-60 * (Math.PI/180), 0, -45 * (Math.PI/180))
scene.add(group)
setupRenderer(document.body)
window.addEventListener('resize', resizeHandler, false)
new Input(renderer, camera);
/* -- -- */
function resizeHandler() {
_width = window.innerWidth
_height = window.innerHeight
renderer.setSize(_width, _height)
camera.aspect = _width / _height
camera.updateProjectionMatrix()
}
/* -- CAMERA -- */
function setupCamera(x, y, z) {
camera.position.set(x, y, z)
scene.add(camera)
}
/* -- BOX -- */
function setupBox(parent) {
var i, boxesArray, geometry, material
boxesArray = []
geometry = new THREE.BoxGeometry(WALL_SIZE, WALL_SIZE, 0.05)
geometry.faces[8].color.setHex(SECONDARY_COLOR)
geometry.faces[9].color.setHex(SECONDARY_COLOR)
geometry.colorsNeedUpdate = true
material = new THREE.MeshBasicMaterial({
color : MAIN_COLOR,
vertexColors : THREE.FaceColors,
overdraw: 0.5
})
for (i = 0; i < 5; i++) {
boxesArray.push(new THREE.Mesh(geometry, material))
}
// back
boxesArray[0].position.set(0, HALF_WALL_SIZE, -HALF_WALL_SIZE)
boxesArray[0].rotation.x = 90 * (Math.PI/180)
// right
boxesArray[1].position.set(HALF_WALL_SIZE, 0, -HALF_WALL_SIZE)
boxesArray[1].rotation.y = -90 * (Math.PI/180)
// front
boxesArray[2].position.set(0, -HALF_WALL_SIZE, -HALF_WALL_SIZE)
boxesArray[2].rotation.x = -90 * (Math.PI/180)
// left
boxesArray[3].position.set(-HALF_WALL_SIZE, 0, -HALF_WALL_SIZE)
boxesArray[3].rotation.y = 90 * (Math.PI/180)
// bottom
boxesArray[4].position.set(0, 0, -WALL_SIZE)
boxesArray.forEach(function(box) {
box.renderOrder = 1;
parent.add(box)
});
}
/* -- FLOOR -- */
function setupFloor(parent) {
var i, tilesArray, geometry, material
tilesArray = []
geometry = new THREE.PlaneBufferGeometry(WALL_SIZE, WALL_SIZE)
material = new THREE.MeshLambertMaterial({
color : MAIN_COLOR,
overdraw: 1
})
for (i = 0; i < 8; i++) {
tilesArray.push(new THREE.Mesh(geometry, material))
}
tilesArray[0].position.set(-WALL_SIZE, WALL_SIZE, 0)
tilesArray[1].position.set(0, WALL_SIZE, 0)
tilesArray[2].position.set(WALL_SIZE, WALL_SIZE, 0)
tilesArray[3].position.set(-WALL_SIZE, 0, 0)
tilesArray[4].position.set(WALL_SIZE, 0, 0)
tilesArray[5].position.set(-WALL_SIZE, -WALL_SIZE, 0)
tilesArray[6].position.set(0, -WALL_SIZE, 0)
tilesArray[7].position.set(WALL_SIZE, -WALL_SIZE, 0)
tilesArray.forEach(function(tile) {
tile.receiveShadow = true
tile.renderOrder = 4;
parent.add(tile)
})
}
/* -- CUBES --*/
function setupCubes(parent) {
var i, geometry, material, x, y, row, col
geometry = new THREE.BoxGeometry(CUBE_SIZE, CUBE_SIZE, 0.05)
material = new THREE.MeshPhongMaterial( {
map: new THREE.TextureLoader().load('http://ak.game-socket.de/assets/grass.png'),
normalMap: new THREE.TextureLoader().load('http://ak.game-socket.de/assets/paper_low_nmap.png'),
overdraw: 1,
depthTest: true,
depthWrite: true
} );
x = 0
y = 0
row = 0
col = 0
for (i = 0; i < TOTAL_CUBES; i++) {
cubes.push(new THREE.Mesh(geometry, material))
if ((i % GRID) === 0) {
col = 1
row++
} else col++
x = -(((GRID * CUBE_SIZE) / 2) - ((CUBE_SIZE) * col) + (CUBE_SIZE/2))
y = -(((GRID * CUBE_SIZE) / 2) - ((CUBE_SIZE) * row) + (CUBE_SIZE/2))
cubes[i].position.set(x, y, 0)
}
cubes.forEach(function(cube, index) {
if(index % 2 == 0) {
directions[index] = -1;
normalized[index] = false;
} else {
directions[index] = 1;
normalized[index] = true;
}
cube.castShadow = true
cube.receiveShadow = true
cube.rotation.x = 0;
cube.renderOrder = 3;
cube.doubleSide = true;
parent.add(cube)
})
}
/* -- LIGHTS -- */
function setupLights(parent) {
var light, soft_light
light = new THREE.DirectionalLight(MAIN_COLOR, 1.25)
soft_light = new THREE.DirectionalLight(MAIN_COLOR, 1.5)
light.position.set(-WALL_SIZE, -WALL_SIZE, CUBE_SIZE * GRID)
light.castShadow = true
soft_light.position.set(WALL_SIZE, WALL_SIZE, CUBE_SIZE * GRID)
parent.add(light).add(soft_light)
}
/* -- RENDERER -- */
function setupRenderer(parent) {
renderer.setSize(_width, _height)
renderer.setClearColor(MAIN_COLOR, 1.0);
parent.appendChild(renderer.domElement)
}
var speed = 0.003;
var reach = 40;
function render() {
var delta = clock.getDelta();
requestAnimationFrame(render);
cubes.forEach(function(cube, index) {
cube.castShadow = true
cube.receiveShadow = true
if(directions[index] >= 1) {
++directions[index];
if(directions[index] >= reach) {
directions[index] = -1
}
cube.rotation.x += speed;
} else if(directions[index] <= -1) {
--directions[index];
if(directions[index] <= -reach) {
directions[index] = 1
}
cube.rotation.x -= speed;
}
});
renderer.render(scene, camera)
}
render();
html, body, canvas {
padding: 0;
margin: 0;
width: 100%;
height: 100%;
display: block;
}
<script src="https://rawcdn.githack.com/mrdoob/three.js/dev/build/three.min.js"></script>
<script src="https://rawcdn.githack.com/mrdoob/three.js/dev/examples/js/renderers/CanvasRenderer.js"></script>
<script src="https://rawcdn.githack.com/mrdoob/three.js/dev/examples/js/renderers/Projector.js"></script>
<script src="https://rawcdn.githack.com/mrdoob/three.js/dev/examples/js/controls/TrackballControls.js"></script>
<script src="https://rawcdn.githack.com/mrdoob/three.js/dev/examples/js/shaders/ParallaxShader.js"></script>
通过选项,我不希望旋转/缩放到达地图的末端-例如,用户无法在地图下方查看。