我正在研究little side project,并且在使用Object3D定位时使转向算法在ThreeJS中运行良好有点困难。我目前看来的主要问题是角速度相当不受控制,一切都旋转太快。我希望能够限制一下。我提供了一个简化的代码示例。我想我差不多了,而且我看了一下四元数和Matrix4,但是无法理解它。以前有人有过这个问题吗?谢谢!
class Movement extends THREE.Object3D
constructor: ->
super
@velocity = new THREE.Vector3()
@speed = 4
@ease = 7
@hault = 2
steer: (mode, target) ->
if @speed is 0
@velocity.set 0, 0, 0
return true
# velocity vector
switch mode
when 'arrive'
fromPosition = @position
toPosition = target
when 'flee'
fromPosition = target
toPosition = @position
@velocity.sub toPosition, fromPosition
# calculate magnitude
magnitude = @velocity.length()
# hault
if magnitude < @hault
return true
# limit angle of rotation
# angle = Math.acos fromPosition.dot(toPosition) / fromPosition.length() / toPosition.length()
# axis = new THREE.Vector3().cross fromPosition, toPosition .normalize()
# speed limit
if magnitude > @speed
@velocity.divideScalar magnitude / @speed
# easing
if magnitude < @ease and mode is 'arrive'
@velocity.multiplyScalar magnitude / (@ease + @hault / 2)
# adjust for time
@velocity.multiplyScalar GLOBAL.clock.getDelta()
# update position and rotation
@position.addSelf @velocity
@rotation.y = Math.atan2 -@velocity.z, @velocity.x
@rotation.z = Math.asin @velocity.y / @velocity.length()
答案 0 :(得分:0)
尝试并修改此内容:
var qstart = new THREE.Quaternion();
var qend = new THREE.Quaternion();
var m = new THREE.Matrix4();
qstart.setFromRotationMatrix( MOVING_OBJECT.matrixWorld );
qend.setFromRotationMatrix( m.lookAt( TARGET.position, MOVING_OBJECT.position, new THREE.Vector3( 0, 1, 0 ) ) );
MOVING_OBJECT.rotation.setEulerFromQuaternion( qstart.slerpSelf(qend, 0.015 ) );