Three.js第一人称控制

时间:2012-09-19 18:41:58

标签: javascript 3d webgl three.js

我正在玩Three.js和WebGL,并且无法按照我想要的方式获得控件。我选择尝试“滚动自己的”控件,因为Three.js的FirstPersonControls不使用指针锁。

无论如何,我从内置的FirstPersonControls中获取了大部分代码,将其转换为使用指针锁(movementX而不是pageX - offset),但是我无法平滑外观运动。 / p>

这是我的onMouseMove(使用originalEvent,因为它是一个jquery事件):

onMouseMove: function(e) {
    if(!document.pointerLockElement) return;

    var moveX = e.originalEvent.movementX       ||
                    e.originalEvent.mozMovementX    ||
                    e.originalEvent.webkitMovementX ||
                    0,
        moveY = e.originalEvent.movementY       ||
                    e.originalEvent.mozMovementY    ||
                    e.originalEvent.webkitMovementY ||
                    0;

    //Update the mouse movement for coming frames
    this.mouseMovementX = moveX;
    this.mouseMovementY = moveY;
}

我的Controls.update()(调用每个动画帧,THREE.Clock delta):

update: function(delta) {            
    if(this.freeze) {
        return;
    }

    //movement, works fine
    if(this.moveForward) this.camera.translateZ(-(actualMoveSpeed + this.autoSpeedFactor));
    if(this.moveBackward) this.camera.translateZ(actualMoveSpeed);

    if(this.moveLeft) this.camera.translateX(-actualMoveSpeed);
    if(this.moveRight) this.camera.translateX(actualMoveSpeed);

    /////////
    //ISSUES ARE WITH THIS CODE:
    /////////
    //look movement, really jumpy
    this.lon += this.mouseMovementX;
    this.lat -= this.mouseMovementY;

    this.lat = Math.max(-85, Math.min(85, this.lat));
    this.phi = (90 - this.lat) * Math.PI / 180;
    this.theta = this.lon * Math.PI / 180;

    this.target.x = this.camera.position.x + 100 * Math.sin(this.phi) * Math.cos(this.theta);
    this.target.y = this.camera.position.y + 100 * Math.cos(this.phi);
    this.target.z = this.camera.position.z + 100 * Math.sin(this.phi) * Math.sin(this.theta);

    this.camera.lookAt(this.target);
}

此代码可以正常工作,但随着鼠标移动,移动相机会跳动。我真的可以帮助找出如何平滑它。

你可以通过“跳跃”here看出我的意思。我是Three.js,WebGL的新手,一般只是3D,所以任何帮助都会受到赞赏。

谢谢,

-Chad


编辑使用@przemo_li后,这是他提出的工作代码:

onMouseMove: function(e) {
    if(!document.pointerLockElement) return;

    var moveX = e.originalEvent.movementX       ||
                    e.originalEvent.mozMovementX    ||
                    e.originalEvent.webkitMovementX ||
                    0,
        moveY = e.originalEvent.movementY       ||
                    e.originalEvent.mozMovementY    ||
                    e.originalEvent.webkitMovementY ||
                    0;

    //Update the initial coords on mouse move
    this.mouseMovementX += moveX; //aggregate mouse movements as a total delta delta
    this.mouseMovementY += moveY;
},
update: function(delta) {            
    if(this.freeze) {
        return;
    }

    //movement
    if(this.moveForward) this.camera.translateZ(-(actualMoveSpeed + this.autoSpeedFactor));
    if(this.moveBackward) this.camera.translateZ(actualMoveSpeed);

    if(this.moveLeft) this.camera.translateX(-actualMoveSpeed);
    if(this.moveRight) this.camera.translateX(actualMoveSpeed);

    //look movement
    this.lon += this.mouseMovementX;
    this.lat -= this.mouseMovementY;

    this.mouseMovementX = 0; //reset mouse deltas to 0 each rendered frame
    this.mouseMovementY = 0;

    this.phi = (90 - this.lat) * Math.PI / 180;
    this.theta = this.lon * Math.PI / 180;

    if(this.constrainVertical) {
        this.phi = THREE.Math.mapLinear(this.phi, 0, Math.PI, this.verticalMin, this.verticalMax);
    }

    this.target.x = this.camera.position.x + 100 * Math.sin(this.phi) * Math.cos(this.theta);
    this.target.y = this.camera.position.y + 100 * Math.cos(this.phi);
    this.target.z = this.camera.position.z + 100 * Math.sin(this.phi) * Math.sin(this.theta);

    this.camera.lookAt(this.target);
}

2 个答案:

答案 0 :(得分:18)

答案 1 :(得分:4)

1)约束? 在你的代码中,你将鼠标X移动限制在 - | + 85这种约束不太可能。

2)聚合在帧期间发生的所有事件 在您的代码中,您可以使用每个新事件覆盖鼠标移动。因此,如果您在帧期间获得3个事件,则仅存储最近的事件。

添加这些动作。比渲染帧后,您可以清除计数。并再次开始收集活动。