我正在使用OrbitControls.js来允许鼠标交互。我在场景中添加了一个按钮,允许将相机“重置”到它在任何鼠标交互之前的状态。
我尝试在任何互动之前保存camera.position和camera.rotation:
camera_initial_position = camera.position; camera_initial_rotation = camera.rotation;
按下“重置”按钮后,初始位置和旋转设置为:
camera.position = camera_initial_position; camera.rotation = camera_initial_rotation;
如果不使用平底锅,效果很好。如果用户使用鼠标右键进行平移,则上述代码无法“重置”相机。
将相机“重置”到之前状态的正确方法是什么?
three.js的修订版是r58,这是OrbitControls.js:
/** * @author qiao / https://github.com/qiao * @author mrdoob / http://mrdoob.com * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley */ THREE.OrbitControls = function ( object, domElement ) { this.object = object; this.domElement = ( domElement !== undefined ) ? domElement : document; // API this.enabled = true; this.center = new THREE.Vector3(); this.userZoom = true; this.userZoomSpeed = 1.0; this.userRotate = true; this.userRotateSpeed = 1.0; this.userPan = true; this.userPanSpeed = 2.0; this.autoRotate = false; this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60 this.minPolarAngle = 0; // radians this.maxPolarAngle = Math.PI; // radians this.minDistance = 0; this.maxDistance = Infinity; this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 }; // internals var scope = this; var EPS = 0.000001; var PIXELS_PER_ROUND = 1800; var rotateStart = new THREE.Vector2(); var rotateEnd = new THREE.Vector2(); var rotateDelta = new THREE.Vector2(); var zoomStart = new THREE.Vector2(); var zoomEnd = new THREE.Vector2(); var zoomDelta = new THREE.Vector2(); var phiDelta = 0; var thetaDelta = 0; var scale = 1; var lastPosition = new THREE.Vector3(); var STATE = { NONE: -1, ROTATE: 0, ZOOM: 1, PAN: 2 }; var state = STATE.NONE; // events var changeEvent = { type: 'change' }; this.rotateLeft = function ( angle ) { if ( angle === undefined ) { angle = getAutoRotationAngle(); } thetaDelta -= angle; }; this.rotateRight = function ( angle ) { if ( angle === undefined ) { angle = getAutoRotationAngle(); } thetaDelta += angle; }; this.rotateUp = function ( angle ) { if ( angle === undefined ) { angle = getAutoRotationAngle(); } phiDelta -= angle; }; this.rotateDown = function ( angle ) { if ( angle === undefined ) { angle = getAutoRotationAngle(); } phiDelta += angle; }; this.zoomIn = function ( zoomScale ) { if ( zoomScale === undefined ) { zoomScale = getZoomScale(); } scale /= zoomScale; }; this.zoomOut = function ( zoomScale ) { if ( zoomScale === undefined ) { zoomScale = getZoomScale(); } scale *= zoomScale; }; this.pan = function ( distance ) { distance.transformDirection( this.object.matrix ); distance.multiplyScalar( scope.userPanSpeed ); this.object.position.add( distance ); this.center.add( distance ); }; this.update = function () { var position = this.object.position; var offset = position.clone().sub( this.center ); // angle from z-axis around y-axis var theta = Math.atan2( offset.x, offset.z ); // angle from y-axis var phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y ); if ( this.autoRotate ) { this.rotateLeft( getAutoRotationAngle() ); } theta += thetaDelta; phi += phiDelta; // restrict phi to be between desired limits phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, phi ) ); // restrict phi to be betwee EPS and PI-EPS phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) ); var radius = offset.length() * scale; // restrict radius to be between desired limits radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) ); offset.x = radius * Math.sin( phi ) * Math.sin( theta ); offset.y = radius * Math.cos( phi ); offset.z = radius * Math.sin( phi ) * Math.cos( theta ); position.copy( this.center ).add( offset ); this.object.lookAt( this.center ); thetaDelta = 0; phiDelta = 0; scale = 1; if ( lastPosition.distanceTo( this.object.position ) > 0 ) { this.dispatchEvent( changeEvent ); lastPosition.copy( this.object.position ); } }; function getAutoRotationAngle() { return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed; } function getZoomScale() { return Math.pow( 0.95, scope.userZoomSpeed ); } function onMouseDown( event ) { if ( scope.enabled === false ) return; if ( scope.userRotate === false ) return; event.preventDefault(); if ( event.button === 0 ) { state = STATE.ROTATE; rotateStart.set( event.clientX, event.clientY ); } else if ( event.button === 1 ) { state = STATE.ZOOM; zoomStart.set( event.clientX, event.clientY ); } else if ( event.button === 2 ) { state = STATE.PAN; } document.addEventListener( 'mousemove', onMouseMove, false ); document.addEventListener( 'mouseup', onMouseUp, false ); } function onMouseMove( event ) { if ( scope.enabled === false ) return; event.preventDefault(); if ( state === STATE.ROTATE ) { rotateEnd.set( event.clientX, event.clientY ); rotateDelta.subVectors( rotateEnd, rotateStart ); scope.rotateLeft( 2 * Math.PI * rotateDelta.x / PIXELS_PER_ROUND * scope.userRotateSpeed ); scope.rotateUp( 2 * Math.PI * rotateDelta.y / PIXELS_PER_ROUND * scope.userRotateSpeed ); rotateStart.copy( rotateEnd ); } else if ( state === STATE.ZOOM ) { zoomEnd.set( event.clientX, event.clientY ); zoomDelta.subVectors( zoomEnd, zoomStart ); if ( zoomDelta.y > 0 ) { scope.zoomIn(); } else { scope.zoomOut(); } zoomStart.copy( zoomEnd ); } else if ( state === STATE.PAN ) { var movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0; var movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0; scope.pan( new THREE.Vector3( - movementX, movementY, 0 ) ); } } function onMouseUp( event ) { if ( scope.enabled === false ) return; if ( scope.userRotate === false ) return; document.removeEventListener( 'mousemove', onMouseMove, false ); document.removeEventListener( 'mouseup', onMouseUp, false ); state = STATE.NONE; } function onMouseWheel( event ) { if ( scope.enabled === false ) return; if ( scope.userZoom === false ) return; var delta = 0; if ( event.wheelDelta ) { // WebKit / Opera / Explorer 9 delta = event.wheelDelta; } else if ( event.detail ) { // Firefox delta = - event.detail; } if ( delta > 0 ) { scope.zoomOut(); } else { scope.zoomIn(); } } function onKeyDown( event ) { if ( scope.enabled === false ) return; if ( scope.userPan === false ) return; switch ( event.keyCode ) { case scope.keys.UP: scope.pan( new THREE.Vector3( 0, 1, 0 ) ); break; case scope.keys.BOTTOM: scope.pan( new THREE.Vector3( 0, - 1, 0 ) ); break; case scope.keys.LEFT: scope.pan( new THREE.Vector3( - 1, 0, 0 ) ); break; case scope.keys.RIGHT: scope.pan( new THREE.Vector3( 1, 0, 0 ) ); break; } } this.domElement.addEventListener( 'contextmenu', function ( event ) { event.preventDefault(); }, false ); this.domElement.addEventListener( 'mousedown', onMouseDown, false ); this.domElement.addEventListener( 'mousewheel', onMouseWheel, false ); this.domElement.addEventListener( 'DOMMouseScroll', onMouseWheel, false ); // firefox this.domElement.addEventListener( 'keydown', onKeyDown, false ); }; THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
答案 0 :(得分:26)
使用OrbitControls
时可以重置相机:
controls.reset();
three.js r.71
答案 1 :(得分:9)
平移操作正在更新名为this.center
的向量,您需要重置它以查看平移方法,
this.center.add( distance );
将此方法设置为:
this.resetCamera = function ( ) {
this.object.position.x= camera_initial_position.xPosition;
this.object.position.y = camera_initial_position.yPosition;
this.object.position.z = camera_initial_position.zPosition;
this.center.x= camera_initial_target.x;
this.center.y= camera_initial_target.y;
this.center.z= camera_initial_target.z;
};
然后更新方法会让相机看着center
向量。
答案 2 :(得分:6)
ah.adel是正确的Pan操作将更新摄像机控制器的中心。因此,如果您需要将摄像机重置/恢复到预定义的摄像机,则还需要设置摄像机控制器中心。
以下代码是存储摄像机位置,旋转和控制中心的简单代码
var camToSave = {};
camToSave.position = camera.position.clone();
camToSave.rotation = camera.rotation.clone();
camToSave.controlCenter = controls.center.clone();
使用此功能稍后恢复相机。
function restoreCamera(position, rotation, controlCenter){
camera.position.set(position.x, position.y, position.z);
camera.rotation.set(rotation.x, rotation.y, rotation.z);
controls.center.set(controlCenter.x, controlCenter.y, controlCenter.z);
controls.update();
render();
}
调用restoreCamera函数恢复已保存的摄像头。
restoreCamera(camToSave.position, camToSave.rotation, camToSave.controlCenter);
希望这对有这个问题的人有所帮助