使用鼠标时,我在移动对象时遇到了问题。当我最初移动对象时它工作正常,但在围绕y轴旋转场景后,对象开始沿鼠标的相反方向移动。我已经为此创建了一个jsfiddle。这是代码:
//define global variables here
var container, renderer;
var camera, scene, projector,mouseVector,controls;
var mouseX, mouseY, draggable;
var pen,c_mesh,interactiveObj = [];
var cube_selected=false;
var wallWidth=1200;
var wallHeight=400;
var raycaster = new THREE.Raycaster(); // create once
var mouse = new THREE.Vector2(); // create once
init();
animate();
function init(){
container=document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 10, 10000);
//camera.position.set(0,-wallWidth/2+10,wallWidth);
camera.position.set(0,-wallHeight/2+10,wallWidth);
// camera.lookAt(new THREE.Vector3(0,-wallWidth/2 +10,10));
//camera.lookAt(new THREE.Vector3(10,10,10));
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight(0x666666);
scene.add(ambient);
//walls
walls = new THREE.Object3D();
var groundMat = new THREE.MeshPhongMaterial({color:0x808080});
var groundGeo_2 = new THREE.PlaneGeometry(wallWidth, wallWidth); //for roof and floor
var ground = new THREE.Mesh(groundGeo_2, groundMat);
ground.overdraw = true;
ground.position.set(0, -wallHeight, 0);
ground.rotation.x = -Math.PI/2;
walls.add(ground);
var cube_geometry = new THREE.CubeGeometry(500,300,100);
var c_material = new THREE.MeshNormalMaterial();
c_mesh = new THREE.Mesh(cube_geometry, c_material);
c_mesh.overdraw = true;
c_mesh.name = "first_cube";
c_mesh.position.set(0, -wallHeight+100/2-1 ,0); //c_mesh.add(camera);
c_mesh.rotation.x = Math.PI * 0.1;
interactiveObj.push(c_mesh);
walls.add(c_mesh);
scene.add(walls);
//projector = new THREE.Projector();
mouseVector = new THREE.Vector3();
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMapEnabled = true;
container.appendChild( renderer.domElement );
//IE, Chrome, Safari, Opera
document.addEventListener('mousewheel',onDocumentMouseWheel, false);
//Firefox
document.addEventListener('DOMMouseScroll', onDocumentMouseWheel, false);
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('mouseup', onDocumentMouseUp, false);
window.addEventListener( 'resize', onWindowResize, false );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
renderer.render( scene, camera );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseDown(event){
draggable = true;
event.preventDefault();
mouse.x = ( event.clientX / renderer.domElement.width ) * 2 - 1;
mouse.y = - ( event.clientY / renderer.domElement.height ) * 2 + 1;
raycaster.setFromCamera( mouse, camera );
var intersects = raycaster.intersectObjects( interactiveObj, true );
console.log(intersects);
if ( intersects.length > 0 ) {
if(intersects[0].object == c_mesh) {
renderer.domElement.style.cursor = 'pointer';
console.log("cube selected "); cube_selected=true;
}else{
cube_selected=false;
}
draggable = false;
}
}
function onDocumentMouseUp(event){
draggable = false;
cube_selected=false;
renderer.domElement.style.cursor = 'auto';
}
function onDocumentMouseMove( event ) {
if(draggable){
if(mouseX != 0 && mouseY != 0){
deltaX = event.clientX - mouseX;
deltaY = event.clientY - mouseY;
walls.rotation.y += deltaX * 0.01;
walls.rotation.x += deltaY * 0.01;
}
}else if (cube_selected==true){
if(mouseX != 0 && mouseY != 0){
deltaX = event.clientX - mouseX;
deltaY = event.clientY - mouseY;
c_mesh.position.x += deltaX*1.5 ;
c_mesh.position.y -= deltaY*1.5 ;
}
}
mouseX = event.clientX;
mouseY = event.clientY;
render();
}
function onDocumentMouseWheel( event ) {
mouseDelta = (-event.wheelDeltaY|| event.detail);
camera.position.z += mouseDelta * 1 ;
// console.log("camera position : "+ camera.position.z);
render();
}
https://jsfiddle.net/pn1pL4jb/5/
我做了什么: 在平面中添加对象,而不是在场景中添加,因为我希望平面和对象在同一方向上旋转相同。
答案 0 :(得分:3)
问题在于,当您使用鼠标拖动旋转墙/地面时,立方体的旋转未更新以匹配。因此,当您在世界旋转后拖动立方体时,立方体仍然在其旧坐标系中运行。另外,要小心如何将孩子添加到父母身边。如果您想要四处移动,立方体应该是场景(或世界坐标系)的子节点。如果它是地板或墙壁的孩子,事情可能会很快变得古怪。 :)
我更新了你的JSFiddle以及稍微清理了一下代码: https://jsfiddle.net/aucyekux/
魔法发生在第126行,将墙的旋转复制到立方体的旋转中,因此匹配:
c_mesh.rotation.copy(walls.rotation);
我不会假设您知道多少3D数学,但我只是说复制地面的旋转实际上为立方体创建了一个新的参照系或局部坐标系,这样当你将它拖到右边时,并且代码表示x = x + ...,它的新坐标系的x方向指向与地面/墙壁的新x方向相同的方向(在你对它们进行旋转之后)。
希望这是有道理的 - 不要担心,如果你不完全了解这一切是如何运作的。我是一名经验丰富的3D游戏程序员爱好者已有20年了,我有时会忘记这一切是如何运作的,而且我已经很努力了。我也不时通过浏览scratchapixel(3D数学/坐标系引物部分)来刷新我的理解。它使所有这些3D数学内容保持新鲜。祝你好运! :)
答案 1 :(得分:1)
以下是此问题的第二个答案。 OP已将orbitControls.js添加到他的应用程序中,现在所有对象都更易于管理。这是整个应用程序的.html文件,已更新以反映更改。现在,您可以单击/拖动以旋转整个房间。然后你可以点击/拖动椅子或沙发,然后将它们拖到房间里。它们的Y位置被夹在地面(0.0),这样它们就不会错误地穿透地面。
物体沿着地面的滑动是通过对地面的光线投射来实现的(当鼠标选择它们并拖动它们时)。光线投射返回世界空间中的交叉点,因此我只是将其复制到可拖动对象的位置。然后,他们的Y位置的后夹子防止它们从地板上掉落。
更好的是,我们不再需要localToWorld和worldToLocal矩阵'hacks',因为一切都与场景有关,这就是它在现实生活中的表现。 :)为了证明这一点,我添加了一个示例更新椅子围绕其自身Y轴的旋转,因此我们有一个旋转椅子能够围绕其自身的局部重心旋转,同时还能够相对于其自身移动其位置场景(世界)。
<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/html">
<head lang="en">
<meta charset="UTF-8">
<title>Room</title>
</head>
<body>
<script src="http://alexan0308.github.io/threejs/build/three.min.js"></script>
<script src="http://alexan0308.github.io/threejs/examples/js/loaders/OBJLoader.js"></script>
<script src="http://alexan0308.github.io/threejs/examples/js/loaders/MTLLoader.js"></script>
<script src="http://alexan0308.github.io/threejs/examples/js/loaders/OBJMTLLoader.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>
<div id="workspace"></div>
<script>
//define global variables here
var container, renderer;
var camera, scene, projector, mouseVector, controls;
var mouseX, mouseY, draggable;
var pen, c_mesh, interactiveObj = [], rotateObj = [], groundRaycastObj = [];
var wallWidth = 1200;
var wallHeight = 400;
var chair_model, sofa_model;
var chair_selected = false;
var sofa_selected = false;
var raycaster;
var mouse = new THREE.Vector2(), INTERSECTED;
var radius = 100, theta = 0;
var oldIntersectPoint = new THREE.Vector3();
var newIntersectPoint = new THREE.Vector3();
var intersectOffset = new THREE.Vector3();
var chair_rotate = false;
var walls;
var mesh_box;
var wallright, wallleft, wallback, wallfront, ceiling, ground;
var strDownloadMime = "image/octet-stream";
init();
animate();
function init() {
container = document.getElementById('workspace'); //document.createElement('div');
document.body.appendChild(container);
//camera
//camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 10, 10000);
// camera.position.set(0, -wallHeight / 2 + 10, wallWidth);
// camera.lookAt(new THREE.Vector3(10, 10, 10));
//renderer
renderer = new THREE.WebGLRenderer({preserveDrawingBuffer: true});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x889988);
renderer.shadowMapEnabled = true;
container.appendChild(renderer.domElement);
scene = new THREE.Scene();
raycaster = new THREE.Raycaster();
var ambient = new THREE.AmbientLight(0xffffff);
scene.add(ambient);
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z= wallWidth;
camera.position.y= wallWidth/2;
controls = new THREE.OrbitControls( camera, renderer.domElement );
//controls.addEventListener( 'change', render ); // add this only if there is no animation loop (requestAnimationFrame)
controls.enableDamping = true;
controls.dampingFactor = 0.25;
//controls.enableZoom = false;
//walls
walls = new THREE.Object3D();
var groundGeo_2 = new THREE.PlaneGeometry(wallWidth, wallWidth); //for roof and floor
var groundGeo = new THREE.PlaneGeometry(wallWidth, wallHeight);
var wallTextureRight = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/rainbow.jpg')
});
wallTextureRight.map.needsUpdate = true;
var wallTextureLeft = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/rainbow.jpg')
});
var wallTextureFront = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/wall4.jpg')
});
var wallTextureBack = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/wall3.png')
});
var floorTexture = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/floor.jpg')
});
floorTexture.map.needsUpdate = true;
var ceilTexture = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/walls/wall4.jpg')
});
ground = new THREE.Mesh(groundGeo_2, floorTexture);
ground.overdraw = true;
ground.position.set(0, 0, 0);
ground.rotation.x = -Math.PI / 2;
walls.add(ground);
console.log(ground);
wallleft = new THREE.Mesh(groundGeo, wallTextureLeft);
wallleft.overdraw = true;
wallleft.position.set(-wallWidth / 2, wallHeight / 2, 0);
wallleft.rotation.y = Math.PI / 2;
walls.add(wallleft);
wallright = new THREE.Mesh(groundGeo, wallTextureRight);
wallright.overdraw = true;
wallright.position.set(wallWidth / 2, wallHeight / 2, 0);
wallright.rotation.y = -Math.PI / 2;
walls.add(wallright);
wallback = new THREE.Mesh(groundGeo, wallTextureBack);
wallback.overdraw = true;
wallback.position.set(0, wallHeight / 2, -wallWidth / 2);
walls.add(wallback);
wallfront = new THREE.Mesh(groundGeo, wallTextureFront);
wallfront.overdraw = true;
wallfront.position.set(0, wallHeight / 2, wallWidth / 2);
wallfront.rotation.y = -Math.PI;
walls.add(wallfront);
ceiling = new THREE.Mesh(groundGeo_2, ceilTexture);
ceiling.position.set(0, wallHeight, 0);
ceiling.rotation.x = Math.PI / 2;
walls.add(ceiling);
scene.add(walls);
groundRaycastObj.push(walls);
//load bed texture
var bed_texture = new THREE.ImageUtils.loadTexture("textures/cb-rochelle-gray_baked.png");
var bedMaterial = new THREE.MeshBasicMaterial({
map: bed_texture,
side: THREE.DoubleSide
});
//load bed
var loader = new THREE.JSONLoader();
loader.load('js/sofa.js', function (geometry) {
sofa_model = new THREE.Mesh(geometry, bedMaterial);
for (var i = 0; i < sofa_model.children.length; i++) {
sofa_model.children[i].material = material;
sofa_model.children[i].userDataParent = sofa_model;
sofa_model.children[i].name = 'sofa_model';
}
sofa_model.position.set(200,0, -200);
sofa_model.rotation.set(0, 0, 0);
sofa_model.scale.set(3, 3, 3);
sofa_model.name = 'sofa_model';
interactiveObj.push(sofa_model);
scene.add(sofa_model);
});
//load chair texture
var chair_texture = new THREE.ImageUtils.loadTexture("textures/chair.png");
var chairMaterial = new THREE.MeshBasicMaterial({
map: chair_texture,
side: THREE.DoubleSide
});
//load chair
var loader = new THREE.JSONLoader();
loader.load('js/chair_model.js', function (geometry) {
chair_model = new THREE.Mesh(geometry, chairMaterial);
for (var i = 0; i < chair_model.children.length; i++) {
chair_model.children[i].material = material;
chair_model.children[i].userDataParent = sofa_model;
chair_model.children[i].name = 'chair_model';
}
chair_model.position.set(-200,0, -200);
chair_model.rotation.set(0, 0, 0);
chair_model.scale.set(3, 3, 3);
chair_model.name = 'chair_model';
interactiveObj.push(chair_model);
scene.add(chair_model);
});
//IE, Chrome, Safari, Opera
document.addEventListener('mousewheel', onDocumentMouseWheel, false);
//Firefox
document.addEventListener('DOMMouseScroll', onDocumentMouseWheel, false);
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('mouseup', onDocumentMouseUp, false);
window.addEventListener('resize', onWindowResize, false);
}
function animate() {
requestAnimationFrame(animate);
chair_model.rotation.y += 0.02;
controls.update();
// Render the frame
//Don't render twice, it will slow down your animation!
//render();
renderer.render(scene, camera);
}
function render() {
renderer.render(scene, camera);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
//controls.handleResize();
}
function onDocumentMouseDown(event) {
draggable = true;
event.preventDefault();
var testIntersects;
testIntersects = raycaster.intersectObjects(groundRaycastObj, true);
if (testIntersects.length > 0)
oldIntersectPoint.copy(testIntersects[0].point);
// find intersections
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(interactiveObj, true);
if (intersects.length > 0) {
controls.enabled=false;
if (intersects[0].object.name == 'chair_model') {
container.style.cursor = 'pointer';
chair_selected = true;
} else if (intersects[0].object.name == 'sofa_model') {
container.style.cursor = 'pointer';
sofa_selected = true;
}
else {
chair_selected = false;
sofa_selected = false;
}
draggable = false;
}
}
function onDocumentMouseUp(event) {
draggable = false;
chair_selected = false;
sofa_selected = false;
chair_rotate = false;
container.style.cursor = 'auto';
controls.enabled=true;
oldIntersectPoint.set(0,0,0);
newIntersectPoint.set(0,0,0);
intersectOffset.set(0,0,0);
}
function onDocumentMouseMove(event) {
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = -( event.clientY / window.innerHeight ) * 2 + 1;
var deltaX = event.clientX - mouseX;
var deltaY = event.clientY - mouseY;
var testIntersects;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(interactiveObj, true);
if (intersects.length > 0) {
container.style.cursor = 'pointer';
//addRotationLine(intersects[0].object);
} else {
container.style.cursor = 'auto';
}
if (draggable) {
} else if (chair_selected == true) {
testIntersects = raycaster.intersectObjects(groundRaycastObj, true);
if (testIntersects.length > 0) {
newIntersectPoint.copy(testIntersects[0].point);
intersectOffset.copy(newIntersectPoint);
intersectOffset.sub(oldIntersectPoint);
//uncomment below if you want more precision mouse movements of objects
//intersectOffset.multiplyScalar(0.1);
oldIntersectPoint.copy(newIntersectPoint);
chair_model.position.add(intersectOffset);
}
// clamp chair position to the ground
chair_model.position.y = 0;
} else if (chair_rotate == true) {
rotate_object(chair_model, event);
}
else if (sofa_selected == true) {
testIntersects = raycaster.intersectObjects(groundRaycastObj, true);
if (testIntersects.length > 0) {
newIntersectPoint.copy(testIntersects[0].point);
intersectOffset.copy(newIntersectPoint);
intersectOffset.sub(oldIntersectPoint);
//uncomment below if you want more precision mouse movements of objects
//intersectOffset.multiplyScalar(0.1);
oldIntersectPoint.copy(newIntersectPoint);
sofa_model.position.add(intersectOffset);
}
// clamp sofa position to the ground
sofa_model.position.y = 0;
}
mouseX = event.clientX;
mouseY = event.clientY;
//render(); // no need to render
}
function onDocumentMouseWheel(event) {
// This is automatically handled for you by orbitControls.js,
// but you can't disable zoom on the controls - so don't type controls.enableZoom = false;
//mouseDelta = (-event.wheelDeltaY || event.detail);
//camera.position.z += mouseDelta * 1;
//render(); // no need to render
}
function addRotationLine(objModel) {
var material = new THREE.LineBasicMaterial({
color: 0x0000ff,
linewidth: 6
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(-10, 500, 0),
new THREE.Vector3(1000, 500, 0)
);
var line = new THREE.Line(geometry, material);
objModel.add(line);
}
function rotate_object(object, event) {
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = -( event.clientY / window.innerHeight ) * 2 + 1;
var deltaX = event.clientX - mouseX;
var deltaY = event.clientY - mouseY;
object.rotation.y += deltaX * 0.02;
object.rotation.y += deltaY * 0.01;
}
</script>
</body>
</html>
答案 2 :(得分:0)
将小提琴的第143行改为:
c_mesh.position.x += deltaX*1.5 * Math.cos( walls.rotation.y);
旋转场景时,鼠标移动的平面不会随之旋转。所以你必须通过按旋转的余弦进行缩放来表现。