我正在尝试在地球上创建尖峰(球体几何体)。虽然一切都有罚款,但尖峰不与地球一致。我希望尖峰对齐下面的图像。但是我的尖峰虽然没有提到lookAt(new THREE.Vector3(0,0,0))
。请帮帮我。
我有目的地提到了调试所需的代码。如果您需要更多代码,请告诉我。下图是我希望我的钉子与球体对齐的方式。
但这就是它的外观
我的主要JS初始化文件。
$(document).ready(function () {
// Initializing Camera
Influx.Camera = new Influx.Camera({
fov: 60,
aspectRatio: window.innerWidth / window.innerHeight,
near: 1,
far: 1000,
position: {
x: 0,
y: 0,
z: 750
}
});
//Initializing Scene
Influx.Scene = new Influx.Scene();
// Initializing renderer
Influx.Renderer = new Influx.Renderer({
clearColor: 0x000000,
size: {
width: window.innerWidth,
height: window.innerHeight
}
});
Influx.Globe = new Influx.Globe({
radius: 300,
width: 50,
height: 50
});
//
Influx.Stars = new Influx.Stars({
particleCount: 15000,
particle: {
color: 0xFFFFFF,
size: 1
}
});
Influx.moveTracker = new Influx.moveTracker();
Influx.EventListener = new Influx.EventListener();
(function animate() {
requestAnimationFrame( animate );
render();
controls.update();
})();
function render() {
camera.lookAt(scene.position);
group.rotation.y -= 0.001;
renderer.render( scene, camera );
};
});
以下是负责在Globe上产生峰值的代码。
Influx.Spikes = function (lat, long) {
// convert the positions from a lat, lon to a position on a sphere.
var latLongToVector3 = function(lat, lon, RADIUS, heigth) {
var phi = (lat) * Math.PI/180,
theta = (lon-180) * Math.PI/180;
var x = -(RADIUS+heigth) * Math.cos(phi) * Math.cos(theta),
y = (RADIUS+heigth) * Math.sin(phi),
z = (RADIUS+heigth) * Math.cos(phi) * Math.sin(theta);
return new THREE.Vector3(x, y, z);
};
var geom = new THREE.Geometry();
var BoxGeometry = new THREE.BoxGeometry(1, 100, 1);
//iterates through the data points and makes boxes with the coordinates
var position = latLongToVector3(lat, long, 300, 2);
var box = new THREE.Mesh( BoxGeometry );
//each position axis needs to be set separately, otherwise the box
//will instantiate at (0,0,0)
box.position.x = position.x;
box.position.y = position.y;
box.position.z = position.z;
box.lookAt(new THREE.Vector3(0, 0, 0));
box.updateMatrix();
//merges the geometry to speed up rendering time, don't use THREE.GeometryUtils.merge because it's deprecated
geom.merge(box.geometry, box.matrix);
var total = new THREE.Mesh(geom, new THREE.MeshBasicMaterial({
color: getRandomColor(),
morphTargets: true
}));
function getRandomColor() {
var letters = '0123456789ABCDEF';
var color = '#';
for (var i = 0; i < 6; i++ ) {
color += letters[Math.floor(Math.random() * 16)];
}
return color;
};
//add boxes to the group
group.add(total);
scene.add(group);
};
Influx.Camera = function(params = {}) {
if ( !$.isEmptyObject(params) ) {
window.camera = new THREE.PerspectiveCamera(params.fov, params.aspectRatio, params.near, params.far);
camera.position.set(params.position.x, params.position.y, params.position.z);
camera.lookAt(new THREE.Vector3(0,0,0));
} else {
console.log("Trouble with Initializing Camera");
return;
}
};
答案 0 :(得分:1)
请记住,lookAt需要一个direction vector,你给这个方法提供了向量(0,0,0),这实际上不是一个标准化的方向向量。所以你必须计算方向:
从你的盒子位置到球体的中心并将其标准化。
var dir = box.position.sub(world.position).normalize();
box.lookAt(dir);
现在只是一组可以帮助您的代码良好惯例:
var BoxGeometry = new THREE.BoxGeometry(1, 100, 1);
在这里,我宁愿为框几何使用另一个var名称,而不是与THREE中的“类”定义混淆并遵循命名约定:
var boxGeometry = new THREE.BoxGeometry(1, 100, 1);
在这里:
box.position.x = position.x;
box.position.y = position.y;
box.position.z = position.z;
你可以设置:
box.position.copy(position);
答案 1 :(得分:0)
我也遇到了这个问题,我修复了它,解决方案是:box.lookAt(new THREE.Vector3(0,0,0))必须在box.scale.z = xxxx之后