我到处寻找解决方案。似乎在OrbitControls和TrackballControlls上,相机不会保持水平!当您使用TrackballControlls移动时,场景开始滚动。 OrbitControlls从左向右拖动只会滚动场景。我希望能够使用TrackballControls,但在场景中心移动时保持相机与地平线保持水平。这可能吗?
我的代码:
// SETUP GLOBAL VARIABLES
var camera, controls, scene, renderer;
// PLANET PHYSICAL LOCATIONS
var sun, mercPL, venPL, earthPL, marsPL, jupPL, satPL, urPL, nepPL;
// TIME, AND SCALARS
var now, scalar, planetScalar;
init();
animate();
function init() {
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
var container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 100000 );
camera.position.z = 200;
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 = 0.8;
controls.enableZoom = true;
// ADD THE SUN PHYSICAL LOCATION
var geometry = new THREE.SphereGeometry(5, 30, 30, 0, Math.PI * 2, 0, Math.PI * 2);
var material = new THREE.MeshBasicMaterial({color: "Yellow"});
sun = new THREE.Mesh(geometry, material);
scene.add(sun);
var segmentCount = 32,
radius = 80,
geometry = new THREE.Geometry(),
material = new THREE.LineBasicMaterial({ color: 0xFFFFFF });
for (var i = 0; i <= segmentCount; i++) {
var theta = (i / segmentCount) * Math.PI * 2;
geometry.vertices.push(
new THREE.Vector3(
Math.cos(theta) * radius,
Math.sin(theta) * radius,
0));
}
scene.add(new THREE.Line(geometry, material));
var segmentCount2 = 32,
radius2 = 120,
geometry2 = new THREE.Geometry(),
material2 = new THREE.LineBasicMaterial({ color: 0xFFFFFF });
for (var i = 0; i <= segmentCount2; i++) {
var theta = (i / segmentCount2) * Math.PI * 2;
geometry2.vertices.push(
new THREE.Vector3(
Math.cos(theta) * radius2,
Math.sin(theta) * radius2,
0));
}
scene.add(new THREE.Line(geometry2, material2));
//
window.addEventListener( 'resize', onWindowResize, false );
//
render();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
controls.update();
render(); // MUST BE HERE FOR ANIMATION
}
function render() {
renderer.render( scene, camera );
}
谢谢!
答案 0 :(得分:2)
也许这可以帮助你(所有选项都在轨道库中注释)
Level Horizon:
controls.minPolarAngle = Math.PI / 2;
controls.maxPolarAngle = Math.PI / 2;
轨道焦点:
controls.target = (cube.position);
结果:(注意:我的鼠标控件被反转(右侧/左侧轨道))
编辑:在审核您的评论代码后,我认为这就是您想要的:
要点是:
a)您需要为相机提供向上矢量:
camera.up.set( 0, 0, 1 );
并且
b)用相机瞄准太阳:
camera.lookAt(sun.position);
你仍然可以使用阻尼,并锁定角度(如果你需要它们也有垂直约束)并加速偏航,但我希望这能让你更接近。