我在openlayers地图顶部的单独画布上使用了three.js.我同步地图视图和three.js相机(直视地图)的方式如下:
// calculate how far away the camera needs to be, to
// see this part of the map
function distanceFromExtentAndFOV(h, vFOV) {
return h / (2 * Math.tan(vFOV / 2));
}
// keep three.js camera in sync with visible part of openlayers map
function updateThreeCam(
group, // three.js group, containing camera
view, // ol view
map // ol map
) {
extent = getViewExtent(view, map);
const h = ol.extent.getHeight(extent);
mapCenter = ol.extent.getCenter(extent);
camDist = distanceFromExtentAndFOV(h, constants.CAM_V_FOV_RAD);
const pos = [...mapCenter, camDist];
group.position.set(...pos);
group.updateMatrixWorld();
}
// whenever view changes, update three.js camera
view.on('change:center', (event) => {
updateThreeCam(group, event.target, map);
});
view.on('change:resolution', (event) => {
updateThreeCam(group, event.target, map);
});
updateThreeCam(group, view, map);
我正在使用three.js来定制对象的动画,最终落在地面上。但是,当我将对象转换为openlayers特征时,原始的three.js对象和特征不能完美排列(尽管它们的位置坐标完全相同)。 - 也就是说,当你平移时,你可以看到s.th.稍微偏了。
// turn three.js planes into openlayers features:
const features = rects.map((rect) => {
const point = new ol.geom.Point([
rect.position.x,
tect.position.y
]);
return new ol.Feature(point);
});
vectorSource.addFeatures(features);
因为我很确定我的同步three.js和ol的代码是正确的,所以我不确定会出现什么问题。我错过了吗?这里吗?
答案 0 :(得分:0)
可能是您正在使用PerspectiveCamera
并且会根据深度更改大小/位置。请尝试使用OrtographicCamera
。