使用Tween为相机设置动画

时间:2017-12-16 08:48:26

标签: javascript three.js tween.js

我试图简化相机旋转以查看图表中的选定对象。

到目前为止,我有

fourd.render_loop.push(() => TWEEN.update());
fourd.intersect_callback = function(vertex){
    console.log(vertex);
    var camera = fourd._internals.camera;
    var start = new THREE.Euler().copy(camera.rotation);
    camera.lookAt(vertex.position);
    var end = new THREE.Euler().copy(camera.rotation);
    camera.rotation.copy(start);
    var tween = new TWEEN.Tween(camera.rotation)
        .to(end, 600)
        .easing(TWEEN.Easing.Quadratic.In)
        .start();
};

其中render_loop只是渲染循环中调用的函数集合。我不知道自己错过了什么,但我收到了错误:

THREE.Euler:.setFromRotationMatrix()给出不支持的顺序:NaN

1 个答案:

答案 0 :(得分:2)

您可以补间相机的方向(或旋转),但为此,最简单的方法是补间相机的四元数。

var dummy = new THREE.Camera(); // create these once and reuse
var qStart = new THREE.Quaternion();
var qEnd = new THREE.Quaternion();

. . .

// tween
var time = { t: 0 };

new TWEEN.Tween( time )
    .to( { t : 1 }, 1000 )
    .easing( TWEEN.Easing.Linear.None )
    .onStart( function() {

        dummy.position.copy( camera.position );
        dummy.lookAt( point ); // point is your target Vector3

        qStart.copy( camera.quaternion );

        qEnd.copy( dummy.quaternion );

    } )
    .onUpdate( function() {

        THREE.Quaternion.slerp( qStart, qEnd, camera.quaternion, time.t );

    } )
    .onComplete( function() {

        camera.quaternion.copy( qEnd ); // so it is exact

    } )
    .start();

three.js r.88