我试图将相机正确放在dbId
定义上。
为此,我按照我想要的视图运行javascript控制台这个命令:
JSON.stringify(v.navigation.getCamera());
但如果我进行测试并尝试直接加载结果,则会出错:
v.navigation.setCamera(JSON.parse("{\"metadata\":{\"version\":4.3,\"type\":\"Object\",\"generator\":\"Ob...."))
错误:
camera.up is undefined
换句话说,如何手动保存相机位置并将其恢复?
我尝试使用setViewFromArray
:
viewerApp.myCurrentViewer.setViewFromArray([
454.76857106060265,
96.01886808305997,
212.6431659314611,
287.11932000223214,
167.19053946002487,
97.17925996096139,
-0.49285695792051964,
0.20923119682030047,
0.8445793777416518,
2.7467811158798283,
45.00000125223908,
1,
1
]);
但它可以放大对象以及更远......
我找到了restoreState()
和getState()
的解决方案,但它移动到了快速,这些方法似乎没有排队。
我想虚拟参观我的建筑......
我尝试使用你的功能。所以我已将其迁移到Javascript文件中使用它:
var animate = false;
function tweenCameraTo(viewer, state) {
var targetTweenEasing = {
id: TWEEN.Easing.Linear.None,
name: 'Linear'
};
var posTweenEasing = {
id: TWEEN.Easing.Linear.None,
name: 'Linear'
};
var upTweenEasing = {
id: TWEEN.Easing.Linear.None,
name: 'Linear'
};
const targetEnd = new THREE.Vector3(
state.viewport.target[0],
state.viewport.target[1],
state.viewport.target[2])
const posEnd = new THREE.Vector3(
state.viewport.eye[0],
state.viewport.eye[1],
state.viewport.eye[2])
const upEnd = new THREE.Vector3(
state.viewport.up[0],
state.viewport.up[1],
state.viewport.up[2])
const nav = viewer.navigation
const target = new THREE.Vector3().copy(
nav.getTarget())
const pos = new THREE.Vector3().copy(
nav.getPosition())
const up = new THREE.Vector3().copy(
nav.getCameraUpVector())
//nav.setView (posEnd, targetEnd);
//nav.setCameraUpVector(upEnd);
var targetTween = createTween({
easing: targetTweenEasing.id,
onUpdate: (v) => {
nav.setTarget(v)
},
duration: 25000, //targetTweenDuration,
object: target,
to: targetEnd
}).then((r) => {console.log("targetTween");});
var posTween = createTween({
easing: posTweenEasing.id,
onUpdate: (v) => {
nav.setPosition(v)
},
duration: 25000,//posTweenDuration,
object: pos,
to: posEnd
}).then((r) => {console.log("posTween");});
var upTween = createTween({
easing: upTweenEasing.id,
onUpdate: (v) => {
nav.setCameraUpVector(v)
},
duration: 25000, //upTweenDuration,
object: up,
to: upEnd
}).then((r) => {console.log("upTween");});
Promise.all([
targetTween,
posTween,
upTween]).then(() => {
console.log("Fin animation");
animate = false;
})
runAnimation(true);
}
// var animId = null;
var runAnimation = function runAnimation (start) {
if(start || animate){
requestAnimationFrame(runAnimation);
TWEEN.update()
}
}
function createTween (params) {
return new Promise((resolve) => {
console.log("params.to", params.to);
new TWEEN.Tween(params.object)
.to(params.to, params.duration)
.onComplete(() => {resolve();})
.onUpdate(params.onUpdate)
.easing(params.easing)
.start()
})
}
但是当我尝试使用它时,它会让我大变焦,而不是在我的建筑物前面。我错过了一些东西,但我看不出来。
tweenCameraTo(viewer, {"viewport":{"name":"","eye":[888.5217895507812,-257.4985656738281,576.9136962890625],"target":[262.7552795410156,81.58747863769531,73.64283752441406],"up":[0,0,1],"worldUpVector":[0,0,1],"pivotPoint":[262.7552795410156,81.58747863769531,73.64283752441406],"distanceToOrbit":871.6906720725796,"aspectRatio":2.7507163323782233,"projection":"perspective","isOrthographic":false,"fieldOfView":45.00000125223908}});
tweenCameraTo(viewer, {"viewport":{"name":"","eye":[243.36675374870242,423.8180714045694,167.78380714288494],"target":[303.9841786300087,-347.23884414908446,-234.26269334678466],"up":[0.03614822612815841,-0.4598073869962326,0.8872826340076113],"worldUpVector":[0,0,1],"pivotPoint":[262.7552795410156,81.58747863769531,73.64283752441406],"distanceToOrbit":347.4897746012467,"aspectRatio":2.7507163323782233,"projection":"perspective","isOrthographic":false,"fieldOfView":45.00000125223908}});
答案 0 :(得分:1)
此博客可能会对您有所帮助:Smooth Camera Transitions in the Forge Viewer
/////////////////////////////////////////////////////////
// Smooth camera transition from current state to
// target state using Tween.js
//
/////////////////////////////////////////////////////////
tweenCameraTo (state) {
// tween parameters, specific to my app but easy
// to adapt ...
const {
targetTweenDuration,
posTweenDuration,
upTweenDuration,
targetTweenEasing,
posTweenEasing,
upTweenEasing
} = this.react.getState()
const targetEnd = new THREE.Vector3(
state.viewport.target[0],
state.viewport.target[1],
state.viewport.target[2])
const posEnd = new THREE.Vector3(
state.viewport.eye[0],
state.viewport.eye[1],
state.viewport.eye[2])
const upEnd = new THREE.Vector3(
state.viewport.up[0],
state.viewport.up[1],
state.viewport.up[2])
const nav = this.navigation
const target = new THREE.Vector3().copy(
nav.getTarget())
const pos = new THREE.Vector3().copy(
nav.getPosition())
const up = new THREE.Vector3().copy(
nav.getCameraUpVector())
const targetTween = this.createTween({
easing: targetTweenEasing.id,
onUpdate: (v) => {
nav.setTarget(v)
},
duration: targetTweenDuration,
object: target,
to: targetEnd
})
const posTween = this.createTween({
easing: posTweenEasing.id,
onUpdate: (v) => {
nav.setPosition(v)
},
duration: posTweenDuration,
object: pos,
to: posEnd
})
const upTween = this.createTween({
easing: upTweenEasing.id,
onUpdate: (v) => {
nav.setCameraUpVector(v)
},
duration: upTweenDuration,
object: up,
to: upEnd
})
Promise.all([
targetTween,
posTween,
upTween]).then(() => {
this.animate = false
})
this.runAnimation(true)
}