我想像这样控制对象:
现在相机正在绕Y坐标移动,但需要绕NEW Y进行移动。代码在这里:
var material = new THREE.MeshLambertMaterial({color: 0x00ff00});
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
var controls = new THREE.OrbitControls(camera);
cube.position.x = 300;
// controls.target = THREE.Vector3(300, 0, 0);
我发现target选项可以设置控件的焦点,但是如果添加以下代码:controls.target = THREE.Vector3(300, 0, 0);
,则该对象回到屏幕中心,但是它应该在右侧。
此外,当我将new THREE.OrbitControls(camera);
设置为new THREE.OrbitControls(cube);
并添加controls.target = THREE.Vector3(300, 0, 0);
时,控制不起作用,但是当我设置controls.target = THREE.Vector3(301, 0, 0);
时,它是可管理的,但不像照相机
答案 0 :(得分:1)
OrbitControls.target设置控件的焦点以及围绕该控件的.object
轨道。但这是手动操作。如文档中所述,OrbitControls.update()必须在对摄像机的变换进行任何手动更改后调用。
例如
controls.target = new THREE.Vector3(1, 0, 0)
controls.update();
请参见示例:
(function onLoad() {
var container, camera, scene, renderer, controls;
init();
animate();
function init() {
container = document.getElementById('container');
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 100);
camera.position.set(0, 1.0, -4);
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
scene.add(camera);
window.onresize = resize;
var ambientLight = new THREE.AmbientLight(0x404040);
scene.add(ambientLight);
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
directionalLight.position.set(1,2,1.5);
scene.add( directionalLight );
controls = new THREE.OrbitControls(camera);
controls.target = new THREE.Vector3(3, 0, 0)
controls.update();
controls.autoRotate = true;
controls.autoRotateSpeed = 5.0
var axis = new THREE.AxesHelper(1000);
scene.add(axis);
var material = new THREE.MeshPhongMaterial({color:'#b090b0'});
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
}
function resize() {
var aspect = window.innerWidth / window.innerHeight;
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = aspect;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame(animate);
controls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
})();
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<div id="container"></div>