相机无法正常旋转。当我在 x轴和 y轴中移动鼠标时,相机似乎会翻转。我是three.js
的新手,对界面一无所知。
我看过 mrdoob 的点锁控件,但我不了解如何使用两个单独的对象进行偏航和俯仰。我认为他为此使用了两个对象。还有其他方法吗?
<!DOCTYPE html>
<html>
<head>
<title>THREEJS</title>
<style>
body {
margin: 0;
}
</style>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/96/three.js"></script>
<script type="text/javascript">
let width = innerWidth
let height = innerHeight
let scene = new THREE.Scene()
let camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000)
let renderer = new THREE.WebGLRenderer()
renderer.setSize(width, height)
document.body.appendChild(renderer.domElement)
let cube = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshLambertMaterial({
color: 0xFFFFFF,
wireframe: false
}))
let plane = new THREE.Mesh(
new THREE.PlaneGeometry(10, 10, 10, 10),
new THREE.MeshLambertMaterial({
color: 0x00FF00,
wireframe: false
}))
let light = new THREE.PointLight(0xFFFFFF, 1.5, 15)
plane.rotation.set(-Math.PI / 2, 0, 0)
cube.position.set(0, 1, 0)
light.position.set(0, 10, 0)
scene.add(cube)
scene.add(plane)
scene.add(light)
addEventListener("resize", () => {
width = innerWidth
height = innerHeight
renderer.setSize(width, height)
camera.aspect = width / height
camera.updateProjectionMatrix()
})
camera.position.set(0, 1, 2)
renderer.domElement.onclick = () =>
renderer.domElement.requestPointerLock()
document.addEventListener('pointerlockchange', lockChangeAlert, false);
document.addEventListener('mozpointerlockchange', lockChangeAlert, false);
function updatePosition(event) {
let {
movementX,
movementY
} = event
let rotateSpeed = 0.002
camera.rotation.y -= movementX * rotateSpeed
camera.rotation.x -= movementY * rotateSpeed
camera.rotation.x = Math.max(-Math.PI / 2, Math.min(camera.rotation.x, Math.PI / 2))
}
function lockChangeAlert() {
if (document.pointerLockElement == renderer.domElement) {
document.addEventListener("mousemove", updatePosition, false)
} else {
document.removeEventListener("mousemove", updatePosition, false)
}
}
let keys = {}
function keyDown(event) {
keys[event.key] = true
}
function keyUp(event) {
delete keys[event.key]
}
document.onkeydown = keyDown
document.onkeyup = keyUp
function update() {
let moveSpeed = 0.05
cube.rotation.x += 0.01
cube.rotation.y += 0.01
if (keys["w"]) {
camera.position.x -= Math.sin(camera.rotation.y) * moveSpeed
camera.position.z -= Math.cos(camera.rotation.y) * moveSpeed
}
if (keys["s"]) {
camera.position.x += Math.sin(camera.rotation.y) * moveSpeed
camera.position.z += Math.cos(camera.rotation.y) * moveSpeed
}
if (keys["d"]) {
}
if (keys["a"]) {
}
}
function draw() {
renderer.render(scene, camera)
}
function loop() {
update()
draw()
requestAnimationFrame(loop)
}
loop()
</script>
</body>
</html>
答案 0 :(得分:1)
它使用2个对象的原因是由于您要描述的问题(称为“万能锁”)。
对于一个对象,根据旋转的级联顺序,您将在一个轴上获得一个旋转,从而锁定在另一个轴上的旋转或导致另一个轴翻转。
有一个rotation.order参数,您可以使用它来解决此问题(例如,rotation.order ='YZX'或'ZYX'而不是标准的'XYZ',但这会使您的旋转角度有所不同与管道的其余部分相比,“顺序”是更好的选择,因此有时更优雅但效率稍低的方法是只使用2个单独的对象,一个用于音高,一个用于偏航,另一种解决方案是使用不继承问题的四元数。万向节锁。
万向节锁是一个有趣的问题,它具有有趣的历史。