我在《三人行》中有一个简单的场景,有一些飞机。现在,单击将飞机移至随机位置。
单击后,我想将平面移到垂直于相机的新网格中,以使投影网格的x和y轴与屏幕的x和y轴平行。
这是场景:
// generate a scene object
var scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
// generate a camera
var aspectRatio = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(75, aspectRatio, 0.01, 10000);
// position the camera
camera.position.set(51.389, -451.056, 839.455);
var rotObjectMatrix = new THREE.Matrix4();
var q = {_x: 0.0184, _y: -0.2122, _z: 0.9770, _w: -0.0081};
rotObjectMatrix.makeRotationFromQuaternion(q);
camera.quaternion.setFromRotationMatrix(rotObjectMatrix);
camera.up.set(0.00806, -0.91008, -0.41432);
// generate a renderer
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio(window.devicePixelRatio); // <3 retina
renderer.setSize(window.innerWidth, window.innerHeight); // canvas size
document.body.appendChild(renderer.domElement);
// generate controls
var controls = new THREE.TrackballControls(camera, renderer.domElement);
controls.target.set(19.053, -111.316, 93.996);
// generate some lights
var ambientLight = new THREE.AmbientLight(0xeeeeee);
scene.add(ambientLight);
// render loop
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
controls.update();
};
// draw a grid
var grid = new THREE.GridHelper(2000, 20, 0x000000, 0x000000);
grid.material.opacity = 0.2;
grid.material.transparent = true;
grid.rotation.x = -Math.PI;
scene.add(grid);
// draw some
planes = [];
for (var i=0; i<2**10; i++) {
var geometry = new THREE.PlaneGeometry( 20, 20, 32 );
var material = new THREE.MeshBasicMaterial(
{color: 0xff0000, side: THREE.DoubleSide} );
var plane = new THREE.Mesh( geometry, material );
var x = ((i % 2**5) * 40) - (2**5 * 40)/2;
var z = (Math.floor(i/2**5) * 40) - (2**5 * 40)/2;
plane.position.set(x, 0, z);
scene.add(plane);
planes.push(plane);
}
// transition the planes on body click
document.querySelector('body').addEventListener('click', function() {
planes.forEach(function(plane) {
// placeholder
plane.position.set(
Math.random() * 500 - (Math.random() * 500)/2,
0,
Math.random() * 500 - (Math.random() * 500)/2,
)
})
})
render();
html, body { width: 100%; height: 100%; background: #000; }
body { margin: 0; overflow: hidden; }
canvas { width: 100%; height: 100%; }
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/97/three.min.js'></script>
<script src='https://threejs.org/examples/js/controls/TrackballControls.js'></script>
几乎可以使用以下内容,但不会倾斜平面以使其垂直于相机:
planes.forEach(function(plane) {
// close to projection discussed above...
plane.position.set(
plane.position.x,
plane.position.z,
0,
)
})
有人知道如何实现上述预测吗?其他人可以提供的任何建议将不胜感激!
答案 0 :(得分:2)
这有点捷径,但是它可以帮助您避免进行大量的数学计算:只需将飞机分组为Group
,然后使用Group.lookAt(camera.position)
将所有飞机统一指向相机。
// generate a scene object
var scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
// generate a camera
var aspectRatio = window.innerWidth / window.innerHeight;
var camera = new THREE.PerspectiveCamera(75, aspectRatio, 0.01, 10000);
// position the camera
camera.position.set(51.389, -451.056, 839.455);
var rotObjectMatrix = new THREE.Matrix4();
var q = {_x: 0.0184, _y: -0.2122, _z: 0.9770, _w: -0.0081};
rotObjectMatrix.makeRotationFromQuaternion(q);
camera.quaternion.setFromRotationMatrix(rotObjectMatrix);
// Not sure why you're changing camera's up axis, but this will
// need to be duplicated on planeGroup;
camera.up.set(0.00806, -0.91008, -0.41432);
// generate a renderer
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio(window.devicePixelRatio); // <3 retina
renderer.setSize(window.innerWidth, window.innerHeight); // canvas size
document.body.appendChild(renderer.domElement);
// generate controls
var controls = new THREE.TrackballControls(camera, renderer.domElement);
// If you change the pos where the camera is looking at,
// you'll need to place planeGroup at this position.
controls.target.set(19.053, -111.316, 93.996);
// generate some lights
var ambientLight = new THREE.AmbientLight(0xeeeeee);
scene.add(ambientLight);
// render loop
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
controls.update();
};
// draw a grid
var grid = new THREE.GridHelper(2000, 20, 0x000000, 0x000000);
grid.material.opacity = 0.2;
grid.material.transparent = true;
grid.rotation.x = -Math.PI;
scene.add(grid);
// draw some
planes = [];
var planeGroup = new THREE.Group();
for (var i=0; i<2**10; i++) {
var geometry = new THREE.PlaneGeometry( 20, 20, 32 );
var material = new THREE.MeshBasicMaterial(
{color: 0xff0000, side: THREE.DoubleSide} );
var plane = new THREE.Mesh( geometry, material );
var x = ((i % 2**5) * 40) - (2**5 * 40)/2;
var y = (Math.floor(i/2**5) * 40) - (2**5 * 40)/2;
// Setting x,y instead of x,z
plane.position.set(x, y, 0);
planeGroup.add(plane);
planes.push(plane);
}
scene.add(planeGroup);
// Copying camera.up and controls.target from above
planeGroup.up.copy(camera.up);
planeGroup.position.copy(controls.target);
planeGroup.lookAt(camera.position);
// transition the planes on body click
document.querySelector('body').addEventListener('click', function() {
planes.forEach(function(plane) {
// placeholder
plane.position.set(
Math.random() * 500 - (Math.random() * 500)/2,
0,
Math.random() * 500 - (Math.random() * 500)/2,
)
})
})
render();
html, body { width: 100%; height: 100%; background: #000; }
body { margin: 0; overflow: hidden; }
canvas { width: 100%; height: 100%; }
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/97/three.min.js'></script>
<script src='https://threejs.org/examples/js/controls/TrackballControls.js'></script>
然后,如果您想随机化飞机的位置,您仍然可以这样做,但是此后您只需担心的是将它们返回到其原始的x,y,0
位置,它们会自动对齐“看着”相机。
编辑:我必须复制您对camera.up
和controls.target
所做的更改,才能正常工作。如果您更改了这两个属性,则需要将它们复制到planeGroup
才能使用此方法。