在THREE.js中,我在空间中的某个位置有PerspectiveCamera
作为网格的子代。相机仍应看着网格(局部坐标[0,0,0])。我想在不更改视图方向的情况下更改相机与网格的距离。有没有简单的方法可以做到这一点?
camera.position.z = 13 // Works only if position.x and position.y are 0.
camera.setDistanceFromTarget(13) // I need something like this.
我只是考虑手动计算实际摄像机的旋转角度和新摄像机的位置。这是fiddle。
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild(renderer.domElement);
var geometry = new THREE.BoxGeometry(3, 3, 3);
var cube = new THREE.Mesh(geometry);
scene.add(cube);
cube.add(camera);
camera.position.set(2, 4, 6)
camera.lookAt(cube.position)
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
animate();
// How to set distance of camera from [0, 0, 0] to 13 without change view direction?
camera.position.z = 13;
<!DOCTYPE html>
<html>
<head>
<meta charset=utf-8>
<title>THREE.js camera demo</title>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r71/three.min.js"></script>
</body>
</html>
答案 0 :(得分:1)
您需要normalize相机位置矢量,然后scalarly multiply以所需的长度:
camera.position.normalize().multiplyScalar(13)