Three.js lookAt函数无法正常工作

时间:2019-02-15 14:10:24

标签: javascript three.js

因此,我希望使用lookAt函数,因为我希望僵尸朝向角色前进。问题似乎是它甚至无法正确旋转,但角度怪异。这就是我所做的:

  

var pos =新的THREE.Vector3(self.position.x-player.x,   self.position.y,self.position.z-player.z)self.lookAt(pos)

是的,这是什么问题?我有一个理论,我需要以某种方式获得球员的相对位置,但是我不知道该怎么做。

刚刚尝试

  

lookAt(Player)

仍然无效: enter image description here

3 个答案:

答案 0 :(得分:1)

如果僵尸和玩家都没有任何超出您应能使用的范围的父母

zombieMesh.lookAt(playerMesh.position);

请注意,lookAt使模型的正Z轴指向目标。

'use strict';  // eslint-disable-line

/* global THREE, document, requestAnimationFrame  */

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({canvas: canvas});

  const fov = 60;
  const aspect = 2;  // the canvas default
  const zNear = 0.1;
  const zFar = 1000;
  const camera = new THREE.PerspectiveCamera(fov, aspect, zNear, zFar);
  camera.position.set(14, 8, 6);
  camera.lookAt(-2, -2, 0);

  const scene = new THREE.Scene();

  {
    const light = new THREE.DirectionalLight(0xffffff, 1);
    light.position.set(0, 20, 0);
    scene.add(light);
  }

  {
    const light = new THREE.DirectionalLight(0xffffff, 1);
    light.position.set(1, 2, 4);
    scene.add(light);
  }

  const groundGeometry = new THREE.PlaneBufferGeometry(50, 50);
  const groundMaterial = new THREE.MeshPhongMaterial({color: 0xCC8866});
  const groundMesh = new THREE.Mesh(groundGeometry, groundMaterial);
  groundMesh.rotation.x = Math.PI * -.5;
  groundMesh.receiveShadow = true;
  scene.add(groundMesh);
  
  const zombieGeo = new THREE.ConeBufferGeometry(1, 1, 6);
  zombieGeo.applyMatrix(new THREE.Matrix4().makeRotationX(Math.PI * 0.5));
  const zombieMat = new THREE.MeshPhongMaterial({color: 'green', flatShading: true});
  const zombieMeshes = [];
  function makeZombie(x, z) {
    const zombieMesh = new THREE.Mesh(zombieGeo, zombieMat);
    scene.add(zombieMesh);
    zombieMesh.position.set(x, 1, z);
    zombieMeshes.push(zombieMesh);
  }
    
  for (let v = -5; v <= 5; v += 5) {
    makeZombie(v, -10);
    makeZombie(v,  10);
    makeZombie(-5, v);
    makeZombie( 5, v);
  }
  
  const playerGeo = new THREE.SphereBufferGeometry(1, 6, 4);
  const playerMat = new THREE.MeshPhongMaterial({color: 'red', flatShading: true});
  const playerMesh = new THREE.Mesh(playerGeo, playerMat);
  scene.add(playerMesh);
    
  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

  function render(time) {
    time *= 0.001;

    if (resizeRendererToDisplaySize(renderer)) {
      const canvas = renderer.domElement;
      camera.aspect = canvas.clientWidth / canvas.clientHeight;
      camera.updateProjectionMatrix();
    }
    
    playerMesh.position.set(Math.sin(time) * 6, 1, Math.cos(time) * 6);

    for (const zombieMesh of zombieMeshes) {
      zombieMesh.lookAt(playerMesh.position);
    }

    renderer.render(scene, camera);

    requestAnimationFrame(render);
  }

  requestAnimationFrame(render);
}

main();
body { margin: 0; }
canvas { width: 100vw; height: 100vh; display: block; }
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/99/three.min.js"></script>
<canvas id="c"></canvas>

答案 1 :(得分:0)

它看起来像是第一人称游戏,所以我认为您可以使用一些棘手的工作...

select [Time],
       [ID]
       ('UID-' + FORMAT([Time], 'yyyyMMddHHssmmm') + '-' + ID) as UID
  from YourTable

从本质上讲,因为您始终可以通过相机获得“眼睛”,所以无论“眼睛”在哪里,僵尸都可以跟随您。该函数说要更改僵尸位置,并且事件侦听器正在侦听摄像头更改。

我没有看到任何示例代码,但是请确保您的lookAt语句在对象的范围内!我对发生在我身上的事情感到内......

答案 2 :(得分:-1)

在ThreeJS中使用lookAt时,它很聪明,可以根据对象的位置自动进行计算,但是您的代码失败了,因为您尝试计算对象周围的方向,应该在哪里看

只需使代码更简短:

self.lookAt(player);