我在我们的网站上拥有显示3D模型的第三方工具。我必须构建一个cube
来控制此3D查看器的相机。
像这样:
此多维数据集应根据查看者的相机旋转。 相机具有以下功能:
camera.getPosition()
camera.getDirection()
camera.getUp()
,返回的值如下:
camera.getPosition: {"x":-0.14815343916416168,"y":0.10964569449424744,"z":0.0968131348490715}
camera.getDirection: {"x":0.7116152048110962,"y":-0.5266535878181458,"z":-0.46501585841178894}
camera.getUp: {"x":0.38310256600379944,"y":0.8456945419311523,"z":-0.3715282082557678}
如何使用这些值计算立方体的旋转? (如果可能)
答案 0 :(得分:0)
我的解决方案最终是这样:
const pixel = new Buffer(
"R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7",
"base64"
);
app.get('/*.gif', async (request, response) => {
try {
const { u } = request.query;
const { name: id } = path.parse(request.path);
if (!u) throw new Error("No user found");
if (!id) throw new Error("No id found");
response.setHeader( "Content-Type", "image/gif")
response.setHeader( "Content-Length", pixel.length,)
response.setHeader( "Cache-Control", "no-cache, no-store, must-revalidate")
response.setHeader( "Content-Type", "image/gif")
response.send(pixel);
} catch (error) {
response.status(400);
return response.send(error);
}
});
然后您可以旋转:
// http://www.fundza.com/vectors/normalize/index.html
const normalize = ({ x, y, z }) => {
const length = Math.sqrt(x * x + y * y + z * z)
return {
x: x / length,
y: y / length,
z: z / length
}
}
// https://mathjs.org/docs/reference/functions/cross.html
const cross = ({ x: a1, y: a2, z: a3 }, { x: b1, y: b2, z: b3 }) => ({
x: a2 * b3 - a3 * b2,
y: a3 * b1 - a1 * b3,
z: a1 * b2 - a2 * b1
})
const calculateRotation = (direction, up) => {
const right = normalize(cross(direction, up))
const matrix = [[right.x, right.y, right.z], [direction.x, direction.y, direction.z], [up.x, up.y, up.z]]
const angle = Math.acos((matrix[0][0] + matrix[1][1] + matrix[2][2] - 1) * 0.5)
const axis = (() => {
const k = Math.sqrt(
Math.pow(matrix[2][1] - matrix[1][2], 2) +
Math.pow(matrix[0][2] - matrix[2][0], 2) +
Math.pow(matrix[1][0] - matrix[0][1], 2)
)
return {
x: (matrix[2][1] - matrix[1][2]) / k,
y: (matrix[0][2] - matrix[2][0]) / k,
z: (matrix[1][0] - matrix[0][1]) / k
}
})()
return { angle, axis }
}
我还必须旋转相机,在其他情况下可能是可选的:
cubeGroup.setRotationFromAxisAngle(rotation.axis, rotation.angle)