当物体位于相机前方时,“ ARAME / THREE”(三/三)会考虑相机旋转

时间:2020-02-12 01:05:25

标签: three.js aframe

嗨,他有一个组件,可以将对象从其位置移动到场景中,再移动到摄像机前面的位置。

如果相机没有旋转,这可以很好地工作,但是我无法解释相机旋转后的旋转情况。

        //Copy the initial datas
        this._initialPosition = this._threeElement.position.clone()
        this._initialQuaternion = this._threeElement.quaternion.clone()

        //Convert fov + reduce it
        let fovInRad = AFRAME.THREE.Math.degToRad(this._cameraEntity.fov)/2
        let ratio=window.innerWidth/window.innerHeight //Assuming the FOV is vertical
        let pLocal,cPos

        let sizeY = this._size.y
        let sizeX = this._size.x
        let sizeZ = this._size.z

        sizeX*=this._threeElement.scale.x
        sizeY*=this._threeElement.scale.y
        sizeZ*=this._threeElement.scale.x

        const uSpace= 0.8
        sizeY/=2;sizeX/=2
        sizeY*=uSpace;sizeX*=uSpace

        let tanFov = Math.tan(fovInRad)
        let distY = sizeY/tanFov
        let distX = ((sizeX/(ratio*tanFov)) < distY) ? distY : sizeX/(ratio*tanFov)

        pLocal = new AFRAME.THREE.Vector3(0, 0, -(distX + sizeZ))
        cPos = this._cameraEntity.position.clone()
        cPos.y += 1.6

        this._targetPosition = pLocal.applyMatrix4(this._cameraEntity.matrixWorld.clone())
        this._threeElement.parent.worldToLocal(this._targetPosition)
        let targetLook = cPos.applyMatrix4(this._cameraEntity.matrixWorld.clone())
        this._threeElement.parent.worldToLocal(targetLook)
        this._threeElement.position.copy(this._targetPosition)
        this._threeElement.lookAt(targetLook)
        this._targetQuaternion = this._threeElement.quaternion.clone()

问题似乎出在我应用相机的矩阵时。

任何想法如何找到相对于相机所面对位置的目标位置

1 个答案:

答案 0 :(得分:1)

新的Three.vector3(0,0,-camera.near).applyQuaternion(camera.quaternion).add(camera.position)