【发布时间】:2015-11-01 04:24:38
【问题描述】:
我刚刚了解了 THREE.js,并对它的功能着迷。我还不够先进,无法编写自己的代码,所以我一直在四处浏览,试图找到一个例子来做我需要或接近的事情,但到目前为止无济于事:(
我正在处理的是一些使用鼠标移动对象的代码。 X 轴工作正常,但 Y 轴围绕对象旋转,而不是左右倾斜。
我当前的代码:
var container, stats;
var camera, scene, renderer;
var group, text, plane;
var targetRotationX = 0;
var targetRotationOnMouseDownX = 0;
var targetRotationY = 0;
var targetRotationOnMouseDownY = 0;
var mouseX = 0;
var mouseXOnMouseDown = 0;
var mouseY = 0;
var mouseYOnMouseDown = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var finalRotationY
var center
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(100, window.innerWidth / window.innerHeight, 0.1, 10000 );
camera.position.z = 1000;
camera.eulerOrder = "YXZ"
scene = new THREE.Scene();
// lights
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
light = new THREE.DirectionalLight( 0x002288 );
light.position.set( -1, -1, -1 );
scene.add( light );
light = new THREE.AmbientLight( 0x222222 );
scene.add( light );
var geometry = new THREE.BoxGeometry(1400, 100, 700, 10, 10, 10);
var material = new THREE.MeshBasicMaterial({color: 0xfffff, wireframe: true});
var cube = new THREE.Mesh(geometry, material);
//cube.position.set( center.x, center.y, center.z );
//cube.geometry.applyMatrix(new THREE.Matrix4().makeTranslation( -center.x, -center.y, -center.z ) );
renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
group = new THREE.Object3D();
group.add(cube)
scene.add(group);
// renderer
//stats = new Stats();
//stats.domElement.style.position = 'absolute';
//stats.domElement.style.top = '0px';
//container.appendChild( stats.domElement );
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
//for debuging stats
interval = setInterval( debugInfo, 50 );
}
function modelLoadedCallback(geometry) {
mesh = new THREE.Mesh( geometry, material );
group.add(mesh);
scene.add( group );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function onDocumentMouseDown( event ) {
event.preventDefault();
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
document.addEventListener( 'mouseout', onDocumentMouseOut, false );
mouseXOnMouseDown = event.clientX - windowHalfX;
targetRotationOnMouseDownX = targetRotationX;
mouseYOnMouseDown = event.clientY - windowHalfY;
targetRotationOnMouseDownY = targetRotationY;
}
function onDocumentMouseMove( event ) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY;
targetRotationY = targetRotationOnMouseDownY + (mouseY - mouseYOnMouseDown) * 0.02;
targetRotationX = targetRotationOnMouseDownX + (mouseX - mouseXOnMouseDown) * 0.02;
}
function onDocumentMouseUp( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentMouseOut( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentTouchStart( event ) {
if ( event.touches.length == 1 ) {
event.preventDefault();
mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
targetRotationOnMouseDownX = targetRotationX;
mouseYOnMouseDown = event.touches[ 0 ].pageY - windowHalfY;
targetRotationOnMouseDownY = targetRotationY;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length == 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
targetRotationX = targetRotationOnMouseDownX + ( mouseX - mouseXOnMouseDown ) * 0.05;
mouseY = event.touches[ 0 ].pageY - windowHalfY;
targetRotationY = targetRotationOnMouseDownY + (mouseY - mouseYOnMouseDown) * 0.05;
}
}
//
function animate() {
requestAnimationFrame( animate );
render();
//stats.update();
}
function render() {
//horizontal rotation
group.rotation.y += ( targetRotationX - group.rotation.y ) * 0.1;
finalRotationY = (targetRotationY - group.rotation.x);
if (group.rotation.x <= 1 && group.rotation.x >= -1) {
group.rotation.x += finalRotationY * 0.1;
}
if (group.rotation.x > 1) {
group.rotation.x = 1
}
else if (group.rotation.x < -1) {
group.rotation.x = -1
}
renderer.render( scene, camera );
}
function debugInfo()
{
//$('#debug').html("mouseX : " + mouseX + " mouseY : " + mouseY + "</br>")
}
<style>canvas { width: 100%; height: 100% }</style>
<script src="http://threejs.org/build/three.min.js"></script>
<div id="container"></div>
我希望做的是,当单击鼠标并向左或向右移动时,框将向鼠标倾斜并保持相同的“X”旋转,除非鼠标也向上或向下移动。现在,相机似乎围绕对象旋转,而不是在相应方向上倾斜。
有什么想法吗?
【问题讨论】:
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欢迎来到 SO!您需要尝试此操作,发布您尝试过的代码以及您遇到的任何问题,以便我们可以帮助您解决上述问题。请参阅How to ask page 以帮助改进您的问题。
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我不是 100% 确定要求什么,所以我只留下评论而不是答案。我想你想要做的是当鼠标向左或向右移动时围绕 Z 轴而不是 Y 轴旋转......?
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为了更好地解释,我这样做是为了太阳能电池板控制面板。我在倾斜系统上有 10 个太阳能电池板。面板位于一个长框架上,该框架以 3 个杆为中心安装。这就是我试图在这个 3D 模型上复制的轴。当您单击并向上或向下移动鼠标时,每个面板也会像上面的代码一样在框架上倾斜。
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最终结果将是我的太阳能电池板跟踪软件,它与我的网络服务器通信将发送当前 X 轴和 Y 轴上的面板角度,我想将其显示在屏幕上,看看如何即使我在数百英里之外,面板也在设置 :) 我目前正在使用 HTML 画布方法,但 3D 方式要酷得多!
标签: javascript three.js tilt