【发布时间】:2016-04-06 14:13:22
【问题描述】:
我正在使用两指触摸事件来捏-旋转-缩放THREE.Mesh 对象,使用四元数。这是我第一次使用这种旋转方法,由于我确信四元数的某些属性我似乎无法理解,当总触摸拖动将对象旋转超过大约 90 时,旋转逐渐开始在整个地方抖动°。然后,当再次被拖回 90° 以下时,它逐渐恢复到原来的平滑旋转,尽管明显是非线性的。 (90° 只是猜测)。
我完全被难住了。这是我用来旋转对象obj的代码:
// global state
var
// keeps track of original object scale
pinchScale = new THREE.Vector3(),
// current first touch
touch1 = new THREE.Vector2(),
// current second touch
touch2 = new THREE.Vector2(),
// first touch at touch start
touch1OnHold = new THREE.Vector2(),
// second touch at touch start
touch2OnHold = new THREE.Vector2(),
// keeps track of total held rotation at last fired touchmove event
angularHoldPrev = new THREE.Quaternion();
⋮
// key-value pairs inside an addEventListener utility
touchstart: function (event) {
event.preventDefault();
if ( event.touches.length === 1 ) {
…
} else if ( event.touches.length === 2 ) {
touch1OnHold.set(event.touches[0].pageX, event.touches[0].pageY);
touch2OnHold.set(event.touches[1].pageX, event.touches[1].pageY);
angularHoldPrev.set(0, 0, 0, 1)
}
},
touchmove: function (event) {
event.preventDefault();
if ( event.touches.length === 1 ) {
…
} else if ( event.touches.length === 2 ) {
touch1.set(event.touches[0].pageX, event.touches[0].pageY);
touch2.set(event.touches[1].pageX, event.touches[1].pageY);
var
// get touch spread at present event firing, and at the start of current hold
touchDiff = touch2.clone().sub(touch1),
touchDiffOnHold = touch2OnHold.clone().sub(touch1OnHold),
// camera is on z-axis; get this axis regardless of obj orientation
axis1 = new THREE.Vector3(0, 0, 1).applyQuaternion(obj.quaternion.clone().inverse()),
// get a touch rotation around this axis
rot1 = new THREE.Quaternion().setFromAxisAngle(axis1, (Math.atan2(touchDiffOnHold.y, touchDiffOnHold.x) - Math.atan2(touchDiff.y, touchDiff.x))).normalize(),
// get touch barycentre at present event firing, and at the start of current hold
touchCentre = touch1.clone().add(touch2).multiplyScalar(.5),
touchCentreOnHold = touch1OnHold.clone().add(touch2OnHold).multiplyScalar(.5),
// get axis of touch barycentre movement on the xy plane, regardless of obj orientation
axis2 = new THREE.Vector3(touchCentre.y - touchCentreOnHold.y, touchCentre.x - touchCentreOnHold.x, 0).applyQuaternion(obj.quaternion.clone().inverse()),
// get a rotation proportional to magnitude of touch movement
rot2 = new THREE.Quaternion().setFromAxisAngle(axis2, axis2.length() * rotationSensitivity).normalize(),
// combine the two rotations
rot = rot1.multiply(rot2);
// undo last rotation if not the empty quaternion
if (!angularHoldPrev.equals(new THREE.Quaternion())) obj.quaternion.multiply(angularHoldPrev.inverse());
// perform the currently calculated rotation
obj.quaternion.multiply(rot);
// save this rotation for next event firing
angularHoldPrev.copy(rot);
// resize object according to change in touch spread
obj.scale.copy(pinchScale.clone().multiplyScalar(touchDiff.length() / touchDiffOnHold.length()))
}
},
touchend: function (event) {
event.preventDefault();
// reset original object scale
pinchScale.copy(obj.scale)
}
任何线索我如何保持所有两点触控输入的比例旋转将不胜感激。干杯。
【问题讨论】:
-
不深入研究的快速猜测可能是您的atan2。 tan 函数在 90 度处拉到无穷远。
-
我很担心。但是 atan2 没有任何无穷大,只有正负 180° 之间的不连续性。
标签: javascript three.js rotation multi-touch quaternions