我有一個簡單的three.js場景,其中包含一個3D Homer Simpson,在一架飛機上。我希望能夠用自己的Y軸旋轉他,使用鼠標。圍繞自己的y軸旋轉Collada模型
以下代碼是差不多那裏。這是我從一些地方拼湊起來的,還有我自己的一點點。問題在於,我無法繞着他的Y軸旋轉他,他的核心正好穿過他的中軸。
在包含的代碼中,如果我使用該框架作爲參考,他將圍繞一個圓圈旋轉。其中的圓周(在這個例子中是偶然的)大約是他站在飛機上的大小。
如果我刪除幀,而是使用模型旋轉,然後他幾乎打轉他的Y軸 - 除了我軸線只是他的身邊。我正在使用以下model。事實上,我希望他旋轉的方式就像他在3D模型庫中所做的那樣。如果你點擊3D查看並旋轉他,你會看到我想要實現的。
// nasty globals, but this is just a sandbox.
var camera;
var frame;
var loader = new THREE.ColladaLoader();
var model;
var plane;
var renderer;
var scene;
var mouseX = 0;
var mouseXOnMouseDown = 0;
var targetRotation = 0;
var targetRotationOnMouseDown = 0;
var windowHalfX = 800/2;
loader.load('Homer/models/body.dae', function(collada) {
model = collada.scene;
model.position.x = 0;
model.position.y = 0;
model.position.z = 100;
model.rotation.x = - Math.PI/2; // stand Homer upright and facing the camera.
init();
animate();
});
function init()
{
renderer = new THREE.WebGLRenderer();
renderer.setSize(800, 800);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(45, 1, 100, 10000);
camera.position.x = 50;
camera.position.y = 120;
camera.position.z = 600;
scene = new THREE.Scene();
scene.add(model);
// Do I need a frame of reference to get Homer to spin on his own Y-axis instead of the scene's?
frame = new THREE.Object3D();
frame.add(model);
scene.add(frame);
plane = new THREE.Mesh(new THREE.PlaneGeometry(400, 400), new THREE.MeshBasicMaterial({ color: 0xe0e0e0 }));
plane.geometry.applyMatrix(new THREE.Matrix4().makeRotationX(- Math.PI/2));
scene.add(plane);
var light = new THREE.SpotLight();
light.position.set(200, 500, 4000);
scene.add(light);
renderer.render(scene, camera);
// Spin Homer around when moving the mouse around
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('touchstart', onDocumentTouchStart, false);
document.addEventListener('touchmove', onDocumentTouchMove, false);
}
function onDocumentMouseDown(event) {
event.preventDefault();
document.addEventListener('mousemove', onDocumentMouseMove, false);
document.addEventListener('mouseup', onDocumentMouseUp, false);
document.addEventListener('mouseout', onDocumentMouseOut, false);
mouseXOnMouseDown = event.clientX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
}
function onDocumentMouseMove() {
mouseX = event.clientX - windowHalfX;
targetRotation = targetRotationOnMouseDown + (mouseX - mouseXOnMouseDown) * 0.02;
}
function onDocumentMouseUp() {
document.removeEventListener('mousemove', onDocumentMouseMove, false);
document.removeEventListener('mouseup', onDocumentMouseUp, false);
document.removeEventListener('mouseout', onDocumentMouseOut, false);
}
function onDocumentMouseOut() {
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;
targetRotationOnMouseDown = targetRotation;
}
}
function onDocumentTouchMove(event) {
if (event.touches.length === 1) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
targetRotation = targetRotationOnMouseDown + (mouseX - mouseXOnMouseDown) * 0.05;
}
}
// Spin Homer around the Y-Axis
function animate() {
requestAnimationFrame(animate);
// When we add the frame, he spins in a circle, about the size of the plane (that's spin size if coincidence)
frame.rotation.y += (targetRotation - frame.rotation.y) * 0.03;
// If we remove the frame from the scene, and use this line instead, Homer spins around the y-axis.
// But, the y-axis is along the outside of his leg and arm, not through his vertical center, which is what I want.
// model.rotation.z += (targetRotation - model.rotation.z) * 0.03;
renderer.render(scene, camera);
}
這工作。做得好。 – Muers
工作完美,謝謝。 – dbarros