THREE.js 函数 - 转换以接受不同的初始旋转
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【中文标题】THREE.js 函数 - 转换以接受不同的初始旋转【英文标题】:THREE.js function - convert to accept a different initial rotation 【发布时间】:2022-01-13 20:38:10 【问题描述】:我正在尝试将此处找到的代码 http://benchung.com/smooth-mouse-rotation-three-js/ 转换为 AFRAME 组件。
如果初始旋转为“0 0 0”,这一切都很好,但现在我正在尝试设置不同的初始旋转。
@Piotr 请帮我把fiddle 放在一起
但基本上我希望能够设置初始旋转,然后使用其余功能在单击和拖动时旋转对象。
AFRAME.registerComponent('drag-rotate',
schema :
mouseSpeed : default:1,
touchSpeed : default:2,
rotation : type: 'vec3',
disabled: default: false
,
windowHalfX: window.innerWidth / 2,
windowHalfY: window.innerHeight / 2,
targetRotationX:0,
targetRotationOnMouseDownX:0,
targetRotationY:0,
targetRotationOnMouseDownY: 0,
mouseX:0,
mouseXOnMouseDown:0,
mouseY: 0,
mouseYOnMouseDown: 0,
init : function()
this.ifMouseDown = false
document.addEventListener('touchstart',this.onTouchStart.bind(this))
document.addEventListener('touchend',this.onTouchEnd.bind(this))
document.addEventListener('touchmove',this.onTouchMove.bind(this))
document.addEventListener('mousedown',this.OnDocumentMouseDown.bind(this))
window.addEventListener( 'resize', this.onWindowResize.bind(this) )
,
update: function (oldData)
if(!AFRAME.utils.deepEqual(oldData.rotation, this.data.rotation))
this.el.setAttribute('rotation', this.data.rotation)
this._targetRotation = this.el.object3D.rotation.clone()
this.targetRotationX = this._targetRotation.x
this.targetRotationY = this._targetRotation.y
,
remove: function()
document.removeEventListener('touchstart',this.onTouchStart.bind(this))
document.removeEventListener('mousedown',this.OnDocumentMouseDown.bind(this))
window.removeEventListener( 'resize', this.onWindowResize.bind(this))
,
onWindowResize: function ()
this.windowHalfX = window.innerWidth / 2
this.windowHalfY = window.innerHeight / 2
,
OnDocumentMouseDown : function(event)
this.ifMouseDown = ['A-SCENE', 'CANVAS'].includes(event.target?.tagName)
if(this.ifMouseDown)
document.addEventListener('mouseup',this.OnDocumentMouseUp.bind(this))
document.addEventListener('mousemove',this.OnDocumentMouseMove.bind(this))
this.mouseXOnMouseDown = event.clientX - this.windowHalfX
this.targetRotationOnMouseDownX = this.targetRotationX
this.mouseYOnMouseDown = event.clientY - this.windowHalfY
this.targetRotationOnMouseDownY = this.targetRotationY
,
OnDocumentMouseUp : function()
this.ifMouseDown = false
document.removeEventListener('mouseup',this.OnDocumentMouseUp.bind(this))
document.removeEventListener('mousemove',this.OnDocumentMouseMove.bind(this))
,
OnDocumentMouseMove : function(event)
if(this.ifMouseDown)
this.mouseX = event.clientX - this.windowHalfX;
this.mouseY = event.clientY - this.windowHalfY;
this.targetRotationY = this.targetRotationOnMouseDownY + (this.mouseY - this.mouseYOnMouseDown) * this.data.mouseSpeed/1000
this.targetRotationX = this.targetRotationOnMouseDownX + (this.mouseX - this.mouseXOnMouseDown) * this.data.mouseSpeed/1000
,
onTouchStart: function(event)
if (event.touches.length == 1)
this.ifMouseDown = ['A-SCENE', 'CANVAS'].includes(event.target?.tagName)
this.x_cord = event.touches[ 0 ].pageX
this.y_cord = event.touches[ 0 ].pageY
document.addEventListener('touchend',this.onTouchEnd.bind(this))
document.addEventListener('touchmove',this.onTouchMove.bind(this))
this.mouseXOnMouseDown = event.touches[ 0 ].pageX - this.windowHalfX
this.targetRotationOnMouseDownX = this.targetRotationX
this.mouseYOnMouseDown = event.touches[ 0 ].pageX - this.windowHalfY
this.targetRotationOnMouseDownY = this.targetRotationY
,
onTouchMove: function(event)
if(this.ifMouseDown)
this.mouseX = event.touches[ 0 ].pageX - this.windowHalfX;
this.mouseY = event.touches[ 0 ].pageY - this.windowHalfY;
this.targetRotationY = this.targetRotationOnMouseDownY + (this.mouseY - this.mouseYOnMouseDown) * this.data.touchSpeed/1000
this.targetRotationX = this.targetRotationOnMouseDownX + (this.mouseX - this.mouseXOnMouseDown) * this.data.touchSpeed/1000
,
onTouchEnd: function(event)
document.removeEventListener('touchend',this.onTouchEnd.bind(this))
document.removeEventListener('touchmove',this.onTouchMove.bind(this))
this.ifMouseDown = false
,
tick: function()
if(this.data.disabled)
return
this.el.object3D.rotation.y += ( this.targetRotationX - this.el.object3D.rotation.y ) * 0.1
this.finalRotationY = (this.targetRotationY - this.el.object3D.rotation.x)
if (this.el.object3D.rotation.x <= 1 && this.el.object3D.rotation.x >= -1 )
this.el.object3D.rotation.x += this.finalRotationY * 0.1
if (this.el.object3D.rotation.x > 1 )
this.el.object3D.rotation.x = 1
if (this.el.object3D.rotation.x < -1 )
this.el.object3D.rotation.x = -1
,
);
我在更新函数中用 AFRAME 设置的初始角度和这里设置的不一样。即禁用此组件
启用它
如果我在示例代码中将这些值归零,则旋转为“0 0 0”并且它正常工作。
this.el.setAttribute('rotation', this.data.rotation)
this._targetRotation = this.el.object3D.rotation.clone()
this.targetRotationX = 0
this.targetRotationY = 0
【问题讨论】:
Anwsered 太快了,再想一想我不确定这里有什么问题。我把代码扔进了fiddle,我不确定应该有什么不同 谢谢我应该这样做。但是,例如,如果您将旋转设置为“0 45 0”jsfiddle.net/na78pwou/2,那么它应该只在 Y 轴上旋转。不是。 感谢您的帮助@PiotrAdamMilewski 我已经更新了问题 - 基本上我希望能够设置初始轮换并尊重这一点。 【参考方案1】:这个神奇的代码起作用了
this.el.object3D.rotation.y += ( (this._targetRotation.y + this.targetRotationX) - this.el.object3D.rotation.y ) * 0.1
this.finalRotationY = ((this._targetRotation.x + this.targetRotationY) - this.el.object3D.rotation.x)
【讨论】:
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