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javascript - 将相机放置在 Three.js 立方体内

转载 作者:行者123 更新时间:2023-11-28 00:40:22 27 4
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我开始学习 Three.js。我研究了网站上的入门部分并查看了一些示例,但我无法弄清楚很多事情。

我想做的是创建一个立方体(一个盒子)并将相机放在它的中间,这样我就可以看到每个面的内侧。这实际上可能吗?

查看文档、各种示例和 stackoverflow,现在我处于这一点:

var camera, scene, renderer;

var isUserInteracting = false,
onMouseDownMouseX = 0, onMouseDownMouseY = 0,
lon = 0, onMouseDownLon = 0,
lat = 0, onMouseDownLat = 0,
phi = 0, theta = 0;

init();
animate();

function init() {

var container, mesh;

container = document.getElementById( 'container' );

camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1100 );
camera.target = new THREE.Vector3(1, 1, 1);

scene = new THREE.Scene();

var geometry = new THREE.BoxGeometry(7, 7, 7);
geometry.applyMatrix(new THREE.Matrix4().makeScale(-1, 1, 1));


var material = [
new THREE.MeshBasicMaterial( { color: 0x8bf2a7 } ),
new THREE.MeshBasicMaterial( { color: 0x1ad9a5 } ),
new THREE.MeshBasicMaterial( { color: 0xdadcad } ),
new THREE.MeshBasicMaterial( { color: 0xb1b1b1 } ),
new THREE.MeshBasicMaterial( { color: 0x3a3a3a } ), // front
new THREE.MeshBasicMaterial( { color: 0xf5f5f5 } )
];
mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial(material) );

scene.add( mesh );

renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );

document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );

document.addEventListener( 'dragover', function ( event ) {

event.preventDefault();
event.dataTransfer.dropEffect = 'copy';

}, false );

document.addEventListener( 'dragenter', function ( event ) {

document.body.style.opacity = 0.5;

}, false );

document.addEventListener( 'dragleave', function ( event ) {

document.body.style.opacity = 1;

}, false );

document.addEventListener( 'drop', function ( event ) {

event.preventDefault();

var reader = new FileReader();
reader.addEventListener( 'load', function ( event ) {

material.map.image.src = event.target.result;
material.map.needsUpdate = true;

}, false );
reader.readAsDataURL( event.dataTransfer.files[ 0 ] );

document.body.style.opacity = 1;

}, false );

//

window.addEventListener( 'resize', onWindowResize, false );

}

function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();

renderer.setSize( window.innerWidth, window.innerHeight );

}

function onDocumentMouseDown( event ) {

event.preventDefault();

isUserInteracting = true;

onPointerDownPointerX = event.clientX;
onPointerDownPointerY = event.clientY;

onPointerDownLon = lon;
onPointerDownLat = lat;

}

function onDocumentMouseMove( event ) {

if ( isUserInteracting === true ) {

lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;

}

}

function onDocumentMouseUp( event ) {

isUserInteracting = false;

}

function onDocumentMouseWheel( event ) {

// WebKit

if ( event.wheelDeltaY ) {

camera.fov -= event.wheelDeltaY * 0.05;

// Opera / Explorer 9

} else if ( event.wheelDelta ) {

camera.fov -= event.wheelDelta * 0.05;

// Firefox

} else if ( event.detail ) {

camera.fov += event.detail * 1.0;

}

camera.updateProjectionMatrix();

}

function animate() {

requestAnimationFrame( animate );
update();

}

function update() {

if ( isUserInteracting === false ) {

// lon += 0.1;

}

lat = Math.max( - 85, Math.min( 85, lat ) );
phi = THREE.Math.degToRad( 90 - lat );
theta = THREE.Math.degToRad( lon );

camera.target.x = 500 * Math.sin( phi ) * Math.cos( theta );
camera.target.y = 500 * Math.cos( phi );
camera.target.z = 500 * Math.sin( phi ) * Math.sin( theta );

camera.lookAt( camera.target );

camera.position.z = 3;
/*
// distortion
camera.position.copy( camera.target ).negate();
*/

renderer.render( scene, camera );

}

我实际上可以从内部看到立方体,但这并不是我想要的。我试图将相机放在房间的正中心,并且希望它能够自行旋转,但我不知道如何精确地移动它。

最佳答案

如果你看看这个fiddle唯一的区别是 Material 。

注释并取消注释以下行以查看效果。

THREE.ImageUtils.crossOrigin = '';

您还可以在此处阅读更多内容 issue

关于javascript - 将相机放置在 Three.js 立方体内,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/28013799/

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