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three.js - 如何使用 gsap 为camera.lookAt制作动画?

转载 作者:行者123 更新时间:2023-12-02 02:31:06 30 4
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camera.lookAt(myObject) 将立即将 Three.js 相机旋转到给定的对象。

我想使用 gsap 为该旋转设置动画。我使用 gsap 来动画相机位置的变化没有问题,但下面的相机旋转代码没有任何作用。

const targetOrientation = myObject.quaternion.normalize();
gsap.to({}, {
duration: 2,
onUpdate: function() {
controls.update();
camera.quaternion.slerp(targetOrientation, this.progress());
}
});

如何以这种方式设置相机旋转动画?

好的,这个问题现在已经解决了。主要问题是 render() 函数中的controls.update() 行。轨道控件不能很好地与相机旋转配合使用,因此您需要确保它们在动画过程中完全禁用。

我修改后的代码,包括旋转和位置动画:

const camrot = {'x':camera.rotation.x,'y':camera.rotation.y,'z':camera.rotation.z}
camera.lookAt(mesh.position);
const targetOrientation = camera.quaternion.clone().normalize();

camera.rotation.x = camrot.x;
camera.rotation.y = camrot.y;
camera.rotation.z = camrot.z;

const aabb = new THREE.Box3().setFromObject( mesh );
const center = aabb.getCenter( new THREE.Vector3() );
const size = aabb.getSize( new THREE.Vector3() );

controls.enabled = false;

const startOrientation = camera.quaternion.clone();

gsap.to({}, {
duration: 2,
onUpdate: function() {
camera.quaternion.copy(startOrientation).slerp(targetOrientation, this.progress());
},
onComplete: function() {
gsap.to( camera.position, {
duration: 8,
x: center.x,
y: center.y,
z: center.z+4*size.z,
onUpdate: function() {
camera.lookAt( center );
},
onComplete: function() {
controls.enabled = true;
controls.target.set( center.x, center.y, center.z);
}
} );
}
});

最佳答案

像这样尝试一下:

let mesh, renderer, scene, camera, controls;

init();
animate();

function init() {

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

// scene
scene = new THREE.Scene();

// camera
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 20, 10, 20 );
camera.lookAt( 0, 0, 0 );

// ambient
scene.add( new THREE.AmbientLight( 0x222222 ) );

// light
const light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( 20,20, 0 );
scene.add( light );

// axes
scene.add( new THREE.AxesHelper( 20 ) );

// geometry
const geometry = new THREE.SphereBufferGeometry( 5, 12, 8 );

// material
const material = new THREE.MeshPhongMaterial( {
color: 0x00ffff,
flatShading: true,
transparent: true,
opacity: 0.7,
} );

// mesh
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );

const startOrientation = camera.quaternion.clone();
const targetOrientation = mesh.quaternion.clone().normalize();

gsap.to( {}, {
duration: 2,
onUpdate: function() {
camera.quaternion.copy(startOrientation).slerp(targetOrientation, this.progress());
}
} );

}

function animate() {

requestAnimationFrame( animate );
renderer.render( scene, camera );

}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/<a href="https://stackoverflow.com/cdn-cgi/l/email-protection" class="__cf_email__" data-cfemail="f4809c869191b4c4dac5c6c7" rel="noreferrer noopener nofollow">[email protected]</a>/build/three.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/3.4.0/gsap.min.js"></script>

您必须确保始终使用起始方向而不是使用camera.quaternion来调用Quaternion.slerp()。否则插值将不正确。

关于three.js - 如何使用 gsap 为camera.lookAt制作动画?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/65012960/

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