gpt4 book ai didi

three.js - 无法使用 FirstPersonControls.js 设置相机的外观位置

转载 作者:行者123 更新时间:2023-12-02 19:59:16 26 4
gpt4 key购买 nike

// Init a perspective camera
camera = new THREE.PerspectiveCamera(45, WIDTH / HEIGHT, 0.001, 10000);

// Init free camera controls for default
controls = new THREE.FirstPersonControls(camera);
controls.movementSpeed = 1;
controls.lookSpeed = 0.1;

// Add camera to scene
camera.position.set(3, 3, 3);
camera.lookAt(0, 0, 0);
scene.add(camera);

我正在使用 FirstPersonControls.js 为我的相机创建一个演示场景。一切都很好,但相机的注视位置,我无法设置。 camera.lookAt(0, 0, 0); 不起作用。我该如何处理这个问题?感谢您的阅读!

为了进一步说明,这里是我的演示场景的完整代码。

<!-- Libraries -->
<script type="text/javascript" src="js/libs/jquery-1.9.1.min.js"></script>
<script type="text/javascript" src="js/libs/three.js"></script>
<script type="text/javascript" src="js/loaders/BinaryLoader.js"></script>
<!-- Camera control -->
<script type="text/javascript" src="js/controls/TrackballControls.js"></script>
<script type="text/javascript" src="js/controls/FirstPersonControls.js"></script>
<script type="text/javascript" src="js/controls/FlyControls.js"></script>
<script type="text/javascript" src="js/controls/PointerLockControls.js"></script>
<!-- Event handler -->
<script type="text/javascript" src="js/KeyboardState.js"></script>
<!-- JS for HTML interface -->
<script type="text/javascript" src="ajs/index.js"></script>

<!-- THREE -->
<script type="text/javascript">
// Set scene size
var WIDTH = window.innerWidth, HEIGHT = window.innerHeight;
// WebGL's object
var container = null, renderer = null, scene = null, camera = null;
// Camera object
var controls = null;
// Statistic object
var stats = null;
// Time
var clock = new THREE.Clock();
// Keyboard
var keyboard = new KeyboardState();
// Target geometry
var mesh = null;
// Objects array for handling something (haven't known yet) in PointerLock camera
var objects = [];
var ray = null;

// Initialize WebGL
function initWebGL() {
setupRenderer();
setupScene();
setupCamera();
setupLight();
}

// Initialize renderer
function setupRenderer() {
// Create the canva element
renderer = new THREE.WebGLRenderer();
renderer.setClearColor({
clearColor: 0x999999,
clearAlpha: 1.0
});
renderer.setSize(WIDTH, HEIGHT);
// Add the canvas into its container
container = $('#canvas-container-1');
container.append(renderer.domElement);
}

// Initialize camera
function setupCamera() {
// Init a perspective camera
camera = new THREE.PerspectiveCamera(45, WIDTH / HEIGHT, 0.001, 10000);
// Init free camera controls for default
controls = new THREE.FirstPersonControls(camera);
controls.movementSpeed = 1;
controls.lookSpeed = 0.1;
// Add camera to scene
camera.position.set(3, 3, 3);
camera.lookAt(new THREE.Vector3(0.0, 0.0, 0.0));
scene.add(camera);

// Init camera controls (get the checked radio input value)
var chosenCamera = $('input[name=camera]:checked').val();

// What will happen if $('input[name=camera]') value is changed
$('input[name=camera]').change(function () {
// Reload chosenCamera value
chosenCamera = $('input[name=camera]:checked').val();

// Camera controls
if (chosenCamera == 0) { // Free
controls = new THREE.FirstPersonControls(camera);
controls.movementSpeed = 1;
controls.lookSpeed = 0.1;
// Add camera to scene
scene.add(camera);

} else if (chosenCamera == 1) { // Track ball
controls = new THREE.TrackballControls(camera);
// Add camera to scene
scene.add(camera);

} else if (chosenCamera == 2) { // First person
// Add controls
controls = new THREE.PointerLockControls(camera);

ray = new THREE.Raycaster();
ray.ray.direction.set(0, -1, 0);

// Add camera to scene
scene.add(controls.getObject());

// Feature detection
var havePointerLock = 'pointerLockElement' in document ||
'mozPointerLockElement' in document ||
'webkitPointerLockElement' in document;

if (havePointerLock) {
// Object(s)
var element = document.body;

// Action for event listener below
var pointerlockchange = function (e) { // Action for changes pointerlock
if (document.pointerLockElement === element ||
document.mozPointerLockElement === element ||
document.webkitPointerLockElement === element) {
controls.enable = true;
} else {
controls.enable = false;
}
}

var pointerlockerror = function (e) { // Action for pointerlock error
$('#instructions').html('Error!');
}

// Hook pointer lock state change events
document.addEventListener('pointerlockchange', pointerlockchange, false);
document.addEventListener('mozpointerlockchange', pointerlockchange, false);
document.addEventListener('webkitpointerlockchange', pointerlockchange, false);

document.addEventListener('pointerlockerror', pointerlockerror, false);
document.addEventListener('mozpointerlockerror', pointerlockerror, false);
document.addEventListener('webkitpointerlockerror', pointerlockerror, false);

// Ask the browser to lock the pointer
element.requestPointerLock = element.requestPointerLock ||
element.mozRequestPointerLock ||
element.webkitRequestPointerLock;

if (/Firefox/i.test(navigator.userAgent)) {
var fullscreenchange = function (e) {
if (document.webkitFullscreenElement === element ||
document.mozFullscreenElement === element ||
document.mozFullScreenElement === element) { // Older API upper case 'S'.
document.removeEventListener('fullscreenchange', fullscreenchange);
document.removeEventListener('mozfullscreenchange', fullscreenchange);
element.requestPointerLock();
}
}

document.addEventListener('fullscreenchange', fullscreenchange, false);
document.addEventListener('mozfullscreenchange', fullscreenchange, false);

element.requestFullscreen = requestFullscreen = element.requestFullscreen ||
element.mozRequestFullscreen ||
element.mozRequestFullScreen || // Older API upper case 'S'.
element.webkitRequestFullscreen;

element.requestFullscreen();
} else {
element.requestPointerLock();
}
} else {
$('#instructions').html('Your browser doesn\'t seem to support Pointer Lock API');
}
}
});
}

// Add lights to the scene
function setupLight() {
var ambientLight = new THREE.AmbientLight(0x404040); // soft white light
scene.add(ambientLight);

var directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(1, 0, 0).normalize();
scene.add(directionalLight);

var pointLight = new THREE.PointLight(0xffffff);
pointLight.position.set(250, 250, 250);
scene.add(pointLight);
}

// Initialize scene
function setupScene() {
scene = new THREE.Scene();
render();
}

// Rendering
function render() {
/* ********** ********** ********** ********** ********** ********** ********** ********** ********** **********
Floor texture
*/
var floorTexture = new THREE.ImageUtils.loadTexture('models/textures/grey-concrete-texture-01.jpg');
floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
floorTexture.repeat.set(100, 100);

// Floor material
var floorMaterial = new THREE.MeshBasicMaterial({
map: floorTexture,
side: THREE.DoubleSide
});

// Floor geometry
var floorGeometry = new THREE.PlaneGeometry(200, 200);

// Floor
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.rotation.x = Math.PI / 2;
floor.position.y = 0;
objects.push(floor);
scene.add(floor);


/* ********** ********** ********** ********** ********** ********** ********** ********** ********** **********
Add sky box
*/
var r = "models/textures/skybox/sky6/";
var urls = [
r + "px.png",
r + "nx.png",
r + "py.png",
r + "ny.png",
r + "pz.png",
r + "nz.png"
];

var textureCube = THREE.ImageUtils.loadTextureCube(urls);
textureCube.format = THREE.RGBFormat;

var shader = THREE.ShaderLib["cube"];
shader.uniforms["tCube"].value = textureCube;

var material = new THREE.ShaderMaterial({
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: shader.uniforms,
depthWrite: false,
side: THREE.BackSide
});

var skybox = new THREE.Mesh(new THREE.CubeGeometry(7000, 7000, 7000, 1, 1, 1), material);
scene.add(skybox);


/* ********** ********** ********** ********** ********** ********** ********** ********** ********** **********
Load A1 building
*/
var building = null;
var jsonLoader = new THREE.BinaryLoader();
jsonLoader.load('models/a1/A1.js', function (geometry, materials) {
// Init material
var faceMaterial = new THREE.MeshFaceMaterial(materials);
for (var s = 0; s < materials.length; s++)
materials[s].side = THREE.DoubleSide;

// Init mesh
building = new THREE.Mesh(geometry, faceMaterial);
building.scale.set(0.0001, 0.0001, 0.0001);

// Add mesh to the scene
scene.add(building);
});


/* ********** ********** ********** ********** ********** ********** ********** ********** ********** **********
Axis
*/
scene.add(new THREE.AxisHelper(10));

(function loop() {
update(loop);
})()
}

// Update
function update(act) {
// Variables for calculation of animation
var delta = clock.getDelta(); // milliseconds

// If the chosen camera is PointerLock
if ($('input[name=camera]:checked').val() == 2) {
controls.isOnObject(false);
ray.ray.origin.copy(controls.getObject().position);
ray.ray.origin.y -= 10;
var intersections = ray.intersectObjects(objects);
if (intersections.length > 0) {
var distance = intersections[0].distance;
if (distance > 0 && distance < 10) {
controls.isOnObject(true);
}
}
}

// Update camera control
(controls == null) ? {} : controls.update(delta);

// Update renderer
renderer.render(scene, camera);

// Loop
requestAnimationFrame(act);
}
</script>

<!-- Assistant functions -->
<script type="text/javascript">
// Resize canvas
function windowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}

// Animation loop
window.requestAnimFrame = (function () {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
</script>

<!-- jQuery -->
<script type="text/javascript">
$(document).ready(function () {
// Init drawing
initWebGL();

// Window resize event
$(window).resize(function () {
windowResize();
});
});
</script>
</head>

<body>
<div id="canvas-container-1"></div>

<!-- panel -->
<div id="panel" class="dock">
<p class="pull"><b>Camera</b></p>

<form id="pan" name="pan" method="post">
<input id="free-camera" name="camera" type="radio" value="0" checked=""/>
<label for="free-camera">Free</label>
<br/>
<input id="trackball-camera" name="camera" type="radio" value="1"/>
<label for="trackball-camera">Track Ball</label>
<br/>
<input id="pointer-lock-camera" name="camera" type="radio" value="2"/>
<label for="pointer-lock-camera">Pointer Lock</label>
</form>
</div>

<!-- instructions -->
<div id="instructions" class="dock">
<p class="pull"><b>Thông tin</b></p>

<article>
Đề tài nghiên cứu khoa học của nhóm sinh viên lớp ĐH Hệ Thống Thông Tin K5, trường Đại Học Công Nghiệp Hà Nội.
</article>
</div>
</body>
</html>

最佳答案

camera.lookAt (new THREE.Vector3 (0.0, 0.0, 0.0));

关于three.js - 无法使用 FirstPersonControls.js 设置相机的外观位置,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/16506693/

26 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com