2015-08-08 194 views
0

我剛剛瞭解到THREE.js,並且對它的能力着迷。我沒有先進到足夠寫我自己的代碼,所以我一直在瀏覽試圖找到一個例子來做到我需要或接近,但到目前爲止沒有用::(three.js網格傾斜而不是旋轉

我正在使用的是一些。代碼,用鼠標移動的物體的X軸工作prefectly但Y軸周圍的物體旋轉,傾斜,而不是它的左右

我當前的代碼:

var container, stats; 
 

 
var camera, scene, renderer; 
 

 
var group, text, plane; 
 

 
var targetRotationX = 0; 
 
var targetRotationOnMouseDownX = 0; 
 

 
var targetRotationY = 0; 
 
var targetRotationOnMouseDownY = 0; 
 

 
var mouseX = 0; 
 
var mouseXOnMouseDown = 0; 
 

 
var mouseY = 0; 
 
var mouseYOnMouseDown = 0; 
 

 
var windowHalfX = window.innerWidth/2; 
 
var windowHalfY = window.innerHeight/2; 
 

 
var finalRotationY 
 
var center 
 

 
init(); 
 
animate(); 
 

 
function init() { 
 

 

 

 
     camera = new THREE.PerspectiveCamera(100, window.innerWidth/window.innerHeight, 0.1, 10000); 
 
     camera.position.z = 1000; 
 
     camera.eulerOrder = "YXZ" 
 

 
     scene = new THREE.Scene(); 
 

 
     // lights 
 

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

 
     light = new THREE.DirectionalLight(0x002288); 
 
     light.position.set(-1, -1, -1); 
 
     scene.add(light); 
 

 
     light = new THREE.AmbientLight(0x222222); 
 
     scene.add(light); 
 

 

 
\t \t var geometry = new THREE.BoxGeometry(1400, 100, 700, 10, 10, 10); 
 
\t \t var material = new THREE.MeshBasicMaterial({color: 0xfffff, wireframe: true}); 
 
\t \t var cube = new THREE.Mesh(geometry, material); 
 
\t \t //cube.position.set(center.x, center.y, center.z); 
 
\t \t //cube.geometry.applyMatrix(new THREE.Matrix4().makeTranslation(-center.x, -center.y, -center.z)); 
 

 
\t \t renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true }); 
 
\t \t renderer.setSize(window.innerWidth, window.innerHeight); 
 

 
\t \t container = document.getElementById('container'); 
 
     container.appendChild(renderer.domElement); 
 

 
\t \t group = new THREE.Object3D(); 
 
\t \t group.add(cube) 
 
\t \t scene.add(group); 
 

 

 
     // renderer 
 

 
     //stats = new Stats(); 
 
     //stats.domElement.style.position = 'absolute'; 
 
     //stats.domElement.style.top = '0px'; 
 
     //container.appendChild(stats.domElement); 
 

 
     document.addEventListener('mousedown', onDocumentMouseDown, false); 
 
     document.addEventListener('touchstart', onDocumentTouchStart, false); 
 
     document.addEventListener('touchmove', onDocumentTouchMove, false); 
 

 
     // 
 

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

 
     //for debuging stats 
 
     interval = setInterval(debugInfo, 50); 
 

 
} 
 

 
function modelLoadedCallback(geometry) { 
 

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

 
} 
 

 
function onWindowResize() { 
 

 
     windowHalfX = window.innerWidth/2; 
 
     windowHalfY = window.innerHeight/2; 
 

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

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

 
} 
 

 
// 
 

 
function onDocumentMouseDown(event) { 
 

 
     event.preventDefault(); 
 

 
     document.addEventListener('mousemove', onDocumentMouseMove, false); 
 
     document.addEventListener('mouseup', onDocumentMouseUp, false); 
 
     document.addEventListener('mouseout', onDocumentMouseOut, false); 
 

 
     mouseXOnMouseDown = event.clientX - windowHalfX; 
 
     targetRotationOnMouseDownX = targetRotationX; 
 

 
     mouseYOnMouseDown = event.clientY - windowHalfY; 
 
     targetRotationOnMouseDownY = targetRotationY; 
 

 
} 
 

 
function onDocumentMouseMove(event) { 
 

 
     mouseX = event.clientX - windowHalfX; 
 
     mouseY = event.clientY - windowHalfY; 
 

 

 
     targetRotationY = targetRotationOnMouseDownY + (mouseY - mouseYOnMouseDown) * 0.02; 
 
     targetRotationX = targetRotationOnMouseDownX + (mouseX - mouseXOnMouseDown) * 0.02; 
 

 

 

 
} 
 

 
function onDocumentMouseUp(event) { 
 

 
     document.removeEventListener('mousemove', onDocumentMouseMove, false); 
 
     document.removeEventListener('mouseup', onDocumentMouseUp, false); 
 
     document.removeEventListener('mouseout', onDocumentMouseOut, false); 
 

 
} 
 

 
function onDocumentMouseOut(event) { 
 

 
     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; 
 
       targetRotationOnMouseDownX = targetRotationX; 
 

 
       mouseYOnMouseDown = event.touches[ 0 ].pageY - windowHalfY; 
 
       targetRotationOnMouseDownY = targetRotationY; 
 

 

 

 
     } 
 

 
} 
 

 
function onDocumentTouchMove(event) { 
 

 
     if (event.touches.length == 1) { 
 

 
       event.preventDefault(); 
 

 
       mouseX = event.touches[ 0 ].pageX - windowHalfX; 
 
       targetRotationX = targetRotationOnMouseDownX + (mouseX - mouseXOnMouseDown) * 0.05; 
 

 
       mouseY = event.touches[ 0 ].pageY - windowHalfY; 
 
       targetRotationY = targetRotationOnMouseDownY + (mouseY - mouseYOnMouseDown) * 0.05; 
 

 
     } 
 

 
} 
 

 
// 
 

 
function animate() { 
 

 
     requestAnimationFrame(animate); 
 

 
     render(); 
 
     //stats.update(); 
 

 
} 
 

 
function render() { 
 

 

 
    //horizontal rotation 
 
    group.rotation.y += (targetRotationX - group.rotation.y) * 0.1; 
 

 

 
    finalRotationY = (targetRotationY - group.rotation.x); 
 

 

 
    if (group.rotation.x <= 1 && group.rotation.x >= -1) { 
 

 
     group.rotation.x += finalRotationY * 0.1; 
 
    } 
 
    if (group.rotation.x > 1) { 
 

 
     group.rotation.x = 1 
 
    } 
 
    else if (group.rotation.x < -1) { 
 

 
     group.rotation.x = -1 
 
    } 
 

 

 

 
     renderer.render(scene, camera); 
 

 
} 
 

 

 
function debugInfo() 
 
{ 
 
    //$('#debug').html("mouseX : " + mouseX + " mouseY : " + mouseY + "</br>") 
 

 
}
<style>canvas { width: 100%; height: 100% }</style>
<script src="http://threejs.org/build/three.min.js"></script> 
 
<div id="container"></div>

我希望做的事情是,當鼠標被點擊並向左或向右移動時,除非鼠標向上或向下移動,否則盒子將向着鼠標傾斜並保持相同的「X」旋轉。現在,相機似乎圍繞對象旋轉,而不是沿相應的方向傾斜。

任何想法?

+0

歡迎來到SO!您需要嘗試此操作,張貼您嘗試的代碼以及您遇到的任何問題,以便我們可以幫助您解決所述問題。請參閱[如何詢問頁面](http://stackoverflow.com/help/how-to-ask)尋求幫助改善您的問題。 – Madness

+0

我不是100%確定要問什麼,所以我只是留下評論而不是答案。當鼠標向左或向右移動時,我認爲你想要做的是圍繞Z軸而不是Y軸旋轉......? – micnil

+0

請確保您瞭解[three.js中的旋轉工作方式](http://stackoverflow.com/questions/17517937/three-js-camera-tilt-up-or-down-and-keep-horizo​​n-level/17518092 #17518092)。 – WestLangley

回答

0

micnil是對的,我不得不改變旋轉順序爲「ZYX」。現在學習如何將我的2個腳本加入到一起。