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我刚刚了解到THREE.js,并且对它的能力着迷。我没有先进到足够写我自己的代码,所以我一直在浏览试图找到一个例子来做到我需要或接近,但到目前为止没有用::(three.js网格倾斜而不是旋转
我正在使用的是一些。代码,用鼠标移动的物体的X轴工作prefectly但Y轴周围的物体旋转,倾斜,而不是它的左右
我当前的代码:
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,当鼠标被点击并向左或向右移动时,除非鼠标向上或向下移动,否则盒子将向着鼠标倾斜并保持相同的“X”旋转。现在,相机似乎围绕对象旋转,而不是沿相应的方向倾斜。
任何想法?
欢迎来到SO!您需要尝试此操作,张贴您尝试的代码以及您遇到的任何问题,以便我们可以帮助您解决所述问题。请参阅[如何询问页面](http://stackoverflow.com/help/how-to-ask)寻求帮助改善您的问题。 – Madness
我不是100%确定要问什么,所以我只是留下评论而不是答案。当鼠标向左或向右移动时,我认为你想要做的是围绕Z轴而不是Y轴旋转......? – micnil
请确保您了解[three.js中的旋转工作方式](http://stackoverflow.com/questions/17517937/three-js-camera-tilt-up-or-down-and-keep-horizon-level/17518092 #17518092)。 – WestLangley