2016-08-21 20 views
0

我创建了一个360视频播放器,使用three.js。我使用光线投射来查找3D世界坐标,无论何时我点击鼠标并成功获取这些坐标。360视频播放器世界坐标系

有没有办法将这些3D世界坐标映射到展开的(全景,等长方形)视频坐标。我想到了将3D世界坐标转换为屏幕坐标,但这些坐标映射并不对应于实际的3D点。任何帮助将不胜感激。

这里是我使用的代码:

<body> 

<script  src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r73/three.min.js"></script> 
<script src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/211120/orbitControls.js"></script> 
<a href="#" id="testButton">TEST</a> 
<!-- <a href="#" id="testButton2">TEST2</a> --> 
<script> 
var width = window.innerWidth; 
var height = window.innerHeight; 

var renderer = new THREE.WebGLRenderer({ antialias: true }); 
var projector = new THREE.Projector(); 
renderer.setSize(width, height); 
document.body.appendChild(renderer.domElement); 

var video  = document.createElement('video'); 
video.autoplay = true; 
video.src = 'https://streams.kolor.com/streams/833ec36d-b115-43a2-bbf1-aaca49046bab/source.02-720p_HD.mp4'; 
video.crossOrigin = ''; 
videoTexture = new THREE.Texture(video); 
videoTexture.minFilter = THREE.LinearFilter; 
videoTexture.magFilter = THREE.LinearFilter; 
videoTexture.format = THREE.RGBFormat; 


    var scene = new THREE.Scene(); 

    var cubeGeometry = new THREE.SphereGeometry(500, 60, 40); 
    var sphereMat = new THREE.MeshBasicMaterial({map: videoTexture}); 
    sphereMat.side = THREE.BackSide; 
    var cube = new THREE.Mesh(cubeGeometry, sphereMat); 
    scene.add(cube); 



    var camera = new THREE.PerspectiveCamera(45, width/height, 0.1, 10000); 
    camera.position.set(0,0,50); 

    scene.add(camera); 

    var controls = new THREE.OrbitControls(camera); 
    controls.rotateUp(Math.PI/4); 
     controls.target.set(
     camera.position.x + 0.1, 
     camera.position.y, 
     camera.position.z 
    ); 


    //console.log('controls', controls); 
    //create controls 

function onMouseMove(event) { 

    // calculate mouse position in normalized device coordinates 
    // (-1 to +1) for both components 
      var vector = new THREE.Vector3((event.clientX/window.innerWidth) * 2 - 1, - (event.clientY/window.innerHeight) * 2 + 1, 0.5); 
      projector.unprojectVector(vector, camera); 
      var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize()); 
      var intersects = raycaster.intersectObjects(scene.children, true); 
      console.log(intersects[0].point); 


      var width = window.innerWidth, height = window.innerHeight; 
      var widthHalf = width/2, heightHalf = height/2; 


        /*camera.updateMatrixWorld(true); 
        scene.updateMatrixWorld(); 
        var vector1 = new THREE.Vector3(); 
        vector.setFromMatrixPosition(intersects[0].object.matrixWorld); 
        vector.project(camera);*/ 

      var p = new THREE.Vector3(intersects[0].point.x,intersects[0].point.y,intersects[0].point.z); 
      var vector1 = p.project(camera); 
      vector1.x = (vector1.x * widthHalf) + widthHalf; 
      vector1.y = - (vector1.y * heightHalf) + heightHalf; 
      console.log(vector1);  




} 
    function render() { 
      if(video.readyState === video.HAVE_ENOUGH_DATA){ 
      videoTexture.needsUpdate = true; 
      } 
      controls.update(); 
      renderer.render(scene, camera); 
      requestAnimationFrame(render); 
    } 

    render(); 
    window.addEventListener('mousedown', onMouseMove, false); 

    </script> 



    </body> 
    </html> 

回答

0

如果我正确理解你的问题,你甚至不需要3D坐标以获得在平板视频坐标:可以只需使用UV坐标来表示球体相交的raycaster报告。

坐标(0,0)是视频的左上角和(1,1)的右下角。

+0

是的,我想将坐标从球面转换为平面。raycaster报告的坐标也是负值。我不认为我可以使用负坐标。顺便说一句,我从来没有听说过紫外线坐标。我会仔细看看它,如果你有任何参考,可以请你分享一下。 –

+0

谢谢......这就是我一直在寻找的 –