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我在改变THREEJs旋转方面困难重重。我基本上想让我的相机围绕我的物体旋转,而不是围绕标准点(0,0,0?)旋转。其原因是,我的Vector3值是相当大的。(X,Z,Y)ThreeJS改变相机的旋转焦点
4312872.381146194 66.59563132658498 -25727937.924670007
4312475.124507734 66.59563132658498 -25728638.83021001
4312004.77886603 133.19126265316996 -25728715.10960813
4311292.30267081 133.19126265316996 -25728348.26316222
4310580.495996718 199.78689397975492 -25727972.97279594
4310080.51032912 199.78689397975492 -25727395.118092548
4309842.889229621 266.3825253063399 -25726583.881802954
4309162.375115815 266.3825253063399 -25726174.132726204
我连接与行中的点,设置摄像机位置的边框,并使用OrbitalControls走动。但移动相机不关注我的线几何。我如何改变旋转行为?任何人都可以把我放在正确的道路上吗?
var renderer,
scene,
camera,
controls
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColorHex(0xeeeeee, 1.0);
scene = new THREE.Scene();
var material = new THREE.LineBasicMaterial({
color: 0xff00cc,
fog: true
});
var geometryL = new THREE.Geometry();
后来,我把我的数据,以几何...
var line = new THREE.Line(geometryL, material);
geometryL.computeBoundingBox();
var bBox = geometryL.boundingBox;
console.log(bBox);
var x_max = bBox.max.x;
var y_max = bBox.max.y;
var z_max = bBox.max.z;
scene.add(line);
camera = new THREE.PerspectiveCamera(60, window.innerWidth/window.innerHeight, 1, 5000000);
camera.position.set(x_max*1.01, y_max*1.01, z_max*1.01);
controls = new THREE.OrbitControls(camera);
controls.addEventListener('change', animate);
controls.rotateSpeed = 0.01;
controls.zoomSpeed = 0.01;
controls.panSpeed = 0.08;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = true;
controls.dynamicDampingFactor = 2;
animate();
function animate() {
renderer.render(scene, camera);
};
垫,感谢您的时间和答案。我尝试了两种方法,但迄今为止并不幸运。我必须首先添加一个位置到我的线上,对吗?像'line.position.set(x,y,z);'? –
得到它的工作,我只需要改变'controls.rotateSpeed = 0.3', 'controls.zoomSpeed = 0.2'and'controls.panSpeed = 0.05',它们设置得太慢了。技巧是'controls.target = YourObject.position.clone()'感谢Mat! –