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具有两个(切换)相机的Three.js轨道控制器

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我在一个场景中有两个摄像头,一个视口和一个渲染器 . 我在相机之间切换(使用html按钮) .

问题

Problem 1

对于camera1,移动鼠标没有任何响应 . 当我切换到camera2时,轨道控制工作正常 . 切换回camera1仍然没有移动鼠标的响应 .

jsfiddle v1 Original(没有来自camera1的回复)jsfiddle.net/steveow/xu0k1z75/

更新:问题1,由Stallion修复 - 避免将摄像机位置设置为(0,0,0) .

Problem 2

对于camera1,仍存在Pan和Dolly非常慢的问题,至少在最初阶段 . 它们可能会在以后加速(在使用camera2进行摇摄和玩偶之后),但速度非常快 .

jsfiddle:v2 camera1 Pan&Dolly非常慢,至少最初,可能过晚 . http://jsfiddle.net/steveow/uk94hxrp/

更新:Pan&Dolly“慢”是因为相机非常接近OrbitControls.target位置(默认为(0,0,0)) . 因此,如果我选择不同的.target位置,则可以避免“缓慢” .

笔记

我每次切换相机时都会创建一个新的THREE.OrbitControls对象 . 但是之前我曾尝试在初始化期间创建两个持久的THREE.OrbitControls对象,然后将一个名为“controls”的通用变量分配给任何一个应该处于活动状态的变量 . 我已经尝试将orbitControls设置为html div“container”而不是renderer.domElement . 我试过在动画循环中包含controls.update() .

我确实让它在前一段时间使用过任何一款相机,但我无法回复 .

我看过OrbitControls代码,但不是更明智的 .

CODE(原问题,问题1,但略有修改) .

这是相机启动代码: -

//... camera1

    camera1Fov = 75;
    camera1Far = 1200;
    camera1 = new THREE.PerspectiveCamera( camera1Fov, window.innerWidth / window.innerHeight, 1, camera1Far );
    //camera1.position.z = camera1Far;
    camera1.position.set(0,0,0);


    scene.add(camera1);
    camera1.name = "Camera_1";

    var sGeo        = new THREE.SphereGeometry( 40,8,8);
    var sMaterial   = new THREE.MeshPhongMaterial( { color: 0xff00ff } );
    Cam1Target      = new THREE.Mesh(sGeo, sMaterial);
    Cam1Target.position.set(0,0,-200);
    scene.add(Cam1Target);

    controls1 = new THREE.OrbitControls(camera1, renderer.domElement);
    controls = controls1;//... initially.
    camera1.lookAt( Cam1Target );
    RenderCamera = camera1;

    camera1_Helper = new THREE.CameraHelper( camera1 );
    camera1_Helper.update();
    scene.add (camera1_Helper);

// camera2
    camera2 = new THREE.PerspectiveCamera( cameraFOV, window.innerWidth / window.innerHeight, 1, 20000 );
    c2PosX =  5500;
    c2PosY =  3500;
    c2PosZ = -10000;

    camera2.position.set( c2PosX, c2PosY, c2PosZ );
    scene.add(camera2);
    camera2.name = "Camera_2";    
    //controls2 = new THREE.OrbitControls(camera2, renderer.domElement);
    //camera2.lookAt(camera1);

这是动画和相机切换和相机重置代码: -

//----------------------------------------------------------------
function F_frame()
{
   //... Render
   af = requestAnimationFrame(F_frame);

   controls.update(); 

   renderer.render(scene, RenderCamera);


   tick+=0.001;

}//... EOF Frame().

//-------------------------------------------------------------
function F_Switch_Camera() 
{
    var SelectedCameraString = document.getElementById('myTextField').value;
    //...toggle
    if (SelectedCameraString == "camera1") 
    {
        SelectedCameraString = "camera2";
        RenderCamera = camera2;
        controls = new THREE.OrbitControls(camera2, container);//renderer.domElement);
        //controls.object = camera2;
        //controls.update();
        //controls = controls2;
    } else {
        SelectedCameraString = "camera1";
        RenderCamera = camera1;
        controls = new THREE.OrbitControls(camera1, container);//renderer.domElement);
        //controls.object = camera1;
        //controls.update();
        //controls = controls1;     
    }
    document.getElementById('myTextField').value = SelectedCameraString;
}       
//----------------------------------------------------------------------
function F_Reset_Camera1()
{
    camera1.position.set(0,0,0);
    camera1.lookAt ( Cam1Target );
}
//----------------------------------------------------------------------
function F_Reset_Camera2()
{
    camera2.position.set( c2PosX, c2PosY, c2PosZ );
    camera2.lookAt ( camera1 );
}

UPDATE

非常感谢用户Stallion的简单修复 - 不要将摄像机世界位置设置为(0,0,0)使用(0,0,1) .

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