我有下一个问题 . 我有一个用Three.js orbitControls.js制作的项目用于相机处理 . 有一个场景,上面有一个简单的立方体和相机 . 我有一个来自orbitControls.js的摄像头,当我做鼠标滚轮时,它会向屏幕中心放大/缩小(默认行为) . 我需要对其进行修改,以便放大/缩小到3D对象上的鼠标位置,就像在3D编辑器中一样,例如3D Max,blender .
我确实理解逻辑应该是这样的:从你开始缩放的位置获取鼠标的位置,实际上你要放大的位置,存储该值,放大并获得新的鼠标位置,找到之间的偏移第一个鼠标位置和当前,并在放大期间将相机移动到该偏移 . 但是,它无法正常工作 . 大多数情况下,我认为这可能是我的相机坐标问题,以及我想要放大的位置 .
这是我的代码:
window.onload = function() {
var renderer = new THREE.WebGLRenderer();
var width = 640;
var height = 480;
renderer.setSize( width, height );
var div = document.getElementById('canvas')
div.appendChild( renderer.domElement );
var scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(
70,
width / height,
0.1,
10000
);
camera.position.set( 0, 10, 10 );
camera.lookAt( scene.position );
control = new THREE.OrbitControls( camera );
var geometry = new THREE.CubeGeometry( 5, 5, 5 );
var material = new THREE.MeshLambertMaterial( { color: 0xFF0000 } );
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
var light = new THREE.PointLight( 0xFFFF00 );
light.position.set( 10, 0, 10 );
scene.add( light );
var dt = 30;
var renderFunc = function() {
update(dt);
renderer.render(scene,camera);
};
setInterval(renderFunc,dt);
//MY ZOOMING CODE.
var mouseVector = new THREE.Vector3();
var projector = new THREE.Projector();
var startMousePos = new THREE.Vector3();
var intersectedPoint = new THREE.Vector3();
var intersectedOffset = new THREE.Vector3();
//FIND INTERSECTED POSITION ON THE CUBE
canvas.onmousemove = function (event)
{
mouseVector.x = ( event.clientX / 640 ) * 2 - 1;
mouseVector.y = - ( event.clientY / 480 ) * 2 + 1;
startMousePos.x = mouseVector.x;
startMousePos.y = mouseVector.y;
var vector = new THREE.Vector3( mouseVector.x, mouseVector.y, 1 );
projector.unprojectVector( vector, camera );
var ray = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
var intersects = ray.intersectObjects( scene.children );
if ( intersects.length > 0 )
{
intersectedPoint = intersects[0].point;
}
}
//HERE I THINK I MUST TRANSLATE MY CAMERA.
canvas.onmousewheel = function(event)
{
if(event.wheelDelta > 0)
{
camera.position.x -= intersectedPoint.x;
camera.position.y -= intersectedPoint.y;
camera.position.z -= intersectedPoint.z;
}
else
{
camera.position.x += intersectedPoint.x;
camera.position.y += intersectedPoint.y;
camera.position.z += intersectedPoint.z;
}
}
};
以前有人这样做过吗?你能告诉我你是怎么解决这个问题的,或者给我一个如何处理的建议?
谢谢!
2 回答
试试这个,它有效
获得交叉点后,您可以将其应用为orbitControl的目标,如下所示:
然后,当你放大它时,它将朝向你选择的点 .