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Three.js 3D缩放到鼠标位置

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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

  • 0

    试试这个,它有效

    mousewheel = function (event) {
    var factor = 15;
    var mX = (event.clientX / jQuery(container).width()) * 2 - 1;
    var mY = -(event.clientY / jQuery(container).height()) * 2 + 1;
    var vector = new THREE.Vector3(mX, mY, 0.1);
    vector.unproject(camera);
    vector.sub(camera.position);
    if (event.deltaY < 0) {
       camera.position.addVectors(camera.position, vector.setLength(factor));
       controls.target.addVectors(controls.target, vector.setLength(factor));
    } else {
       camera.position.subVectors(camera.position, vector.setLength(factor));
       controls.target.subVectors(controls.target, vector.setLength(factor));
    }
    };
    
  • 0

    获得交叉点后,您可以将其应用为orbitControl的目标,如下所示:

    if ( intersects.length > 0 )
            {
                 intersectedPoint = intersects[0].point;
            }
    
     control.target = intersectedPoint ;
    

    然后,当你放大它时,它将朝向你选择的点 .

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