【问题标题】:Orbit controls; Angle clamping轨道控制;角度夹紧
【发布时间】:2020-08-10 11:46:19
【问题描述】:

我最近一直在为一个我想要开发的视觉效果做一个迷你项目,但我无法根据 Y 轴旋转来限制相机旋转,我不太清楚为什么或如何我有这个问题。

我环顾四周,我只能找到想要移除角夹的人,他们似乎总是提到 minAzimuthAngle 或 maxAzimuthAngle,但我似乎无法让它做任何事情。

// controls.minAzimuthAngle = -Math.PI, controls.maxAzimuthAngle = Math.PI

我只是在这里问,因为我在其他地方找不到太多来解释我的问题。我认为这只是我使用或渲染相机的具体方式,但除了松开它们之外,很难找到任何关于夹紧角度的参考。

var renderer, scene, camera;                                                      // scene render var creation
var orbitalControl = new THREE.OrbitControls(camera, renderer);                   //orbitcontrol setup
var controls = new THREE.OrbitControls( camera, renderer);                        // camera to renderer
    controls.addEventListener( 'change', render );                                //control listening
  scene = new THREE.Scene(), camera;                                              // scene creation
  var W = window.innerWidth, H = window.innerHeight;                              // scene size
  camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 2000);
  camera.position.set(0, 0, 400);                                                 // camera assignment
  camera.up = new THREE.Vector3(0,500,0);

  controls = new THREE.OrbitControls(camera);                                     // centeralising the camera
  controls.target = new THREE.Vector3(500, 200, 500);                             // controls
  controls.addEventListener('change', render);                                    // renderer based on controls

  scene.add(camera);                                                              // camera to scene
  controls.addEventListener( 'change', render );                                  // control adjustments
  controls.screenSpacePanning = false;
  controls.enableDamping = true, controls.dampingFactor = 0.25;
  controls.enableZoom = false, controls.autoRotate = false;   

  controls.minPolarAngle = Math.PI / 2 ; // radians
  controls.maxPolarAngle = Math.PI / 2 // radians
  controls.minAzimuthAngle = -Math.PI * 0.5;
    controls.maxAzimuthAngle = Math.PI * 0.5;

  controls.addEventListener("change", () => {
  if (this.renderer) this.renderer.render(this.scene, camera)});

无论我如何更改最小或最大 AzimuthAngle,它都不会做任何事情,但这是我在任何其他帖子中唯一提到的。

我尝试渲染的方式有什么冲突吗? 我真的不知道问题是什么。

提前感谢任何回复的人

整个项目的github链接; https://github.com/Thealonic/GENESIS

【问题讨论】:

    标签: javascript three.js camera controls


    【解决方案1】:

    我无法根据 Y 轴旋转限制相机旋转,

    在这种情况下,您必须配置minAzimuthAnglemaxAzimuthAngle。请记住,您只能使用[ - Math.PI, Math.PI ] 范围内的值。查看以下示例如何限制水平轨道的距离。

    var mesh, renderer, scene, camera, controls;
    
    init();
    animate();
    
    function init() {
    
        // renderer
        renderer = new THREE.WebGLRenderer();
        renderer.setSize( window.innerWidth, window.innerHeight );
        renderer.setPixelRatio( window.devicePixelRatio );
        document.body.appendChild( renderer.domElement );
    
        // scene
        scene = new THREE.Scene();
        
        // camera
        camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
        camera.position.set( 20, 20, 20 );
    
        // controls
        controls = new THREE.OrbitControls( camera, renderer.domElement );
        controls.minAzimuthAngle = 0;
        controls.maxAzimuthAngle = Math.PI * 0.5;
        
        // ambient
        scene.add( new THREE.AmbientLight( 0x222222 ) );
        
        // light
        var light = new THREE.DirectionalLight( 0xffffff, 1 );
        light.position.set( 20,20, 0 );
        scene.add( light );
        
        // axes
        scene.add( new THREE.AxesHelper( 20 ) );
    
        // geometry
        var geometry = new THREE.SphereGeometry( 5, 12, 8 );
        
        // material
        var material = new THREE.MeshPhongMaterial( {
            color: 0x00ffff, 
            flatShading: true,
            transparent: true,
            opacity: 0.7,
        } );
        
        // mesh
        mesh = new THREE.Mesh( geometry, material );
        scene.add( mesh );
        
    }
    
    function animate() {
    
        requestAnimationFrame( animate );
        renderer.render( scene, camera );
    
    }
    body {
      margin: 0;
    }
    canvas {
      display: block;
    }
    <script src="https://cdn.jsdelivr.net/npm/three@0.115/build/three.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/three@0.115/examples/js/controls/OrbitControls.js"></script>

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