【发布时间】:2021-10-01 18:48:33
【问题描述】:
我正在尝试提出一个缩放以适应功能,以确保点列表完全适合绘图区域,同时还在图像的所有侧面添加可配置的偏移量。 IE。缩放以适应框架的某个区域而不是整个查看器区域:
我在这里使用透视相机。该函数必须更新相机位置,而不是它的参数或视图方向。
我找到了一个运行良好的缩放以适应功能*,但我正在努力实现偏移。
我只是偏移点坐标(使用相机的坐标系)的第一种方法没有奏效。显示了更多图像,但我选择的点并没有出现在该区域的边缘。回想起来,这是有道理的,因为透视变形会使这些点远离它们的预期位置。
任何人都可以提供有关如何正确计算相机距离和位置的可能解决方案吗?
* Three.js 没有自带缩放功能,但是网上有很多关于如何实现这个逻辑的示例和问题。这种用例最好的可能是CameraViewBox。我在this fiddle 的用例中采用了他们的示例:
import * as THREE from 'https://cdn.skypack.dev/three@0.130.1';
import { OrbitControls } from 'https://cdn.skypack.dev/three@0.130.1/examples/jsm/controls/OrbitControls.js';
let camera, controls, scene, renderer, material;
let isDragging = false;
let cameraViewBox;
const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2();
const meshes = [];
const selection = new Set();
const selectedMaterial = new THREE.MeshPhongMaterial({ color: 0xff0000, flatShading: true });
const floorPlane = new THREE.Plane(new THREE.Vector3(0, 1, 0));
init();
animate();
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color(0xcccccc);
scene.fog = new THREE.FogExp2(0xcccccc, 0.002);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(400, 200, 0);
// Create the cameraViewBox
cameraViewBox = new THREE.CameraViewBox();
cameraViewBox.setViewFromCamera(camera);
// controls
controls = new OrbitControls(camera, renderer.domElement);
controls.minDistance = 100;
controls.maxDistance = 500;
controls.maxPolarAngle = Math.PI / 2;
// world
const geometry = new THREE.BoxGeometry(1, 1, 1);
geometry.translate(0, 0.5, 0);
material = new THREE.MeshPhongMaterial({
color: 0xffffff,
flatShading: true
});
for (let i = 0; i < 500; i++) {
const mesh = new THREE.Mesh(geometry, material);
mesh.position.x = Math.random() * 1600 - 800;
mesh.position.y = 0;
mesh.position.z = Math.random() * 1600 - 800;
mesh.scale.x = 20;
mesh.scale.y = Math.random() * 80 + 10;
mesh.scale.z = 20;
mesh.updateMatrix();
mesh.matrixAutoUpdate = false;
scene.add(mesh);
meshes.push(mesh);
}
// lights
const dirLight1 = new THREE.DirectionalLight(0xffffff);
dirLight1.position.set(1, 1, 1);
scene.add(dirLight1);
const dirLight2 = new THREE.DirectionalLight(0x002288);
dirLight2.position.set(-1, -1, -1);
scene.add(dirLight2);
const ambientLight = new THREE.AmbientLight(0x222222);
scene.add(ambientLight);
window.addEventListener('resize', onWindowResize);
// Add DOM events
renderer.domElement.addEventListener('mousedown', onMouseDown, false);
window.addEventListener('mousemove', onMouseMove, false);
renderer.domElement.addEventListener('mouseup', onMouseUp, false);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
// Add selection support
function onMouseDown() {
isDragging = false;
}
function onMouseMove() {
isDragging = true;
}
function onMouseUp(event) {
if (isDragging) {
isDragging = false;
return;
} else {
isDragging = false;
}
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(meshes);
if (intersects.length > 0) {
var mesh = intersects[0].object;
if (selection.has(mesh)) {
mesh.material = material;
selection.delete(mesh);
} else {
mesh.material = selectedMaterial;
selection.add(mesh);
}
}
}
function centerOnSelection() {
if (selection.size === 0) {
return;
}
cameraViewBox.setViewFromCamera(camera);
cameraViewBox.setFromObjects(Array.from(selection));
cameraViewBox.getCameraPositionAndTarget(camera.position, controls.target, floorPlane);
controls.update();
}
【问题讨论】:
标签: javascript typescript three.js camera geometry