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我正在开发一个 Web 应用程序,该应用程序允许您从服务器向客户端发送使用 VTK 制作的图片。但是你怎么知道互联网的速度取决于速度,嗯,文件系统。为了加快工作速度,我决定在客户端添加 webGL。现在问题出现在数据同步中。在VTK中围绕物体旋转相机,经过多次尝试,我无法在客户端做,相机工作良好(随着相机坐标的变化),但能够正确旋转物体。在此有一些问题: 1. 对相机有什么想法吗?2.或者在vtk中改变旋转很容易?

更新:

我制作了一个相机,它与 vtk 同步,但知道我的 viewUp 向量有问题,在客户端上,当 phi 上升超过 90 后,它变成了 (0,-1,0),当我制作 SetViewUp(0,-1,0 ) 没有改变

Javascript:

    renderer.domElement.addEventListener('mousemove', function(e) {
            e.preventDefault();

            if ( paused ) {
                return;
            }

            if ( !moving ) {
                lastLeft = e.clientX;
                lastTop = e.clientY;
                moving = true;
            }

            // horizontal
            theta = - ( ( event.clientX - lastLeft ) * 360 /window.innerWidth ) + onMouseDownTheta;
            phi = ( ( event.clientY - lastTop ) * 360 /window.innerHeight ) + onMouseDownPhi;



            //phi = Math.min( 90, Math.max( -90, phi ) );
            var cosPhi = Math.cos( phi * Math.PI / 180 );
            var sinPhi = Math.sin( phi * Math.PI / 180 );
            var sinTheta = Math.sin( theta * Math.PI / 180 );
            var cosTheta = Math.cos( theta * Math.PI / 180 );


            //trace('data_move');trace(radious);trace(theta);trace(phi);trace(camera.up);   

            camera.position.x = radious * cosTheta * cosPhi;
            camera.position.y = radious * sinPhi;
            camera.position.z = radious * sinTheta * cosPhi;

            var u;
            if (phi<0)  phi=2*180+phi;
            if (phi>2*180)  phi=phi-2*180;

            if ((phi>180/2)&&(phi<3*180/2))
                u=-1;
            else
                u=1;

            camera.up = new THREE.Vector3(0, u, 0);
            camera.lookAt(new THREE.Vector3(FocalPoint[0],FocalPoint[1],FocalPoint[2]))
            trace('data_move');trace(FocalPoint);trace(camera.up);  

            camera.updateMatrix();

        });
        renderer.domElement.addEventListener('mousedown', function(e) {
            paused = false;
            lastLeft = e.clientX;
            lastTop = e.clientY;
            onMouseDownTheta = theta;
            onMouseDownPhi = phi;

        });
        renderer.domElement.addEventListener('mouseup', function(e) {
            moving = paused = true;
            counter = 0
            trace('data_move');trace(camera.position);trace(camera.up); 
            comm.makeRequest("vtk", {
                mode: curVtkConf.mode,
                command: "set_camera",
                up: {'x': camera.up.x,'y': camera.up.y,'z': camera.up.z},
                position: {'x': camera.position.x,'y': camera.position.y,'z': camera.position.z},
            });
        });

飞腾:

 def set_camera(self, position, up):
    '''
    Поворот в жестко заданную позицию.
    '''
    self.move_to_origin()
    bounds = self.src_actor.GetBounds()
    camera = self.renderer.GetActiveCamera()
    x, y, z = camera.GetPosition()
    edge = None
    camera.SetPosition(position['x'], position['y'], position['z'])
    camera.SetViewUp(up['x'], up['y'], up['z'])
    self.world_coords_to_pixel_ratio = self._get_world_coords_to_pixel_ratio()
    camera.OrthogonalizeViewUp()
    camera.SetRoll(0)
    self.renderer.ResetCameraClippingRange()
    self.renderer.ResetCamera()   

更新2:

现在我也有一些旋转问题。模型只是在旋转时改变了它的大小

解决:通过将模型移动到中心

完全解决了))

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