我有一个简单的three.js 场景,其中包含一个3D Homer Simpson,在飞机上。我希望能够使用鼠标在他自己的 y 轴上旋转他。
下面的代码几乎就在那里。这是我从这里和那里以及我自己的部分拼凑而成的。问题是我无法让他绕着他的 y 轴旋转,那个轴会直接穿过他的核心,就在中间。
在包含的代码中,如果我使用框架作为参考,他会转圈。它的周长(在这个例子中只是偶然)大约是他所站立的飞机的大小。
如果我移除框架并使用模型旋转,那么他几乎在他的 y 轴上旋转——除了 I 轴就在他的身边。
我正在使用以下模型。事实上,我希望他旋转的方式是他在 3D Warehouse 示例中所做的方式。如果您单击3D View并旋转他,您将看到我想要实现的目标。
// nasty globals, but this is just a sandbox.
var camera;
var frame;
var loader = new THREE.ColladaLoader();
var model;
var plane;
var renderer;
var scene;
var mouseX = 0;
var mouseXOnMouseDown = 0;
var targetRotation = 0;
var targetRotationOnMouseDown = 0;
var windowHalfX = 800 / 2;
loader.load('Homer/models/body.dae', function(collada) {
model = collada.scene;
model.position.x = 0;
model.position.y = 0;
model.position.z = 100;
model.rotation.x = - Math.PI / 2; // stand Homer upright and facing the camera.
init();
animate();
});
function init()
{
renderer = new THREE.WebGLRenderer();
renderer.setSize(800, 800);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(45, 1, 100, 10000);
camera.position.x = 50;
camera.position.y = 120;
camera.position.z = 600;
scene = new THREE.Scene();
scene.add(model);
// Do I need a frame of reference to get Homer to spin on his own Y-axis instead of the scene's?
frame = new THREE.Object3D();
frame.add(model);
scene.add(frame);
plane = new THREE.Mesh( new THREE.PlaneGeometry( 400, 400 ), new THREE.MeshBasicMaterial( { color: 0xe0e0e0 } ) );
plane.geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
scene.add( plane );
var light = new THREE.SpotLight();
light.position.set(200, 500, 4000);
scene.add(light);
renderer.render(scene, camera);
// Spin Homer around when moving the mouse around
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
}
function onDocumentMouseDown( event ) {
event.preventDefault();
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
document.addEventListener( 'mouseout', onDocumentMouseOut, false );
mouseXOnMouseDown = event.clientX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
}
function onDocumentMouseMove() {
mouseX = event.clientX - windowHalfX;
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
}
function onDocumentMouseUp() {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentMouseOut() {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentTouchStart( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
}
}
// Spin Homer around the Y-Axis
function animate() {
requestAnimationFrame( animate );
// When we add the frame, he spins in a circle, about the size of the plane (that's spin size if coincidence)
frame.rotation.y += ( targetRotation - frame.rotation.y ) * 0.03;
// If we remove the frame from the scene, and use this line instead, Homer spins around the y-axis.
// But, the y-axis is along the outside of his leg and arm, not through his vertical center, which is what I want.
// model.rotation.z += ( targetRotation - model.rotation.z ) * 0.03;
renderer.render( scene, camera );
}