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我正在尝试在粒子上创建事件处理程序,并在球体上显示警报消息,始终瞄准相机。类似于此演示的内容(并使其可以在 IE 9+ 上运行)

这是我的代码.. http://jsfiddle.net/praveenv29/cVnKV/11/

var renderer, projector;
var mouseX, mouseY, stats, container;
var objects = [];
var INTERSECTED;

var camera, scene, renderer, material, mesh, cont;

var w1 = 960;
var h1 = 700;

var halfWidth = w1 / 2;
var halfHeigth = h1 / 2;

function init() {
    cont = document.createElement('div');
    cont.id = "cont";
    document.body.appendChild(cont);

    camera = new THREE.PerspectiveCamera(75, w1 / h1, 1, 10000);
    camera.position.set(90, 90, -200);


    scene = new THREE.Scene();
    scene.add(camera);

    controls = new THREE.OrbitControls(camera);

    controls = new THREE.TrackballControls(camera, cont);
    controls.rotateSpeed = 0.8;
    controls.zoomSpeed = 1.2;
    controls.panSpeed = 2.5;
    controls.noZoom = true;
    controls.noPan = true;
    controls.staticMoving = false;

    controls.target.set(0, 0, 0);
    controls.keys = [95, 90, 84];

    renderer = new THREE.CanvasRenderer();


    material = new THREE.MeshBasicMaterial({
        color: 0x000000,
        wireframe: true
    });
    renderer.setSize(w1, h1);
    cont.appendChild(renderer.domElement);
    generateGeometry();

    var light = new THREE.PointLight(0xffffff);
    light.position.set(10, 0, 0);
    scene.add(light);

}

function animate() {
    requestAnimationFrame(animate);
    render();
}

function render() {
    controls.update();
    renderer.render(scene, camera);
}

function generateGeometry() {

    var axis = new THREE.AxisHelper();
    scene.add(axis);

    for (var i = 0; i < 20; i++) {

        var gloom = new THREE.ImageUtils.loadTexture('map_pin.png');
        materialr = new THREE.MeshBasicMaterial({
            map: gloom,
            overdraw: true,
            side: THREE.DoubleSide
        });
        var geometry = new THREE.PlaneGeometry(15, 15, 2, 2);

        var cube = new THREE.Mesh(geometry, materialr);
        cube.position.x = Math.random() * 2 - 1;
        cube.position.y = Math.random() * 2 - 1;
        cube.position.z = Math.random() * 2 - 1;
        cube.position.normalize();
        cube.position.multiplyScalar(125);

        cube.rotation.x = cube.position.x / Math.PI; //57.38

        cube.rotation.y = 360 / Math.PI * 2;

        objects.push(cube);
        scene.add(cube);

    }

    //earth
    var texture = THREE.ImageUtils.loadTexture('world.jpg');
    var materials = new THREE.MeshBasicMaterial({
        map: texture,
        overdraw: true
    });

    var cone = new THREE.SphereGeometry(120, 35, 35);

    var coneMesh = new THREE.Mesh(cone, material);

    coneMesh.position.y = 0;
    coneMesh.rotation.set(0, 0, 0);

    scene.add(coneMesh);


}

init();
animate();
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1 回答 1

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目前还不清楚您在寻找什么;您的演示链接似乎无关...

您是否试图使立方体看起来正常(始终面向相机)?如果是这样,您将需要逻辑来重新定位它们以在用户移动相机视图时重新面向相机,因为我看到您还在设置 TrackballControls,它实际上移动了相机,而不是场景。这意味着用户可以更改场景的相机视图,并且您希望面向相机的项目需要重新定向。该重新定向逻辑需要放置在您的 render() 函数中。

顺便说一句,要让对象始终面向相机:

  • 定义它,使其在不旋转时朝向您想要的方向;
  • 通过您想要的任何方法将对象放置到您的场景中,包括您想要使用的任何分层旋转或平移,以将它们定位到您想要的位置;(注意,此时他们可能没有面向您想要的位置,但在这一步没问题);
  • 从 three.js 请求它为您的场景计算本地到世界空间的转换。之后,每个对象的世界变换矩阵包含连接的旋转,以及将每个对象从局部空间变换到世界空间的平移。
  • 进入每个对象的局部到世界变换矩阵,并用恒等变换 { [1 0 0] [0 1 0] [0 0 1] } 替换旋转 3x3 矩阵分量。这有效地消除了世界空间中的旋转,使您执行此操作的所有对象始终面向相机。
于 2014-02-23T18:45:03.780 回答