相机动画与射线

本例将three.js基本使用流程与事件相结合,同时加强理解屏幕坐标与世界坐标之间的关系。

代码如下:

<!DOCTYPE html>
<html lang="en">
<head>
    <title>three.js- camera animation</title>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
    <style>
        body {
            font-family: Monospace;
            background-color: #f0f0f0;
            margin: 0px;
            overflow: hidden;
        }
    </style>
</head>
<body>

<script src="js/three.js"></script>
<script src="js/Projector.js"></script>
<script src="js/CanvasRenderer.js"></script>

<script src="js/OrbitControls.js"></script>

<script src="js/stats.min.js"></script>


<script>

    var container, stats;
    var camera, scene, renderer;

    var raycaster;
    var mouse;

    init();
    animate();

    function init() {

        container = document.createElement( 'div' );
        document.body.appendChild( container );

        camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
        camera.position.set( 0, 0, 700 );

        scene = new THREE.Scene();

        var geometry = new THREE.BoxGeometry( 100, 100, 100 );


        var object1 = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, opacity: 0.5 } ) );
        object1.rotateX( 45 );
        object1.rotateY( 45 );

        scene.add( object1 );

        var axisHelper = new THREE.AxisHelper( 300 );
        scene.add( axisHelper );

        raycaster = new THREE.Raycaster( 1, 100 );
        mouse = new THREE.Vector2();


        renderer = new THREE.CanvasRenderer();
        renderer.setClearColor( 0xf0f0f0 );
        renderer.setPixelRatio( window.devicePixelRatio );
        renderer.setSize( window.innerWidth, window.innerHeight );
        container.appendChild( renderer.domElement );

        stats = new Stats();
        container.appendChild( stats.dom );

        document.addEventListener( 'mousedown', onDocumentMouseDown, false );
        document.addEventListener( 'touchstart', onDocumentTouchStart, false );

        window.addEventListener( 'resize', onWindowResize, false );


    }

    function onWindowResize() {

        camera.aspect = window.innerWidth / window.innerHeight;
        camera.updateProjectionMatrix();

        renderer.setSize( window.innerWidth, window.innerHeight );

    }

    function onDocumentTouchStart( event ) {

        event.preventDefault();

        event.clientX = event.touches[0].clientX;
        event.clientY = event.touches[0].clientY;
        onDocumentMouseDown( event );

    }

    function onDocumentMouseDown( event ) {

        event.preventDefault();
        var projector = new THREE.Projector();

        mouse.x = ( event.clientX / renderer.domElement.clientWidth ) * 2 - 1;
        mouse.y = - ( event.clientY / renderer.domElement.clientHeight ) * 2 + 1;

        var mouse3D = new THREE.Vector3( mouse.x, mouse.y, 0.5 );
        projector.unprojectVector( mouse3D, camera );

        mouse3D.sub( camera.position );       //mouse3D.normalize()获取相机位置与屏幕坐标的方向向量

        var p1 = new THREE.Vector3( 0, 0, 700 );

        var geo = new THREE.ArrowHelper( mouse3D.normalize(), p1, 2000, 0x000000, 0, 0 );
        scene.add( geo );        //创建射线对象

        myCameraTween( camera, 2*Math.PI, 360, 360 );

    }


    function animate() {

        requestAnimationFrame( animate );

        render();
        stats.update();

    }



    function render() {
        camera.lookAt( scene.position );

        renderer.render( scene, camera );

    }

    //相机动画函数,原作者博客:http://blog.csdn.net/birdflyto206/article/details/52227991
    function myCameraTween(camera, angle, segs, during) {

        var x = camera.position.x;
        var y = camera.position.y;
        var z = camera.position.z;


        var endPosArray = new Array();

        var perAngle = angle / segs;

        //预先保存相机运动路径
        for (var i = 1 ; i <= segs ; i++) {
            var endPos = {
                "x": z * Math.sin(i * perAngle) + x * Math.cos(i * perAngle),
                "y": y,
                "z": z * Math.cos(i * perAngle) - x * Math.sin(i * perAngle)
            };

            endPosArray.push(endPos);
        }


        var flag = 0;
        var id = setInterval( function () {
            if ( flag == segs ) {
                clearInterval(id);
                flag = 0;

            } else {
                camera.position.x = endPosArray[flag].x;
                camera.position.y = endPosArray[flag].y;
                camera.position.z = endPosArray[flag].z;

                flag++;
            }

        }, during / segs );

    }

</script>

</body>
</html>




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