轨道控制;夹角
Orbit controls; Angle clamping
我最近一直在为我想要开发的视觉效果开发一个小型项目,但我无法根据 Y 轴旋转来限制相机旋转,我不太清楚为什么或者我是如何遇到这个问题的。
我环顾四周,发现有人想要卸下角度夹,他们似乎总是提到 minAzimuthAngle 或 maxAzimuthAngle,但我似乎无法让它做任何事情。
// controls.minAzimuthAngle = -Math.PI, controls.maxAzimuthAngle = Math.PI
我只是在这里问,因为我在别处找不到太多可以解释我的问题的地方。我认为这只是我使用或渲染相机的具体方式,但除了松开它们之外,很难找到任何关于夹紧角度的参考。
var renderer, scene, camera; // scene render var creation
var orbitalControl = new THREE.OrbitControls(camera, renderer); //orbitcontrol setup
var controls = new THREE.OrbitControls( camera, renderer); // camera to renderer
controls.addEventListener( 'change', render ); //control listening
scene = new THREE.Scene(), camera; // scene creation
var W = window.innerWidth, H = window.innerHeight; // scene size
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.set(0, 0, 400); // camera assignment
camera.up = new THREE.Vector3(0,500,0);
controls = new THREE.OrbitControls(camera); // centeralising the camera
controls.target = new THREE.Vector3(500, 200, 500); // controls
controls.addEventListener('change', render); // renderer based on controls
scene.add(camera); // camera to scene
controls.addEventListener( 'change', render ); // control adjustments
controls.screenSpacePanning = false;
controls.enableDamping = true, controls.dampingFactor = 0.25;
controls.enableZoom = false, controls.autoRotate = false;
controls.minPolarAngle = Math.PI / 2 ; // radians
controls.maxPolarAngle = Math.PI / 2 // radians
controls.minAzimuthAngle = -Math.PI * 0.5;
controls.maxAzimuthAngle = Math.PI * 0.5;
controls.addEventListener("change", () => {
if (this.renderer) this.renderer.render(this.scene, camera)});
无论我如何更改最小或最大 AzimuthAngle,它都不会做任何事情,但这是我从任何其他帖子中唯一提到的东西。
有什么东西与我尝试呈现的方式有冲突吗?
我真的不知道问题出在哪里。
提前感谢所有回复的人
github link 到整个项目; https://github.com/Thealonic/GENESIS
I'm having issues being able to limit the camera rotation based on the Y axis rotation,
在这种情况下,您必须配置 minAzimuthAngle
和 maxAzimuthAngle
。请记住,您只能使用 [ - Math.PI, Math.PI ]
范围内的值。查看以下示例如何限制水平旋转的距离。
var mesh, renderer, scene, camera, controls;
init();
animate();
function init() {
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setPixelRatio( window.devicePixelRatio );
document.body.appendChild( renderer.domElement );
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 20, 20, 20 );
// controls
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.minAzimuthAngle = 0;
controls.maxAzimuthAngle = Math.PI * 0.5;
// ambient
scene.add( new THREE.AmbientLight( 0x222222 ) );
// light
var light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( 20,20, 0 );
scene.add( light );
// axes
scene.add( new THREE.AxesHelper( 20 ) );
// geometry
var geometry = new THREE.SphereGeometry( 5, 12, 8 );
// material
var material = new THREE.MeshPhongMaterial( {
color: 0x00ffff,
flatShading: true,
transparent: true,
opacity: 0.7,
} );
// mesh
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
body {
margin: 0;
}
canvas {
display: block;
}
<script src="https://cdn.jsdelivr.net/npm/three@0.115/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115/examples/js/controls/OrbitControls.js"></script>
我最近一直在为我想要开发的视觉效果开发一个小型项目,但我无法根据 Y 轴旋转来限制相机旋转,我不太清楚为什么或者我是如何遇到这个问题的。
我环顾四周,发现有人想要卸下角度夹,他们似乎总是提到 minAzimuthAngle 或 maxAzimuthAngle,但我似乎无法让它做任何事情。
// controls.minAzimuthAngle = -Math.PI, controls.maxAzimuthAngle = Math.PI
我只是在这里问,因为我在别处找不到太多可以解释我的问题的地方。我认为这只是我使用或渲染相机的具体方式,但除了松开它们之外,很难找到任何关于夹紧角度的参考。
var renderer, scene, camera; // scene render var creation
var orbitalControl = new THREE.OrbitControls(camera, renderer); //orbitcontrol setup
var controls = new THREE.OrbitControls( camera, renderer); // camera to renderer
controls.addEventListener( 'change', render ); //control listening
scene = new THREE.Scene(), camera; // scene creation
var W = window.innerWidth, H = window.innerHeight; // scene size
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.set(0, 0, 400); // camera assignment
camera.up = new THREE.Vector3(0,500,0);
controls = new THREE.OrbitControls(camera); // centeralising the camera
controls.target = new THREE.Vector3(500, 200, 500); // controls
controls.addEventListener('change', render); // renderer based on controls
scene.add(camera); // camera to scene
controls.addEventListener( 'change', render ); // control adjustments
controls.screenSpacePanning = false;
controls.enableDamping = true, controls.dampingFactor = 0.25;
controls.enableZoom = false, controls.autoRotate = false;
controls.minPolarAngle = Math.PI / 2 ; // radians
controls.maxPolarAngle = Math.PI / 2 // radians
controls.minAzimuthAngle = -Math.PI * 0.5;
controls.maxAzimuthAngle = Math.PI * 0.5;
controls.addEventListener("change", () => {
if (this.renderer) this.renderer.render(this.scene, camera)});
无论我如何更改最小或最大 AzimuthAngle,它都不会做任何事情,但这是我从任何其他帖子中唯一提到的东西。
有什么东西与我尝试呈现的方式有冲突吗? 我真的不知道问题出在哪里。
提前感谢所有回复的人
github link 到整个项目; https://github.com/Thealonic/GENESIS
I'm having issues being able to limit the camera rotation based on the Y axis rotation,
在这种情况下,您必须配置 minAzimuthAngle
和 maxAzimuthAngle
。请记住,您只能使用 [ - Math.PI, Math.PI ]
范围内的值。查看以下示例如何限制水平旋转的距离。
var mesh, renderer, scene, camera, controls;
init();
animate();
function init() {
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setPixelRatio( window.devicePixelRatio );
document.body.appendChild( renderer.domElement );
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 20, 20, 20 );
// controls
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.minAzimuthAngle = 0;
controls.maxAzimuthAngle = Math.PI * 0.5;
// ambient
scene.add( new THREE.AmbientLight( 0x222222 ) );
// light
var light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( 20,20, 0 );
scene.add( light );
// axes
scene.add( new THREE.AxesHelper( 20 ) );
// geometry
var geometry = new THREE.SphereGeometry( 5, 12, 8 );
// material
var material = new THREE.MeshPhongMaterial( {
color: 0x00ffff,
flatShading: true,
transparent: true,
opacity: 0.7,
} );
// mesh
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
body {
margin: 0;
}
canvas {
display: block;
}
<script src="https://cdn.jsdelivr.net/npm/three@0.115/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115/examples/js/controls/OrbitControls.js"></script>