保持物体注视相机
Keep objects looking at camera
伙计们,我知道这个问题已经被问过好几次,有几种不同的方式,但我可以让它发挥作用。基本上我有 2d clouds,但我希望相机围绕漂浮在云层上方的物体旋转。问题是,当我不看云的脸时,你可以看出它们是二维的。 Soooo 我希望云彩 "look" 在相机的任何地方。我相信我的问题源于如何将云几何体调用到平面上,但请看这里。我在我的动画函数中放置了一个 lookAt 函数。我希望你至少能给我指出正确的方向。
Three.js 转。 70...
container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(0, 0, 100);
scene.add(camera);
controls = new THREE.OrbitControls( camera );
controls.target.copy( new THREE.Vector3( 0, 0,475) );
controls.minDistance = 50;
controls.maxDistance = 200;
controls.autoRotate = true;
controls.autoRotateSpeed = .2; // 30 seconds per round when fps is 60
controls.minPolarAngle = Math.PI/4; // radians
controls.maxPolarAngle = Math.PI/2; // radians
controls.enableDamping = true;
controls.dampingFactor = 0.25;
clock = new THREE.Clock();
cloudGeometry = new THREE.Geometry();
var texture = THREE.ImageUtils.loadTexture('img/cloud10.png', null, animate);
texture.magFilter = THREE.LinearMipMapLinearFilter;
texture.minFilter = THREE.LinearMipMapLinearFilter;
var fog = new THREE.Fog(0x4584b4, -100, 3000);
cloudMaterial = new THREE.ShaderMaterial({
uniforms: {
"map": {
type: "t",
value: texture
},
"fogColor": {
type: "c",
value: fog.color
},
"fogNear": {
type: "f",
value: fog.near
},
"fogFar": {
type: "f",
value: fog.far
},
},
vertexShader: document.getElementById('vs').textContent,
fragmentShader: document.getElementById('fs').textContent,
depthWrite: false,
depthTest: false,
transparent: true
});
var plane = new THREE.Mesh(new THREE.PlaneGeometry(64, 64));
for (var i = 0; i < 8000; i++) {
plane.position.x = Math.random() * 1000 - 500;
plane.position.y = -Math.random() * Math.random() * 200 - 15;
plane.position.z = i;
plane.rotation.z = Math.random() * Math.PI;
plane.scale.x = plane.scale.y = Math.random() * Math.random() * 1.5 + 0.5;
plane.updateMatrix();
cloudGeometry.merge(plane.geometry, plane.matrix);
}
cloud = new THREE.Mesh(cloudGeometry, cloudMaterial);
scene.add(cloud);
cloud = new THREE.Mesh(cloudGeometry, cloudMaterial);
cloud.position.z = -8000;
scene.add(cloud);
var radius = 100;
var xSegments = 50;
var ySegments = 50;
var geo = new THREE.SphereGeometry(radius, xSegments, ySegments);
var mat = new THREE.ShaderMaterial({
uniforms: {
lightPosition: {
type: 'v3',
value: light.position
},
textureMap: {
type: 't',
value: THREE.ImageUtils.loadTexture("img/maps/moon.jpg")
},
normalMap: {
type: 't',
value: THREE.ImageUtils.loadTexture("img/maps/normal.jpg")
},
uvScale: {
type: 'v2',
value: new THREE.Vector2(1.0, 1.0)
}
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent
});
mesh = new THREE.Mesh(geo, mat);
mesh.geometry.computeTangents();
mesh.position.set(0, 50, 0);
mesh.rotation.set(0, 180, 0);
scene.add(mesh);
}
function onWindowResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame(animate);
light.orbit(mesh.position, clock.getElapsedTime());
cloud.lookAt( camera );
controls.update(camera);
renderer.render(scene, camera);
}
animate();
window.addEventListener('resize', onWindowResize, false);
只是初步猜测:
lookAt 函数需要 Vector3 作为参数。尝试在动画函数中使用 camera.position。
cloud.lookAt( camera.position );
首先,要在始终面向相机的场景中构建 2D 对象,您应该使用 Sprite 对象,因此您无需执行任何操作即可获得此效果。 (并且有更好的表现:))
来自 THREE.org 的定义:Sprite - sprite 是 3d 场景中始终面向相机的平面。
var map = THREE.ImageUtils.loadTexture( "sprite.png" );
var material = new THREE.SpriteMaterial( { map: map, color: 0xffffff, fog: true } );
var sprite = new THREE.Sprite( material );
scene.add( sprite );
我绝对同意,我会使用 Sprite,甚至是 Points,但是,如果为其分配纹理,它会将其渲染为正方形。我的 sprite 是动画的,帧不能打包在方形块中,因为它会占用很多 space。我可能会制作一个网格并使用这个 lookAt 函数。
伙计们,我知道这个问题已经被问过好几次,有几种不同的方式,但我可以让它发挥作用。基本上我有 2d clouds,但我希望相机围绕漂浮在云层上方的物体旋转。问题是,当我不看云的脸时,你可以看出它们是二维的。 Soooo 我希望云彩 "look" 在相机的任何地方。我相信我的问题源于如何将云几何体调用到平面上,但请看这里。我在我的动画函数中放置了一个 lookAt 函数。我希望你至少能给我指出正确的方向。
Three.js 转。 70...
container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
camera.position.set(0, 0, 100);
scene.add(camera);
controls = new THREE.OrbitControls( camera );
controls.target.copy( new THREE.Vector3( 0, 0,475) );
controls.minDistance = 50;
controls.maxDistance = 200;
controls.autoRotate = true;
controls.autoRotateSpeed = .2; // 30 seconds per round when fps is 60
controls.minPolarAngle = Math.PI/4; // radians
controls.maxPolarAngle = Math.PI/2; // radians
controls.enableDamping = true;
controls.dampingFactor = 0.25;
clock = new THREE.Clock();
cloudGeometry = new THREE.Geometry();
var texture = THREE.ImageUtils.loadTexture('img/cloud10.png', null, animate);
texture.magFilter = THREE.LinearMipMapLinearFilter;
texture.minFilter = THREE.LinearMipMapLinearFilter;
var fog = new THREE.Fog(0x4584b4, -100, 3000);
cloudMaterial = new THREE.ShaderMaterial({
uniforms: {
"map": {
type: "t",
value: texture
},
"fogColor": {
type: "c",
value: fog.color
},
"fogNear": {
type: "f",
value: fog.near
},
"fogFar": {
type: "f",
value: fog.far
},
},
vertexShader: document.getElementById('vs').textContent,
fragmentShader: document.getElementById('fs').textContent,
depthWrite: false,
depthTest: false,
transparent: true
});
var plane = new THREE.Mesh(new THREE.PlaneGeometry(64, 64));
for (var i = 0; i < 8000; i++) {
plane.position.x = Math.random() * 1000 - 500;
plane.position.y = -Math.random() * Math.random() * 200 - 15;
plane.position.z = i;
plane.rotation.z = Math.random() * Math.PI;
plane.scale.x = plane.scale.y = Math.random() * Math.random() * 1.5 + 0.5;
plane.updateMatrix();
cloudGeometry.merge(plane.geometry, plane.matrix);
}
cloud = new THREE.Mesh(cloudGeometry, cloudMaterial);
scene.add(cloud);
cloud = new THREE.Mesh(cloudGeometry, cloudMaterial);
cloud.position.z = -8000;
scene.add(cloud);
var radius = 100;
var xSegments = 50;
var ySegments = 50;
var geo = new THREE.SphereGeometry(radius, xSegments, ySegments);
var mat = new THREE.ShaderMaterial({
uniforms: {
lightPosition: {
type: 'v3',
value: light.position
},
textureMap: {
type: 't',
value: THREE.ImageUtils.loadTexture("img/maps/moon.jpg")
},
normalMap: {
type: 't',
value: THREE.ImageUtils.loadTexture("img/maps/normal.jpg")
},
uvScale: {
type: 'v2',
value: new THREE.Vector2(1.0, 1.0)
}
},
vertexShader: document.getElementById('vertexShader').textContent,
fragmentShader: document.getElementById('fragmentShader').textContent
});
mesh = new THREE.Mesh(geo, mat);
mesh.geometry.computeTangents();
mesh.position.set(0, 50, 0);
mesh.rotation.set(0, 180, 0);
scene.add(mesh);
}
function onWindowResize() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
function animate() {
requestAnimationFrame(animate);
light.orbit(mesh.position, clock.getElapsedTime());
cloud.lookAt( camera );
controls.update(camera);
renderer.render(scene, camera);
}
animate();
window.addEventListener('resize', onWindowResize, false);
只是初步猜测: lookAt 函数需要 Vector3 作为参数。尝试在动画函数中使用 camera.position。
cloud.lookAt( camera.position );
首先,要在始终面向相机的场景中构建 2D 对象,您应该使用 Sprite 对象,因此您无需执行任何操作即可获得此效果。 (并且有更好的表现:))
来自 THREE.org 的定义:Sprite - sprite 是 3d 场景中始终面向相机的平面。
var map = THREE.ImageUtils.loadTexture( "sprite.png" );
var material = new THREE.SpriteMaterial( { map: map, color: 0xffffff, fog: true } );
var sprite = new THREE.Sprite( material );
scene.add( sprite );
我绝对同意,我会使用 Sprite,甚至是 Points,但是,如果为其分配纹理,它会将其渲染为正方形。我的 sprite 是动画的,帧不能打包在方形块中,因为它会占用很多 space。我可能会制作一个网格并使用这个 lookAt 函数。