我使用OrbitControls.js来允许鼠标交互.我在场景中添加了一个按钮,允许将相机“重设”为任何鼠标交互之前的状态.
在任何互动之前,我已经尝试保存camera.position和camera.rotation:
camera_initial_position = camera.position; camera_initial_rotation = camera.rotation;
按“复位”按钮后,初始位置和旋转设置为:
camera.position = camera_initial_position; camera.rotation = camera_initial_rotation;
如果不使用锅,它的效果很好.如果用户使用鼠标右键按钮,则上述代码无法“重置”相机.
将相机“复位”到之前的状态的正确方法是什么?
修改three.js是r58,这是OrbitControls.js:
/** * @author qiao / https://github.com/qiao * @author mrdoob / http://mrdoob.com * @author alteredq / http://alteredqualia.com/ * @author WestLangley / http://github.com/WestLangley */ THREE.OrbitControls = function ( object,domElement ) { this.object = object; this.domElement = ( domElement !== undefined ) ? domElement : document; // API this.enabled = true; this.center = new THREE.Vector3(); this.userZoom = true; this.userZoomSpeed = 1.0; this.userRotate = true; this.userRotateSpeed = 1.0; this.userPan = true; this.userPanSpeed = 2.0; this.autoRotate = false; this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60 this.minPolarAngle = 0; // radians this.maxPolarAngle = Math.PI; // radians this.minDistance = 0; this.maxDistance = Infinity; this.keys = { LEFT: 37,UP: 38,RIGHT: 39,BOTTOM: 40 }; // internals var scope = this; var EPS = 0.000001; var PIXELS_PER_ROUND = 1800; var rotateStart = new THREE.Vector2(); var rotateEnd = new THREE.Vector2(); var rotateDelta = new THREE.Vector2(); var zoomStart = new THREE.Vector2(); var zoomEnd = new THREE.Vector2(); var zoomDelta = new THREE.Vector2(); var phiDelta = 0; var thetaDelta = 0; var scale = 1; var lastPosition = new THREE.Vector3(); var STATE = { NONE: -1,ROTATE: 0,ZOOM: 1,PAN: 2 }; var state = STATE.NONE; // events var changeEvent = { type: 'change' }; this.rotateLeft = function ( angle ) { if ( angle === undefined ) { angle = getAutoRotationAngle(); } thetaDelta -= angle; }; this.rotateRight = function ( angle ) { if ( angle === undefined ) { angle = getAutoRotationAngle(); } thetaDelta += angle; }; this.rotateUp = function ( angle ) { if ( angle === undefined ) { angle = getAutoRotationAngle(); } phiDelta -= angle; }; this.rotateDown = function ( angle ) { if ( angle === undefined ) { angle = getAutoRotationAngle(); } phiDelta += angle; }; this.zoomIn = function ( zoomScale ) { if ( zoomScale === undefined ) { zoomScale = getZoomScale(); } scale /= zoomScale; }; this.zoomOut = function ( zoomScale ) { if ( zoomScale === undefined ) { zoomScale = getZoomScale(); } scale *= zoomScale; }; this.pan = function ( distance ) { distance.transformDirection( this.object.matrix ); distance.multiplyScalar( scope.userPanSpeed ); this.object.position.add( distance ); this.center.add( distance ); }; this.update = function () { var position = this.object.position; var offset = position.clone().sub( this.center ); // angle from z-axis around y-axis var theta = Math.atan2( offset.x,offset.z ); // angle from y-axis var phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ),offset.y ); if ( this.autoRotate ) { this.rotateLeft( getAutoRotationAngle() ); } theta += thetaDelta; phi += phiDelta; // restrict phi to be between desired limits phi = Math.max( this.minPolarAngle,Math.min( this.maxPolarAngle,phi ) ); // restrict phi to be betwee EPS and PI-EPS phi = Math.max( EPS,Math.min( Math.PI - EPS,phi ) ); var radius = offset.length() * scale; // restrict radius to be between desired limits radius = Math.max( this.minDistance,Math.min( this.maxDistance,radius ) ); offset.x = radius * Math.sin( phi ) * Math.sin( theta ); offset.y = radius * Math.cos( phi ); offset.z = radius * Math.sin( phi ) * Math.cos( theta ); position.copy( this.center ).add( offset ); this.object.lookAt( this.center ); thetaDelta = 0; phiDelta = 0; scale = 1; if ( lastPosition.distanceTo( this.object.position ) > 0 ) { this.dispatchEvent( changeEvent ); lastPosition.copy( this.object.position ); } }; function getAutoRotationAngle() { return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed; } function getZoomScale() { return Math.pow( 0.95,scope.userZoomSpeed ); } function onMouseDown( event ) { if ( scope.enabled === false ) return; if ( scope.userRotate === false ) return; event.preventDefault(); if ( event.button === 0 ) { state = STATE.ROTATE; rotateStart.set( event.clientX,event.clientY ); } else if ( event.button === 1 ) { state = STATE.ZOOM; zoomStart.set( event.clientX,event.clientY ); } else if ( event.button === 2 ) { state = STATE.PAN; } document.addEventListener( 'mousemove',onMouseMove,false ); document.addEventListener( 'mouseup',onMouseUp,false ); } function onMouseMove( event ) { if ( scope.enabled === false ) return; event.preventDefault(); if ( state === STATE.ROTATE ) { rotateEnd.set( event.clientX,event.clientY ); rotateDelta.subVectors( rotateEnd,rotateStart ); scope.rotateLeft( 2 * Math.PI * rotateDelta.x / PIXELS_PER_ROUND * scope.userRotateSpeed ); scope.rotateUp( 2 * Math.PI * rotateDelta.y / PIXELS_PER_ROUND * scope.userRotateSpeed ); rotateStart.copy( rotateEnd ); } else if ( state === STATE.ZOOM ) { zoomEnd.set( event.clientX,event.clientY ); zoomDelta.subVectors( zoomEnd,zoomStart ); if ( zoomDelta.y > 0 ) { scope.zoomIn(); } else { scope.zoomOut(); } zoomStart.copy( zoomEnd ); } else if ( state === STATE.PAN ) { var movementX = event.movementX || event.mozMovementX || event.webkitMovementX || 0; var movementY = event.movementY || event.mozMovementY || event.webkitMovementY || 0; scope.pan( new THREE.Vector3( - movementX,movementY,0 ) ); } } function onMouseUp( event ) { if ( scope.enabled === false ) return; if ( scope.userRotate === false ) return; document.removeEventListener( 'mousemove',false ); document.removeEventListener( 'mouseup',false ); state = STATE.NONE; } function onMouseWheel( event ) { if ( scope.enabled === false ) return; if ( scope.userZoom === false ) return; var delta = 0; if ( event.wheelDelta ) { // WebKit / Opera / Explorer 9 delta = event.wheelDelta; } else if ( event.detail ) { // Firefox delta = - event.detail; } if ( delta > 0 ) { scope.zoomOut(); } else { scope.zoomIn(); } } function onKeyDown( event ) { if ( scope.enabled === false ) return; if ( scope.userPan === false ) return; switch ( event.keyCode ) { case scope.keys.UP: scope.pan( new THREE.Vector3( 0,1,0 ) ); break; case scope.keys.BOTTOM: scope.pan( new THREE.Vector3( 0,- 1,0 ) ); break; case scope.keys.LEFT: scope.pan( new THREE.Vector3( - 1,0 ) ); break; case scope.keys.RIGHT: scope.pan( new THREE.Vector3( 1,0 ) ); break; } } this.domElement.addEventListener( 'contextmenu',function ( event ) { event.preventDefault(); },false ); this.domElement.addEventListener( 'mousedown',onMouseDown,false ); this.domElement.addEventListener( 'mousewheel',onMouseWheel,false ); this.domElement.addEventListener( 'DOMMouseScroll',false ); // firefox this.domElement.addEventListener( 'keydown',onKeyDown,false ); }; THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
解决方法
平移操作是更新向量称为this.center,您需要重置它才能看到pan方法,
this.center.add( distance );
也看到这个方法
this.resetCamera = function ( ) { this.object.position.x= camera_initial_position.xPosition; this.object.position.y = camera_initial_position.yPosition; this.object.position.z = camera_initial_position.zPosition; this.center.x= camera_initial_target.x; this.center.y= camera_initial_target.y; this.center.z= camera_initial_target.z; };
然后更新方法将保持相机看中心向量