我正在尝试学习三个,到目前为止一切进展顺利。我正在努力创建一个简单的项目,在高尔夫球座上构建高尔夫球。最终,我会把它放在一个天空盒里,并使用一些着色器来创建球中酒窝的外观。
现在我已经能够创建球和发球台,并设置相机和灯光。我现在正在尝试添加一些动态观察控件,以便我可以在场景中旋转、平移和缩放。我添加了 orbitControls 脚本,并设置了我在在线示例中看到的方式。然而,当我尝试将相机捕捉到1,0,0 0,1,0或0,0,1时,最终场景完全失败,我最终沿着0,0看,没有可见物体。
这是我完整的代码
<!DOCTYPE html>
<html>
<head>
<meta charset=utf-8>
<title>3D Sandbox</title>
<style>
html, body {
margin: 0px;
}
canvas {
background-color: #999;
position: absolute;
height: 100vh;
width: 100vw;
overflow: hidden;
}
</style>
</head>
<body>
<script src='/three.js'></script>
<script src="/orbitControls.js"></script>
<script type='text/javascript'>
let scene,
camera,
controls,
renderer,
height = window.innerHeight,
width = window.innerWidth;
window.addEventListener('load', init, false);
function init () {
createScene();
createCamera();
createLights();
createBall();
createTee();
render();
animate();
}
function createScene () {
let grid;
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
grid = new THREE.GridHelper(100, 5);
scene.add(grid);
}
function createCamera () {
camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 1000);
camera.position.z = 50;
camera.position.y = 13;
camera.up = new THREE.Vector3(0,1,0);
//camera.lookAt(new THREE.Vector3(0,13,0));
controls = new THREE.OrbitControls(camera);
controls.target = new THREE.Vector3(0, 13, 0);
controls.addEventListener('change', render);
}
function createLights () {
let directionalLight, ambientLight;
directionalLight = new THREE.DirectionalLight(0x404040, 4);
directionalLight.position.set(0, 2000, 2000);
directionalLight.target.position.set(0, 2, 0);
scene.add(directionalLight);
ambientLight = new THREE.AmbientLight(0x404040, 2);
scene.add(ambientLight);
}
function createBall () {
let ballGeom, ballMaterial, ball;
ballGeom = new THREE.SphereGeometry(5, 32, 32);
ballMaterial = new THREE.MeshPhongMaterial({
color: 0xFFFFFF
});
ball = new THREE.Mesh(ballGeom, ballMaterial);
ball.position.y = 13.3;
scene.add(ball);
}
function createTee () {
let tee, stemGeom, stem, bevelGeom, bevel, topGeom, top, teeMat;
tee = new THREE.Object3D();
teeMat = new THREE.MeshPhongMaterial({
color: 0x0000FF
});
stemGeom = new THREE.CylinderGeometry(.9, 0.75, 7);
stem = new THREE.Mesh(stemGeom, teeMat);
tee.add(stem);
bevelGeom = new THREE.CylinderGeometry(1.5, .9, 2);
bevel = new THREE.Mesh(bevelGeom, teeMat);
bevel.position.y = 3.75;
tee.add(bevel);
topGeom = new THREE.CylinderGeometry(1.5, 1.5, .25);
top = new THREE.Mesh(topGeom, teeMat);
top.position.y = 4.875;
tee.add(top);
tee.position.y = 3.5;
scene.add(tee);
}
function render () {
renderer.render(scene, camera);
}
function animate() {
requestAnimationFrame( animate );
controls.update();
render();
}
</script>
</body>
</html>
就我而言,相机position
与OrbitControl
target
相同,这使我的 OrbitControl 看起来"坏了"(与 OP 不同的症状——我的OrbitControl
根本不起作用。
正如此 github 评论中所述,相机位置和目标OrbitControl
不能相同;我重新定位了相机以解决此问题(camera.position.z = 10
)。
请记住,相机(与任何Object3D
一样)默认位于(0,0,0)
,而OrbitControl
target
属性(Vector3D
)似乎也默认相同的点(0,0,0)
controls = new THREE.OrbitControls(camera);
需要
controls = new THREE.OrbitControls(camera, renderer.domElement);
结果在此块上。