我有一个取自 THREEJS 示例 ( https://threejs.org/examples/webgl_loader_fbx.html ) 的场景,它导入并显示 Threejs.json 场景。场景效果很好;我有一个网格,我的模型放置在该网格的顶部。
当我拖动鼠标并缩放时,相机指向屏幕中心。但是,模型位于场景的底部,因此通常位于相机之外。
如何将相机的中心设置为我放置的模型?
我尝试添加 camera.lookAt(new THREE.Vector3( 0, 0, 0 ))
但无论我将值更改为什么,它对相机的中心都没有影响。
下面是我的代码:
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - FBX loader</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: #000;
color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color: #fff;
position: absolute;
top: 10px;
width: 100%;
text-align: center;
z-index: 100;
display:block;
}
#info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
</style>
</head>
<body>
<div id="info">
Test
</div>
<script src="js/three.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/loaders/FBXLoader.js"></script>
<script src="js/Detector.js"></script>
<script src="js/libs/stats.min.js"></script>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats, controls;
var camera, scene, renderer;
var w = 1920;
var h = 1080;
var clock = new THREE.Clock();
var mixers = [];
init();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, (window.innerWidth / window.innerHeight), 2, 2000 );
scene = new THREE.Scene();
// grid
var gridHelper = new THREE.GridHelper( 14, 28, 0x303030, 0x303030 );
gridHelper.position.set( 0, - 0.04, 0 );
scene.add( gridHelper );
// stats
stats = new Stats();
container.appendChild( stats.dom );
// model
var manager = new THREE.LoadingManager();
manager.onProgress = function( item, loaded, total ) {
console.log( item, loaded, total );
};
var onProgress = function( xhr ) {
if ( xhr.lengthComputable ) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log( Math.round( percentComplete, 2 ) + '% downloaded' );
}
};
var onError = function( xhr ) {
};
// BEGIN Clara.io JSON loader code
var objectLoader = new THREE.ObjectLoader();
objectLoader.load("carport-scene.json", function ( obj ) {
scene.add( obj );
} );
// END Clara.io JSON loader code
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0x0000ff );
container.appendChild( renderer.domElement );
// controls, camera
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 12, 0 );
camera.position.set( 25, 0, 25 );
//camera.lookAt(new THREE.Vector3( 100, 100, 100 ));
controls.update();
window.addEventListener( 'resize', onWindowResize, false );
animate();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
if ( mixers.length > 0 ) {
for ( var i = 0; i < mixers.length; i ++ ) {
mixers[ i ].update( clock.getDelta() );
}
}
stats.update();
render();
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>
我创建了一个 gif 来说明这个问题: http://g.recordit.co/APLcyJKj01.gif
最佳答案
通过更新 controls.target.set( 0, 0, 0 );
行修复了该问题。看起来这就是旋转控件的目标。
关于javascript - 如何将 THREEJS 中相机的焦点更改为现有对象?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/40974313/