如何在three.js中为相机设置动画以查看对象? [英] How to animate the camera in three.js to look at an object?
问题描述
在 Three.js 中,我想让相机看着场景中的一个对象,当我点击另一个对象时,让相机平滑旋转以查看新对象.(即为相机的旋转设置动画).
In Three.js, I would like to have the camera looking at an object in the scene, and when I click on another object, to have the camera rotate smoothly to look at the new object. (i.e animate the rotation of the camera).
我已经检查过,这是最相似的问题:
I´ve checked in SO and this is the most similar question :
我也试过修改这个网站中的代码,我设法得到了一些东西像这样http://jsfiddle.net/F7Bh3/
I've also tried modifying the code in this website and I manage to get something like this http://jsfiddle.net/F7Bh3/
var quat0 = mesh2.quaternion;
var eye = mesh2.position;
var center = mesh.position;
var mat = new THREE.Matrix4();
mat.lookAt(center, eye, new THREE.Vector3(0,1,0));
var quat1 = new THREE.Quaternion();
quat1.setFromRotationMatrix( mat );
var qm = new THREE.Quaternion();
deltaTheta = angleBetweenQuats(quat0,quat1);
var frac = 0.2/deltaTheta;
if (frac>1) frac=1;
mesh2.quaternion.slerp(quat1,frac);
mesh2.quaternion.normalize();
但是当我尝试旋转相机而不是对象时,我得到的只是:http://jsfiddle.net/5Peq9/1/
But when I try to rotate the camera instead of the object all I get is: http://jsfiddle.net/5Peq9/1/
我错过了什么?提前致谢
What am I missing? Thanks in advance
推荐答案
我设法使用四元数在three.js 中平滑地为相机设置动画.我花了一段时间才弄明白,但一旦完成,就可以看到四元数是多么美妙.
I managed to animate a camera smoothly in three.js using quaternions. It took me a while to figure it out, but once it is done it is beautiful to watch how nicely quaternions work.
方法是:
- 存储初始四元数
- 定义目标四元数
- 介于 0 到 1 之间
- 在补间期间的每一帧上插入四元数
- 在每一帧上将内插四元数应用回相机
以及代码关键部分的快速示例:
And a quick example with the key parts of the code:
var camera // camera
var cameraPos0 // initial camera position
var cameraUp0 // initial camera up
var cameraZoom // camera zoom
var iniQ // initial quaternion
var endQ // target quaternion
var curQ // temp quaternion during slerp
var vec3 // generic vector object
var tweenValue // tweenable value
// init camera
function setup()
{
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 2000)
camera.position = new THREE.Vector3(0, 0, 80)
cameraPos0 = camera.position.clone()
cameraUp0 = camera.up.clone()
cameraZoom = camera.position.z
}
// set a new target for the camera
function moveCamera(euler, zoom)
{
// reset everything
endQ = new THREE.Quaternion()
iniQ = new THREE.Quaternion().copy(camera.quaternion)
curQ = new THREE.Quaternion()
vec3 = new THREE.Vector3()
tweenValue = 0
endQ.setFromEuler(euler)
TweenLite.to(this, 5, { tweenValue:1, cameraZoom:zoom, onUpdate:onSlerpUpdate })
}
// on every update of the tween
function onSlerpUpdate()
{
// interpolate quaternions with the current tween value
THREE.Quaternion.slerp(iniQ, endQ, curQ, tweenObj.value)
// apply new quaternion to camera position
vec3.x = cameraPos0.x
vec3.y = cameraPos0.y
vec3.z = cameraZoom
vec3.applyQuaternion(curQ)
camera.position.copy(vec3)
// apply new quaternion to camera up
vec3 = cameraUp0.clone()
vec3.applyQuaternion(curQ)
camera.up.copy(vec3)
}
最后一步是找到要传递给moveCamera
的目标欧拉旋转.就我而言,我使用 TrackballControls 来查找一些有趣的相机位置/旋转,然后使用 euler = camera.rotation.clone()
检索它们并将其作为目标传递.例如:
The last step is to find the target Euler rotation to pass to moveCamera
. In my case I was using TrackballControls to find some interesting camera positions/rotations, then retrieving them with euler = camera.rotation.clone()
and passing that as a target. For example:
moveCamera(new THREE.Euler(2.20, -0.15, 0.55), 120)
可以在此处查看此方法的应用:http://brunoimbrizi.com/experiments/#/08
An application of this method can be seen here: http://brunoimbrizi.com/experiments/#/08
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