Three.js 第一人称控制 [英] Three.js First Person Controls
问题描述
我正在使用 Three.js 和 WebGL,但不能完全按照我想要的方式获得控件.我选择尝试滚动我自己的"控件,因为 Three.js 的 FirstPersonControls 不使用指针锁定.
I'm playing around with Three.js and WebGL and can't quite get the controls the way I want. I chose to try to "roll my own" controls since Three.js's FirstPersonControls do not use pointer lock.
无论如何,我从内置的 FirstPersonControls 中获取了大部分代码,将其转换为使用指针锁定(movementX
而不是 pageX - offset
),但我是无法平滑外观运动.
Anyway, I took most of my code from the built-in FirstPersonControls, converted it to use pointer lock (movementX
instead of pageX - offset
), but I am having trouble smoothing the look motion.
这是我的 onMouseMove
(使用 originalEvent
因为它是一个 jquery 事件):
Here is my onMouseMove
(using originalEvent
since it is a jquery event):
onMouseMove: function(e) {
if(!document.pointerLockElement) return;
var moveX = e.originalEvent.movementX ||
e.originalEvent.mozMovementX ||
e.originalEvent.webkitMovementX ||
0,
moveY = e.originalEvent.movementY ||
e.originalEvent.mozMovementY ||
e.originalEvent.webkitMovementY ||
0;
//Update the mouse movement for coming frames
this.mouseMovementX = moveX;
this.mouseMovementY = moveY;
}
还有我的 Controls.update()
(在每个动画帧上调用,使用 THREE.Clock
增量):
And my Controls.update()
(called on each animation frame, with the THREE.Clock
delta):
update: function(delta) {
if(this.freeze) {
return;
}
//movement, works fine
if(this.moveForward) this.camera.translateZ(-(actualMoveSpeed + this.autoSpeedFactor));
if(this.moveBackward) this.camera.translateZ(actualMoveSpeed);
if(this.moveLeft) this.camera.translateX(-actualMoveSpeed);
if(this.moveRight) this.camera.translateX(actualMoveSpeed);
/////////
//ISSUES ARE WITH THIS CODE:
/////////
//look movement, really jumpy
this.lon += this.mouseMovementX;
this.lat -= this.mouseMovementY;
this.lat = Math.max(-85, Math.min(85, this.lat));
this.phi = (90 - this.lat) * Math.PI / 180;
this.theta = this.lon * Math.PI / 180;
this.target.x = this.camera.position.x + 100 * Math.sin(this.phi) * Math.cos(this.theta);
this.target.y = this.camera.position.y + 100 * Math.cos(this.phi);
this.target.z = this.camera.position.z + 100 * Math.sin(this.phi) * Math.sin(this.theta);
this.camera.lookAt(this.target);
}
这段代码确实有效,但是随着鼠标的移动,移动相机会很不稳定.我真的可以用一些帮助来弄清楚如何平滑它.
This code does work, but moving the camera is jumpy as the mouse moves around. I could really use some help figuring out how to smooth it.
您可以在此处了解我所说的跳跃"的含义.我是 Three.js、WebGL 和一般 3D 的新手,因此感谢任何帮助.
You can see what I mean by "jumpy" here. I'm new to Three.js, WebGL, and just 3D in general so any help is appreciated.
谢谢,
-乍得
EDIT 与 @przemo_li 合作后,这是他来的工作代码与:
EDIT After working with @przemo_li, here is the working code he came up with:
onMouseMove: function(e) {
if(!document.pointerLockElement) return;
var moveX = e.originalEvent.movementX ||
e.originalEvent.mozMovementX ||
e.originalEvent.webkitMovementX ||
0,
moveY = e.originalEvent.movementY ||
e.originalEvent.mozMovementY ||
e.originalEvent.webkitMovementY ||
0;
//Update the initial coords on mouse move
this.mouseMovementX += moveX; //aggregate mouse movements as a total delta delta
this.mouseMovementY += moveY;
},
update: function(delta) {
if(this.freeze) {
return;
}
//movement
if(this.moveForward) this.camera.translateZ(-(actualMoveSpeed + this.autoSpeedFactor));
if(this.moveBackward) this.camera.translateZ(actualMoveSpeed);
if(this.moveLeft) this.camera.translateX(-actualMoveSpeed);
if(this.moveRight) this.camera.translateX(actualMoveSpeed);
//look movement
this.lon += this.mouseMovementX;
this.lat -= this.mouseMovementY;
this.mouseMovementX = 0; //reset mouse deltas to 0 each rendered frame
this.mouseMovementY = 0;
this.phi = (90 - this.lat) * Math.PI / 180;
this.theta = this.lon * Math.PI / 180;
if(this.constrainVertical) {
this.phi = THREE.Math.mapLinear(this.phi, 0, Math.PI, this.verticalMin, this.verticalMax);
}
this.target.x = this.camera.position.x + 100 * Math.sin(this.phi) * Math.cos(this.theta);
this.target.y = this.camera.position.y + 100 * Math.cos(this.phi);
this.target.z = this.camera.position.z + 100 * Math.sin(this.phi) * Math.sin(this.theta);
this.camera.lookAt(this.target);
}
推荐答案
'官方' 版本刚刚添加:https://github.com/mrdoob/three.js/blob/master/examples/js/controls/PointerLockControls.js
'Official' version just added: https://github.com/mrdoob/three.js/blob/master/examples/js/controls/PointerLockControls.js
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