您如何在仍然注视目标的同时保持使相机平稳地移动到新位置? [英] How do you maintain make a camera move to a new position smoothy while still looking at a target?
问题描述
在这个
您可以使用任何补间库(Tween.js、GSAP)将您的相机从当前位置平滑地移动到球体顶部的位置.
此外,使用 THREE.Spherical()
计算最终点.并且不要忘记使用 .makeSafe()
方法.
body {溢出:隐藏;边距:0;}按钮{位置:绝对;字体粗细:粗体;}
In this question, I asked about how one would moves a camera to a different position relative to a target. A very kind gentleman @TheJim01 provided a veery nice answer.
However, I am getting issues with this where the camera is rotated and positioned strangely after I move it.
What are the strategies to keep the camera rotated and maintaining its view of the target smoothly?
You can use any tweening library (Tween.js, GSAP) to move your camera smoothly from current position to the position atop of the sphere.
Also, use THREE.Spherical()
to compute the final point. And don't forget to use .makeSafe()
method.
body {
overflow: hidden;
margin: 0;
}
button{
position: absolute;
font-weight: bold;
}
<button id="moveUp">MOVE UP</button>
<script src="https://cdn.jsdelivr.net/npm/gsap@3.5.1/dist/gsap.min.js"></script>
<script type="module">
import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.121.1/build/three.module.js";
import { OrbitControls } from "https://cdn.jsdelivr.net/npm/three@0.121.1/examples/jsm/controls/OrbitControls.js";
let scene = new THREE.Scene();
scene.fog = new THREE.Fog(0x000000, 6, 15);
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 100);
camera.position.set(0, 0, 10);
let renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
let controls = new OrbitControls(camera, renderer.domElement);
controls.maxDistance = 10;
controls.minDistance = 7;
let sphere = new THREE.Mesh(new THREE.SphereBufferGeometry(4, 36, 18), new THREE.MeshBasicMaterial({color: "aqua", wireframe: true}));
scene.add(sphere);
moveUp.addEventListener("click", onButtonClick);
let spherical = new THREE.Spherical();
let startPos = new THREE.Vector3();
let endPos = new THREE.Vector3();
let axis = new THREE.Vector3();
let tri = new THREE.Triangle();
function onButtonClick(event){
spherical.setFromVector3(camera.position);
spherical.phi = 0;
spherical.makeSafe(); // important thing, see the docs for what it does
endPos.setFromSpherical(spherical);
startPos.copy(camera.position);
tri.set(endPos, scene.position, startPos);
tri.getNormal(axis);
let angle = startPos.angleTo(endPos);
let value = {value: 0};
gsap.to(value, {value: 1,
duration: 2,
onUpdate: function(){
camera.position.copy(startPos).applyAxisAngle(axis, angle * value.value);
controls.update();
},
onStart: function(){
moveUp.disabled = true;
},
onComplete: function(){
moveUp.disabled = false;
}
})
.play();/**/
}
renderer.setAnimationLoop(()=>{
renderer.render(scene, camera);
});
</script>
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