Three.js第一人称控制 [英] Three.js First Person Controls

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本文介绍了Three.js第一人称控制的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我玩弄Three.js和WebGL的,并不能完全得到了控制我想要的方式。我选择尝试推出自己的管制,因为Three.js的FirstPersonControls不使用指针锁定。

不管怎样,我把我的大部分code从内置FirstPersonControls,将其转换为使用指针锁定(而不是 movementX pageX属性 - 偏移),但我有麻烦平滑的外观运动

下面是我的的OnMouseMove (使用 originalEvent ,因为它是一个jQuery事件):

 的OnMouseMove:功能(E){
    如果(document.pointerLockElement!)回报;

    VAR的Movex = e.originalEvent.movementX ||
                    e.originalEvent.mozMovementX ||
                    e.originalEvent.webkitMovementX ||
                    0,
        moveY = e.originalEvent.movementY ||
                    e.originalEvent.mozMovementY ||
                    e.originalEvent.webkitMovementY ||
                    0;

    //更新鼠标移动的到来帧
    this.mouseMovementX =的Movex;
    this.mouseMovementY = moveY;
}
 

和我的 Controls.update()(呼吁每个动画帧,用 THREE.Clock 增量)

 更新:函数(增量){
    如果(this.freeze){
        返回;
    }

    //运动,做工精细
    如果(this.moveFor​​ward)this.camera.translateZ( - (actualMoveSpeed​​ + this.autoSpeed​​Factor));
    如果(this.moveBackward)this.camera.translateZ(actualMoveSpeed​​);

    如果(this.moveLeft)this.camera.translateX(-actualMoveSpeed​​);
    如果(this.moveRight)this.camera.translateX(actualMoveSpeed​​);

    /////////
    //问题与此code:
    /////////
    //看动作,真是心惊肉跳
    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code做的工作,但移动相机跳动的鼠标左右移动。我真的可以使用一些帮助搞清楚如何来平滑它。

您可以看到我所说的神经质此处。我是新来Three.js,WebGL的,只是3D一般而言因此任何帮助是AP preciated。

谢谢

-Chad


修改 @przemo_li 的工作后,这里的工作$ C $ Ç他想出了:

 的OnMouseMove:功能(E){
    如果(document.pointerLockElement!)回报;

    VAR的Movex = e.originalEvent.movementX ||
                    e.originalEvent.mozMovementX ||
                    e.originalEvent.webkitMovementX ||
                    0,
        moveY = e.originalEvent.movementY ||
                    e.originalEvent.mozMovementY ||
                    e.originalEvent.webkitMovementY ||
                    0;

    //更新鼠标移动的初始COORDS
    this.mouseMovementX + =的Movex; //聚集鼠标移动等共达DELTA
    this.mouseMovementY + = moveY;
},
更新:函数(增量){
    如果(this.freeze){
        返回;
    }

    //运动
    如果(this.moveFor​​ward)this.camera.translateZ( - (actualMoveSpeed​​ + this.autoSpeed​​Factor));
    如果(this.moveBackward)this.camera.translateZ(actualMoveSpeed​​);

    如果(this.moveLeft)this.camera.translateX(-actualMoveSpeed​​);
    如果(this.moveRight)this.camera.translateX(actualMoveSpeed​​);

    //看运动
    this.lon + = this.mouseMovementX;
    this.lat  -  = this.mouseMovementY;

    this.mouseMovementX = 0; //重新设置鼠标的增量为0,每个渲染帧
    this.mouseMovementY = 0;

    this.phi =(90  -  this.lat)* Math.PI / 180;
    this.theta = this.lon * Math.PI / 180;

    如果(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);
}
 

解决方案

官方版本只是增加了:<一href="https://github.com/mrdoob/three.js/blob/master/examples/js/controls/PointerLockControls.js">https://github.com/mrdoob/three.js/blob/master/examples/js/controls/PointerLockControls.js

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.

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.

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;
}

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);
}

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.

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.

Thanks,

-Chad


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);
}

解决方案

'Official' version just added: https://github.com/mrdoob/three.js/blob/master/examples/js/controls/PointerLockControls.js

这篇关于Three.js第一人称控制的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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