自定義相機控制 - 基於滑鼠的滑動
這是一個自定義相機控制器的示例。這將在客戶端視窗中讀取滑鼠的位置,然後將相機滑動,就像它在視窗上跟隨滑鼠一樣。
index.html
<html>
<head>
<title>Three.js Custom Mouse Camera Control Example</title>
<script src="/javascripts/three.js"></script>
</head>
<body>
<script src="javascripts/scene.js"></script>
</body>
</html>
scene.js
var scene, renderer, camera;
var cube;
var cameraCenter = new THREE.Vector3();
var cameraHorzLimit = 50;
var cameraVertLimit = 50;
var mouse = new THREE.Vector2();
init();
animate();
function init()
{
renderer = new THREE.WebGLRenderer( {antialias:true} );
var width = window.innerWidth;
var height = window.innerHeight;
renderer.setSize (width, height);
document.body.appendChild (renderer.domElement);
scene = new THREE.Scene();
var cubeGeometry = new THREE.BoxGeometry (10,10,10);
var cubeMaterial = new THREE.MeshBasicMaterial ({color: 0x1ec876});
cube = new THREE.Mesh (cubeGeometry, cubeMaterial);
cube.position.set (0, 0, 0);
scene.add (cube);
camera = new THREE.PerspectiveCamera (45, width/height, 1, 10000);
camera.position.y = 160;
camera.position.z = 400;
camera.lookAt (new THREE.Vector3(0,0,0));
cameraCenter.x = camera.position.x;
cameraCenter.y = camera.position.y;
//set up mouse stuff
document.addEventListener('mousemove', onDocumentMouseMove, false);
window.addEventListener('resize', onWindowResize, false);
var gridXZ = new THREE.GridHelper(100, 10);
gridXZ.setColors( new THREE.Color(0xff0000), new THREE.Color(0xffffff) );
scene.add(gridXZ);
}
function onWindowResize ()
{
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize (window.innerWidth, window.innerHeight);
}
function animate()
{
updateCamera();
requestAnimationFrame ( animate );
renderer.render (scene, camera);
}
function updateCamera() {
//offset the camera x/y based on the mouse's position in the window
camera.position.x = cameraCenter.x + (cameraHorzLimit * mouse.x);
camera.position.y = cameraCenter.y + (cameraVertLimit * mouse.y);
}
function onDocumentMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
如你所見,這裡我們只是在渲染的 animate
階段更新 Camera 位置,就像場景中的任何物件一樣。在這種情況下,我們只是將相機重新定位在偏離其原始 X 和 Y 座標的點上。這可能很容易就是 X 和 Z 座標,或者沿著路徑的點,或完全不同的東西,甚至根本不與滑鼠的位置相關。