问题描述
我有与轨迹球类似的自定义导航控件,但具有其他功能。 我要实现的功能之一是指定相机的旋转中心,当我们平移相机时,旋转将保持在指定点附近。
update(): this {
const camera = this.camera
if (this._enabled && camera && this._isInvalid) {
const cameraObject = camera.object
// validate all navigation changes
{
const {
offset,panOffset,axis,tempVector3,tempSpherical,delTarotation,deltaPan,quaternion
} = this.computeHelpers
// offset vector from eye to target
offset.subVectors(this._eye,this._target)
// apply rotation
if (delTarotation.isInvalid) {
const { x: theta,y: phi } = delTarotation.get()
// rotate around screen-space y-axis
if (theta) {
axis.set(0,1,0).applyQuaternion(cameraObject.quaternion)
quaternion.setFromAxisAngle(axis,theta)
offset.applyQuaternion(quaternion)
this._up.applyQuaternion(quaternion)
}
// rotate around screen-space x-axis
if (phi) {
axis.set(1,phi)
offset.applyQuaternion(quaternion)
this._up.applyQuaternion(quaternion)
}
// mark compute objects as valid
delTarotation.set({ x: 0,y: 0 })
delTarotation.isInvalid = false
}
// apply panning
if (deltaPan.isInvalid) {
cameraObject.updateMatrix()
const matrix = cameraObject.matrix
const { x: deltaPanX,y: deltaPanY } = deltaPan.get()
// pan screen space x-direction
{
tempVector3
// get x-column of local transform matrix
.setFromMatrixColumn(matrix,0)
.multiplyScalar(deltaPanX)
panOffset.add(tempVector3)
}
// pan screen space y-direction
{
tempVector3
// get y-column of local transform matrix
.setFromMatrixColumn(matrix,1)
.multiplyScalar(-deltaPanY)
panOffset.add(tempVector3)
}
this._target.add(panOffset)
// mark compute objects as valid
panOffset.set(0,0)
deltaPan.set({ x: 0,y: 0 })
deltaPan.isInvalid = false
}
// assemble new eye (camera) position
this._eye.addVectors(offset,this._target)
this._eyeSpherical.setFromVector3(this._eye)
this._direction.copy(this._eye).normalize()
}
// update camera position
cameraObject.position.copy(this._eye)
cameraObject.up.copy(this._up)
cameraObject.lookAt(this._target)
// mark the controller as valid
this._isInvalid = false
}
return this
}
如何申请翻译?
非常感谢
解决方法
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