问题描述
我试图在同一轴上旋转模型。 我正在使用.wrl模型来显示阴影。我在下面附上了代码以供参考。一切正常,模型会旋转,但希望限制上下旋转。我已经使用了planeGeometry来显示阴影。不确定orbitcontrols是否可以与相机一起在同一轴上旋转对象 预先感谢
function init() {
camera = new THREE.PerspectiveCamera( 150,window.innerWidth / window.innerHeight,0.1,1e10 );
var last = false;
var quaternion = new THREE.Quaternion;
var axis = new THREE.Vector3( 0,1,0 );
camera.position.set(0,-55,0);
camera.zoom = 5;
camera.useQuaternion = true;
camera.aspect = window.innerWidth / window.innerHeight;
scene = new THREE.Scene();
scene.add( camera );
scene.background = new THREE.Color( 0xffffff );
var d = 500;
var dirLight = new THREE.DirectionalLight( 0xffffff );
dirLight.position.set( -120,-150,250 );
dirLight.castShadow = true;
dirLight.shadow.camera.top = -100;
dirLight.shadow.camera.bottom = 700;
dirLight.shadow.camera.left = -200;
dirLight.shadow.camera.right = d;
dirLight.shadow.camera.near = 0.5;
dirLight.shadow.camera.far = 15000;
dirLight.shadowCameravisible = true;
dirLight.shadowDarkness = 0.5;
scene.add( dirLight );
var ambientLight = new THREE.AmbientLight(0xffffff,0.5);
scene.add(ambientLight);
var planeGeometry = new THREE.PlaneBufferGeometry(window.innerWidth,window.innerHeight);
planeGeometry.rotateX(Math.PI/2);
var planeMaterial = new THREE.ShadowMaterial();
planeMaterial.opacity = 0.4;
var plane = new THREE.Mesh( planeGeometry,planeMaterial );
plane.receiveShadow = true;
scene.add( plane );
loader = new VrmlLoader();
mtlloader = new MTLLoader();
$('.content-wrapper').removeClass('container');
loadAsset();
renderer = new THREE.Webglrenderer();
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.shadowMapEnabled = true;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(window.innerWidth * 0.5,window.innerHeight * 0.5);
renderer.domElement.id = 'canvas';
renderer.domElement.addEventListener( 'mousedown',event => {
last = new THREE.Vector2( event.clientX,event.clientY );
console.log(last);
});
renderer.domElement.addEventListener( 'mousemove',event => {
if( last ){
let delta = event.clientX - last.x;
camera.position.applyQuaternion( quaternion.setFromAxisAngle(
axis,Math.PI * 2 * (delta / innerWidth)
));
camera.lookAt( scene.position );
last.set( event.clientX,event.clientY );
}
renderer.render( scene,camera );
});
renderer.domElement.addEventListener( 'mouseup',event => {
last = false;
});
controls = new OrbitControls( camera,renderer.domElement,);
scene.add( controls );
renderer.render( scene,camera );
document.getElementById("character").appendChild(renderer.domElement);
var gui = new GUI( { width: 300 } );
}
function loadAsset( ) {
loader.load( '../public/themes/storefront/public/files/naked_body.wrl',function ( object ) {
var objname = "main_body";
object.name=objname;
//var model;
object.children[0].castShadow = true;
//object.children[0].receiveShadow = true;
object.receiveShadow = true;
object.castShadow = true;
$('#head').attr("extname",objname);
vrmlScene = object;
scene.add( object );
});
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth,window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
controls.update();
renderer.render( scene,camera );
}
解决方法
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