在three.js中,我该如何更改缩放方向?我希望能够针对鼠标光标的方向进行缩放,但我不知道在哪里可以更改缩放目标。
在three.js中,我该如何更改缩放方向?我希望能够针对鼠标光标的方向进行缩放,但我不知道在哪里可以更改缩放目标。
我更新了wetwipe的解决方案,以支持Three.js的71个版本,并稍微进行了一些清理。它非常好用,您可以查看http://www.tectractys.com/market_globe.html获取完整的使用示例:
mX = ( event.clientX / window.innerWidth ) * 2 - 1;
mY = - ( event.clientY / window.innerHeight ) * 2 + 1;
var vector = new THREE.Vector3(mX, mY, 1 );
vector.unproject(camera);
vector.sub(camera.position);
camera.position.addVectors(camera.position,vector.setLength(factor));
controls.target.addVectors(controls.target,vector.setLength(factor));
好的!我是这样解决问题的......只需禁用由THREEJS提供的缩放功能。
controls.noZoom = true;
$('body').on('mousewheel', function (e){
var mouseX = (e.clientX - (WIDTH/2)) * 10;
var mouseY = (e.clientY - (HEIGHT/2)) * 10;
if(e.originalEvent.deltaY < 0){ // zoom to the front
camera.position.x -= mouseX * .00125;
camera.position.y += mouseY * .00125;
camera.position.z += 1.1 * 10;
controls.target.x -= mouseX * .00125;
controls.target.y += mouseY * .00125;
controls.target.z += 1.1 * 10;
}else{ // zoom to the back
camera.position.x += mouseX * .00125;
camera.position.y -= mouseY * .00125;
camera.position.z -= 1.1 * 10;
controls.target.x += mouseX * .00125;
controls.target.y -= mouseY * .00125;
controls.target.z -= 1.1 * 10;
}
});
我知道这不是完美的...但我希望能对你有所帮助....总之...我会继续努力,让它变得更好。
最近我遇到了一个类似的问题,但是我需要放大的范围更广。我使用了Niekes在他的解决方案中提供的代码,并得出了以下结论:
container.on('mousewheel', function ( ev ){
var factor = 10;
var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
var mX = ( ev.clientX / WIDTH ) * 2 - 1;
var mY = - ( ev.clientY / HEIGHT ) * 2 + 1;
var vector = new THREE.Vector3(mX, mY, 1 );
projector.unprojectVector( vector, camera );
vector.sub( camera.position ).normalize();
if( ev.originalEvent.deltaY < 0 ){
camera.position.x += vector.x * factor;
camera.position.y += vector.y * factor;
camera.position.z += vector.z * factor;
controls.target.x += vector.x * factor;
controls.target.y += vector.y * factor;
controls.target.z += vector.z * factor;
} else{
camera.position.x -= vector.x * factor;
camera.position.y -= vector.y * factor;
camera.position.z -= vector.z * factor;
controls.target.x -= vector.x * factor;
controls.target.y -= vector.y * factor;
controls.target.z -= vector.z * factor;
}
});
虽然不太美观,但至少功能上还是可以的。欢迎提出改进意见 :)
我完全是Three.js的新手,但它太棒了。我甚至不是一个好的开发者,正在努力练习。
我曾经遇到过鼠标缩放的问题,但我认为我已经稍微改进了代码。这是我的代码。
// zooming to the mouse position
window.addEventListener('mousewheel', function (e) { mousewheel(e); }, false);
function mousewheel(event) {
orbitControl.enableZoom = false;
event.preventDefault();
// the following are constants depending on the scale of the scene
// they need be adjusted according to your model scale
var factor = 5;
// factor determines how fast the user can zoom-in/out
var minTargetToCameraDistanceAllowed = 15;
// this is the minimum radius the camera can orbit around a target.
// calculate the mouse distance from the center of the window
var mX = (event.clientX / window.innerWidth) * 2 - 1;
var mY = -(event.clientY / window.innerHeight) * 2 + 1;
var vector = new THREE.Vector3(mX, mY, 0.5);
vector.unproject(camera);
vector.sub(camera.position);
if (event.deltaY < 0) {
// zoom-in -> the camera is approaching the scene
// with OrbitControls the target is always in front of the camera (in the center of the screen)
// So when the user zoom-in, the target distance from the camera decrease.
// This is achieved because the camera position changes, not the target.
camera.position.addVectors(camera.position, vector.setLength(factor));
} else {
// zoom-out -> the camera is moving away from the scene -> the target distance increase
camera.position.subVectors(camera.position, vector.setLength(factor));
}
// Now camera.position is changed but not the control target. As a result:
// - the distance from the camera to the target is changed, and this is ok.
// - the target is no more in the center of the screen and needs to be repositioned.
// The new target will be in front of the camera (in the direction of the camera.getWorldDirection() )
// at a suitable distance (no less than the value of minTargetToCameraDistanceAllowed constant).
// Thus, the target is pushed a little further if the user approaches too much the target.
var targetToCameraDistance = Math.max(minTargetToCameraDistanceAllowed,
orbitControl.target.distanceTo(camera.position));
var newTarget = camera.getWorldDirection().setLength( targetToCameraDistance ).add(camera.position);
orbitControl.target = newTarget;
camera.updateProjectionMatrix();
}
另一个改进的方法是将targetToCameraDistance设置为鼠标击中的对象的距离,当用户开始轨道运动时。
如果鼠标击中了一个对象,并且距离>minTargetToCameraDistanceAllowed,则计算并设置新的目标。
...但我仍然不知道如何做到这一点。
从未听说过缩放方向,
您可能需要检查相机的FOV参数,
并调用此函数以应用更改:
yourCam.updateProjectionMatrix();
如果您正在使用轨迹球控制,请设置
trackBallControls.noZoom=true;
在鼠标滚轮事件中使用以下代码:
mousewheel = function (event) {
event.preventDefault();
var factor = 15;
var mX = (event.clientX / jQuery(container).width()) * 2 - 1;
var mY = -(event.clientY / jQuery(container).height()) * 2 + 1;
var vector = new THREE.Vector3(mX, mY, 0.1);
vector.unproject(Camera);
vector.sub(Camera.position);
if (event.deltaY < 0) {
Camera.position.addVectors(Camera.position, vector.setLength(factor));
trackBallControls.target.addVectors(trackBallControls.target, vector.setLength(factor));
Camera.updateProjectionMatrix();
} else {
Camera.position.subVectors(Camera.position, vector.setLength(factor));
trackBallControls.target.subVectors(trackBallControls.target, vector.setLength(factor));
}
};