Three.js:使用触摸和设备方向旋转相机
Three.js: rotate camera with both touch and device orientation
我正在使用 threejs 制作一个 3D 项目,它允许使用鼠标控制计算机设备的相机,还允许使用智能手机的触摸事件和设备方向事件进行控制。
例如,this site 的工作方式与我想做的相同。
因为我在 PC 版上使用 OrbitControls 移动相机,所以我将 touchstart/move/end 事件绑定到 mousedown/move/up 并且 它工作得很好。
问题是当我尝试添加设备方向事件的值时。这是我试图在 OrbitControls.js 中添加的内容:
THREE.OrbitControls = function (object, domElement) {
const scope = this;
let lastBeta = 0;
let lastGamma = 0;
this.deviceOrientation = {};
function onDeviceOrientationChangeEvent(event) {
scope.deviceOrientation = event;
// Z
var alpha = scope.deviceOrientation.alpha
? THREE.Math.degToRad(scope.deviceOrientation.alpha)
: 0;
// X'
var beta = scope.deviceOrientation.beta
? THREE.Math.degToRad(scope.deviceOrientation.beta)
: 0;
// Y''
var gamma = scope.deviceOrientation.gamma
? THREE.Math.degToRad(scope.deviceOrientation.gamma)
: 0;
// O
var orient = scope.screenOrientation
? THREE.Math.degToRad(scope.screenOrientation)
: 0;
rotateLeft(lastGamma - gamma);
rotateUp(lastBeta - beta);
lastBeta = beta; //is working
lastGamma = gamma; //doesn't work properly
}
window.addEventListener('deviceorientation', onDeviceOrientationChangeEvent, false);
};
由于 beta 的值在 [-180,180] 度范围内,因此垂直旋转没有问题,而 gamma 的范围是 [-90,90] 并且在上下调整设备屏幕时值也会突然变化(甚至如果,我认为,它应该return水平旋转)。
即使在转换伽马范围以使其取值从 -180 到 180 时,突然的变化也会让一切出错。
我想我必须像 deviceOrientationControls.js 那样使用四元数,但我真的不知道它是如何工作的,到目前为止我所做的每一次尝试都失败了。有人可以帮我吗?
PS:这里有一个 link 到 the description on the deviceorientation event 可以更好地理解什么是 alpha beta 和 gamma。
编辑
我在下面添加了一个片段来显示 beta 和 gamma 变化。
let deltaBeta = 0;
let deltaGamma = 0;
if (window.DeviceOrientationEvent) {
window.addEventListener('deviceorientation', function (e) {
const beta = (e.beta != null) ? Math.round(e.beta) : 0;
const gamma = (e.gamma != null) ? Math.round(e.gamma) : 0;
deltaBeta = Math.abs(beta - deltaBeta);
deltaGamma = Math.abs(gamma - deltaGamma);
$("#beta").html("Beta: " + beta);
$("#gamma").html("Gamma: " + gamma);
if (Math.abs(deltaBeta) > Math.abs(Number($("#deltaBeta").html()))) {
$("#deltaBeta").html(deltaBeta);
if (Number($("#deltaBeta").html()) >= 30) {
$("#deltaBeta").removeAttr("class", "blue").addClass("red");
}
}
if (Math.abs(deltaGamma) > Math.abs(Number($("#deltaGamma").html()))) {
$("#deltaGamma").html(deltaGamma);
if (Number($("#deltaGamma").html()) >= 30) {
$("#deltaGamma").removeAttr("class", "blue").addClass("red");
}
}
}, true);
} else {
$("#gamma").html("deviceorientation not supported");
}
.red {
color: red;
font-weight: bold;
}
.blue {
color: blue;
font-weight: bold;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<body>
<div>
<span id="beta"></span>
<span> [-180; 180]</span>
</div>
<div>
<span>DeltaMax</span>
<span id="deltaBeta" class="blue">0</span>
</div>
<div>
<span id="gamma"></span>
<span> [-90; 90]</span>
</div>
<div>
<span>DeltaMax</span>
<span id="deltaGamma" class="blue">0</span>
</div>
</body>
我找到了一个使用函数将四元数转换为弧度的解决方案,所以如果有人想使用 OrbitControls 进行 click/touch+设备方向控制,我想分享它。
我采用初始方向 (x1,y1,z1) 并计算新方向 (x2,y2,z3),它们之间的区别在于相机旋转的变化。我将这些行添加到初始 update function
this.update = function () {
// Z
const alpha = scope.deviceOrientation.alpha
? THREE.Math.degToRad(scope.deviceOrientation.alpha)
: 0;
// X'
const beta = scope.deviceOrientation.beta
? THREE.Math.degToRad(scope.deviceOrientation.beta)
: 0;
// Y''
const gamma = scope.deviceOrientation.gamma
? THREE.Math.degToRad(scope.deviceOrientation.gamma)
: 0;
// O
const orient = scope.screenOrientation
? THREE.Math.degToRad(scope.screenOrientation)
: 0;
const currentQ = new THREE.Quaternion().copy(scope.object.quaternion);
setObjectQuaternion(currentQ, alpha, beta, gamma, orient);
const currentAngle = Quat2Angle(currentQ.x, currentQ.y, currentQ.z, currentQ.w);
// currentAngle.z = left - right
this.rotateLeft((lastGamma - currentAngle.z) / 2);
lastGamma = currentAngle.z;
// currentAngle.y = up - down
this.rotateUp(lastBeta - currentAngle.y);
lastBeta = currentAngle.y;
}
听众
function onDeviceOrientationChangeEvent(event) {
scope.deviceOrientation = event;
}
window.addEventListener('deviceorientation', onDeviceOrientationChangeEvent, false);
function onScreenOrientationChangeEvent(event) {
scope.screenOrientation = window.orientation || 0;
}
window.addEventListener('orientationchange', onScreenOrientationChangeEvent, false);
函数
var setObjectQuaternion = function () {
const zee = new THREE.Vector3(0, 0, 1);
const euler = new THREE.Euler();
const q0 = new THREE.Quaternion();
const q1 = new THREE.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
return function (quaternion, alpha, beta, gamma, orient) {
// 'ZXY' for the device, but 'YXZ' for us
euler.set(beta, alpha, -gamma, 'YXZ');
// Orient the device
quaternion.setFromEuler(euler);
// camera looks out the back of the device, not the top
quaternion.multiply(q1);
// adjust for screen orientation
quaternion.multiply(q0.setFromAxisAngle(zee, -orient));
}
} ();
function Quat2Angle(x, y, z, w) {
let pitch, roll, yaw;
const test = x * y + z * w;
// singularity at north pole
if (test > 0.499) {
yaw = Math.atan2(x, w) * 2;
pitch = Math.PI / 2;
roll = 0;
return new THREE.Vector3(pitch, roll, yaw);
}
// singularity at south pole
if (test < -0.499) {
yaw = -2 * Math.atan2(x, w);
pitch = -Math.PI / 2;
roll = 0;
return new THREE.Vector3(pitch, roll, yaw);
}
const sqx = x * x;
const sqy = y * y;
const sqz = z * z;
yaw = Math.atan2((2 * y * w) - (2 * x * z), 1 - (2 * sqy) - (2 * sqz));
pitch = Math.asin(2 * test);
roll = Math.atan2((2 * x * w) - (2 * y * z), 1 - (2 * sqx) - (2 * sqz));
return new THREE.Vector3(pitch, roll, yaw);
}
我正在使用 threejs 制作一个 3D 项目,它允许使用鼠标控制计算机设备的相机,还允许使用智能手机的触摸事件和设备方向事件进行控制。 例如,this site 的工作方式与我想做的相同。
因为我在 PC 版上使用 OrbitControls 移动相机,所以我将 touchstart/move/end 事件绑定到 mousedown/move/up 并且 它工作得很好。
问题是当我尝试添加设备方向事件的值时。这是我试图在 OrbitControls.js 中添加的内容:
THREE.OrbitControls = function (object, domElement) {
const scope = this;
let lastBeta = 0;
let lastGamma = 0;
this.deviceOrientation = {};
function onDeviceOrientationChangeEvent(event) {
scope.deviceOrientation = event;
// Z
var alpha = scope.deviceOrientation.alpha
? THREE.Math.degToRad(scope.deviceOrientation.alpha)
: 0;
// X'
var beta = scope.deviceOrientation.beta
? THREE.Math.degToRad(scope.deviceOrientation.beta)
: 0;
// Y''
var gamma = scope.deviceOrientation.gamma
? THREE.Math.degToRad(scope.deviceOrientation.gamma)
: 0;
// O
var orient = scope.screenOrientation
? THREE.Math.degToRad(scope.screenOrientation)
: 0;
rotateLeft(lastGamma - gamma);
rotateUp(lastBeta - beta);
lastBeta = beta; //is working
lastGamma = gamma; //doesn't work properly
}
window.addEventListener('deviceorientation', onDeviceOrientationChangeEvent, false);
};
由于 beta 的值在 [-180,180] 度范围内,因此垂直旋转没有问题,而 gamma 的范围是 [-90,90] 并且在上下调整设备屏幕时值也会突然变化(甚至如果,我认为,它应该return水平旋转)。 即使在转换伽马范围以使其取值从 -180 到 180 时,突然的变化也会让一切出错。
我想我必须像 deviceOrientationControls.js 那样使用四元数,但我真的不知道它是如何工作的,到目前为止我所做的每一次尝试都失败了。有人可以帮我吗?
PS:这里有一个 link 到 the description on the deviceorientation event 可以更好地理解什么是 alpha beta 和 gamma。
编辑
我在下面添加了一个片段来显示 beta 和 gamma 变化。
let deltaBeta = 0;
let deltaGamma = 0;
if (window.DeviceOrientationEvent) {
window.addEventListener('deviceorientation', function (e) {
const beta = (e.beta != null) ? Math.round(e.beta) : 0;
const gamma = (e.gamma != null) ? Math.round(e.gamma) : 0;
deltaBeta = Math.abs(beta - deltaBeta);
deltaGamma = Math.abs(gamma - deltaGamma);
$("#beta").html("Beta: " + beta);
$("#gamma").html("Gamma: " + gamma);
if (Math.abs(deltaBeta) > Math.abs(Number($("#deltaBeta").html()))) {
$("#deltaBeta").html(deltaBeta);
if (Number($("#deltaBeta").html()) >= 30) {
$("#deltaBeta").removeAttr("class", "blue").addClass("red");
}
}
if (Math.abs(deltaGamma) > Math.abs(Number($("#deltaGamma").html()))) {
$("#deltaGamma").html(deltaGamma);
if (Number($("#deltaGamma").html()) >= 30) {
$("#deltaGamma").removeAttr("class", "blue").addClass("red");
}
}
}, true);
} else {
$("#gamma").html("deviceorientation not supported");
}
.red {
color: red;
font-weight: bold;
}
.blue {
color: blue;
font-weight: bold;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<body>
<div>
<span id="beta"></span>
<span> [-180; 180]</span>
</div>
<div>
<span>DeltaMax</span>
<span id="deltaBeta" class="blue">0</span>
</div>
<div>
<span id="gamma"></span>
<span> [-90; 90]</span>
</div>
<div>
<span>DeltaMax</span>
<span id="deltaGamma" class="blue">0</span>
</div>
</body>
我找到了一个使用函数将四元数转换为弧度的解决方案,所以如果有人想使用 OrbitControls 进行 click/touch+设备方向控制,我想分享它。
我采用初始方向 (x1,y1,z1) 并计算新方向 (x2,y2,z3),它们之间的区别在于相机旋转的变化。我将这些行添加到初始 update function
this.update = function () {
// Z
const alpha = scope.deviceOrientation.alpha
? THREE.Math.degToRad(scope.deviceOrientation.alpha)
: 0;
// X'
const beta = scope.deviceOrientation.beta
? THREE.Math.degToRad(scope.deviceOrientation.beta)
: 0;
// Y''
const gamma = scope.deviceOrientation.gamma
? THREE.Math.degToRad(scope.deviceOrientation.gamma)
: 0;
// O
const orient = scope.screenOrientation
? THREE.Math.degToRad(scope.screenOrientation)
: 0;
const currentQ = new THREE.Quaternion().copy(scope.object.quaternion);
setObjectQuaternion(currentQ, alpha, beta, gamma, orient);
const currentAngle = Quat2Angle(currentQ.x, currentQ.y, currentQ.z, currentQ.w);
// currentAngle.z = left - right
this.rotateLeft((lastGamma - currentAngle.z) / 2);
lastGamma = currentAngle.z;
// currentAngle.y = up - down
this.rotateUp(lastBeta - currentAngle.y);
lastBeta = currentAngle.y;
}
听众
function onDeviceOrientationChangeEvent(event) {
scope.deviceOrientation = event;
}
window.addEventListener('deviceorientation', onDeviceOrientationChangeEvent, false);
function onScreenOrientationChangeEvent(event) {
scope.screenOrientation = window.orientation || 0;
}
window.addEventListener('orientationchange', onScreenOrientationChangeEvent, false);
函数
var setObjectQuaternion = function () {
const zee = new THREE.Vector3(0, 0, 1);
const euler = new THREE.Euler();
const q0 = new THREE.Quaternion();
const q1 = new THREE.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
return function (quaternion, alpha, beta, gamma, orient) {
// 'ZXY' for the device, but 'YXZ' for us
euler.set(beta, alpha, -gamma, 'YXZ');
// Orient the device
quaternion.setFromEuler(euler);
// camera looks out the back of the device, not the top
quaternion.multiply(q1);
// adjust for screen orientation
quaternion.multiply(q0.setFromAxisAngle(zee, -orient));
}
} ();
function Quat2Angle(x, y, z, w) {
let pitch, roll, yaw;
const test = x * y + z * w;
// singularity at north pole
if (test > 0.499) {
yaw = Math.atan2(x, w) * 2;
pitch = Math.PI / 2;
roll = 0;
return new THREE.Vector3(pitch, roll, yaw);
}
// singularity at south pole
if (test < -0.499) {
yaw = -2 * Math.atan2(x, w);
pitch = -Math.PI / 2;
roll = 0;
return new THREE.Vector3(pitch, roll, yaw);
}
const sqx = x * x;
const sqy = y * y;
const sqz = z * z;
yaw = Math.atan2((2 * y * w) - (2 * x * z), 1 - (2 * sqy) - (2 * sqz));
pitch = Math.asin(2 * test);
roll = Math.atan2((2 * x * w) - (2 * y * z), 1 - (2 * sqx) - (2 * sqz));
return new THREE.Vector3(pitch, roll, yaw);
}