朝我看的方向移动(webvr、三个js、Oculus Rift)
Move in the direction I am looking (webvr, three js, Oculus Rift)
在我的 animate() 函数中,我有以下代码:
if (this.controls.forward) {
// move in direction we look at
var cameraDirectionVector = new THREE.Vector3(0, 0, -1);
cameraDirectionVector.applyQuaternion(this.camera.quaternion);
var angle = cameraDirectionVector.angleTo(this.characterMesh.position);
this.characterMesh.translateOnAxis(cameraDirectionVector.cross(this.characterMesh.position), moveDistance);
this.characterMesh.translateZ(-moveDistance);
}
if (this.controls.backward) {
this.characterMesh.translateZ(moveDistance);
}
相机是角色网格的子项。向前和向后移动完美无缺。但我想(在飞机上)移动到我实际看到的地方(只是偏航)。我找到了 Unity3D 的代码示例,并尝试将其修改为 three.js,但没有用。
非常感谢任何帮助或提示!
嗯,我不确定你的计算目的是什么,但我认为用点积而不是叉积更好地实现你的意图。我改编了 this Unity3D code 并提出了以下解决方案。请参阅 link 了解另一种可能更有效的方法。
var YAXIS = new THREE.Vector3(0, 1, 0);
var ZAXIS = new THREE.Vector3(0, 0, 1);
var direction = ZAXIS.clone();
direction.applyQuaternion(camera.quaternion);
direction.sub(YAXIS.clone().multiplyScalar(direction.dot(YAXIS)));
direction.normalize();
character.quaternion.setFromUnitVectors(ZAXIS, direction);
character.translateZ(-moveDistance);
完整代码:
var renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var vrEffect = new THREE.VREffect(renderer, function () {});
var camera = new THREE.PerspectiveCamera(
75, window.innerWidth / window.innerHeight, 0.1, 1000);
var vrControls = new THREE.VRControls(camera);
var scene = new THREE.Scene();
scene.add(new THREE.PointLight());
var makeCube = function (color) {
return new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshLambertMaterial({
color: color
})
);
};
var spacing = 1.5;
for (var i = 0; i < 10; i++) {
for (var j = 0; j < 10; j++) {
var color = (
(i % 2 === 0 || j %2 === 0) ? 'green' : 'red');
var cube = makeCube(color);
cube.position.z = -i * spacing;
cube.position.x = j * spacing;
cube.position.y = -2;
scene.add(cube);
}
}
var character = new THREE.Object3D();
var characterBody = makeCube('blue');
characterBody.position.y = -1.5;
character.add(characterBody);
scene.add(character);
var moving = false;
window.addEventListener('keydown', function () {
moving = true;
});
window.addEventListener('keyup', function () {
moving = false;
});
var moveDistance = 0.1;
var YAXIS = new THREE.Vector3(0, 1, 0);
var ZAXIS = new THREE.Vector3(0, 0, 1);
var render = function() {
requestAnimationFrame(render);
vrControls.update();
camera.position.copy(character.position);
if (moving) {
// move in direction we look at
var direction = ZAXIS.clone();
direction.applyQuaternion(camera.quaternion);
direction.sub(YAXIS.clone().multiplyScalar(direction.dot(YAXIS)));
direction.normalize();
character.quaternion.setFromUnitVectors(ZAXIS, direction);
character.translateZ(-moveDistance);
}
vrEffect.render(scene, camera);
};
render();
window.addEventListener('resize', function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
vrEffect.setSize( window.innerWidth, window.innerHeight );
});
<!DOCTYPE html>
<html>
<head>
<script src="https://rawgit.com/mrdoob/three.js/dev/build/three.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/controls/VRControls.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/effects/VREffect.js"></script>
<meta charset="utf-8">
</head>
<body>
</body>
</html>
在我的 animate() 函数中,我有以下代码:
if (this.controls.forward) {
// move in direction we look at
var cameraDirectionVector = new THREE.Vector3(0, 0, -1);
cameraDirectionVector.applyQuaternion(this.camera.quaternion);
var angle = cameraDirectionVector.angleTo(this.characterMesh.position);
this.characterMesh.translateOnAxis(cameraDirectionVector.cross(this.characterMesh.position), moveDistance);
this.characterMesh.translateZ(-moveDistance);
}
if (this.controls.backward) {
this.characterMesh.translateZ(moveDistance);
}
相机是角色网格的子项。向前和向后移动完美无缺。但我想(在飞机上)移动到我实际看到的地方(只是偏航)。我找到了 Unity3D 的代码示例,并尝试将其修改为 three.js,但没有用。
非常感谢任何帮助或提示!
嗯,我不确定你的计算目的是什么,但我认为用点积而不是叉积更好地实现你的意图。我改编了 this Unity3D code 并提出了以下解决方案。请参阅 link 了解另一种可能更有效的方法。
var YAXIS = new THREE.Vector3(0, 1, 0);
var ZAXIS = new THREE.Vector3(0, 0, 1);
var direction = ZAXIS.clone();
direction.applyQuaternion(camera.quaternion);
direction.sub(YAXIS.clone().multiplyScalar(direction.dot(YAXIS)));
direction.normalize();
character.quaternion.setFromUnitVectors(ZAXIS, direction);
character.translateZ(-moveDistance);
完整代码:
var renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var vrEffect = new THREE.VREffect(renderer, function () {});
var camera = new THREE.PerspectiveCamera(
75, window.innerWidth / window.innerHeight, 0.1, 1000);
var vrControls = new THREE.VRControls(camera);
var scene = new THREE.Scene();
scene.add(new THREE.PointLight());
var makeCube = function (color) {
return new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshLambertMaterial({
color: color
})
);
};
var spacing = 1.5;
for (var i = 0; i < 10; i++) {
for (var j = 0; j < 10; j++) {
var color = (
(i % 2 === 0 || j %2 === 0) ? 'green' : 'red');
var cube = makeCube(color);
cube.position.z = -i * spacing;
cube.position.x = j * spacing;
cube.position.y = -2;
scene.add(cube);
}
}
var character = new THREE.Object3D();
var characterBody = makeCube('blue');
characterBody.position.y = -1.5;
character.add(characterBody);
scene.add(character);
var moving = false;
window.addEventListener('keydown', function () {
moving = true;
});
window.addEventListener('keyup', function () {
moving = false;
});
var moveDistance = 0.1;
var YAXIS = new THREE.Vector3(0, 1, 0);
var ZAXIS = new THREE.Vector3(0, 0, 1);
var render = function() {
requestAnimationFrame(render);
vrControls.update();
camera.position.copy(character.position);
if (moving) {
// move in direction we look at
var direction = ZAXIS.clone();
direction.applyQuaternion(camera.quaternion);
direction.sub(YAXIS.clone().multiplyScalar(direction.dot(YAXIS)));
direction.normalize();
character.quaternion.setFromUnitVectors(ZAXIS, direction);
character.translateZ(-moveDistance);
}
vrEffect.render(scene, camera);
};
render();
window.addEventListener('resize', function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
vrEffect.setSize( window.innerWidth, window.innerHeight );
});
<!DOCTYPE html>
<html>
<head>
<script src="https://rawgit.com/mrdoob/three.js/dev/build/three.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/controls/VRControls.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/effects/VREffect.js"></script>
<meta charset="utf-8">
</head>
<body>
</body>
</html>