网站开发用什么系统,北京网站开发培训中心,个人网站 阿里云,网站建设海淀区非控制器版 拖动场景中的物体实际上是在一个平行于窗口的平面中进行拖动#xff0c;确定这个平面并确定鼠标在该平面中的位置变化#xff0c;就将问题转换成简单的2d移动物体了
!DOCTYPE html
html
headmeta charsetutf-8title015-…非控制器版 拖动场景中的物体实际上是在一个平行于窗口的平面中进行拖动确定这个平面并确定鼠标在该平面中的位置变化就将问题转换成简单的2d移动物体了
!DOCTYPE html
html
headmeta charsetutf-8title015-拖动物体/titlelink relstylesheet href./common.css
/head
body onloadinit()
script src../lib/three94.js/script
script src../lib/stats.min.js/script
script src../lib/dat.gui.min.js/script
script src../lib/controls/OrbitControls.js/script
script/*** 3D场景中进行平移在不旋转的情况下只看到物体跟随鼠标以平行于窗口的轨迹运动*/let renderer, camera, scene,light, mesh,cameraControls;function initGui() {//声明一个保存需求修改的相关数据的对象let gui {};let datGui new dat.GUI();//将设置属性添加到gui当中gui.add}function init() {initGui();//GUIinitRenderer();//初始化渲染器initScene();//初始化场景initLight();//初始化光initCamera();//初始化相机initMesh();//初始化模型addEvent();initControls();//轨道相机控制器animate();//帧动画window.onresize onWindowResize;}let ac,//当前活动对象plane,//平移平面由活动对象初始位置和当前相机方向向量确定startPosition,//目标位置,使用终末位置计算平移量当然也可以使用递增量startMouseWorldPosition,//拖动起始点射线与平移平面的交点endMouseWorldPosition;//拖动结束点射线与平移平面的交点function addEvent() {renderer.domElement.addEventListener(mousedown, function (e) {//鼠标落点处创建射线let raycaster screenToWorld(e.clientX, e.clientY);//获取射线经过的在指定范围内的物体集合let intersect raycaster.intersectObjects(scene.getObjectByName(moveable).children);if (intersect.length 0) {ac intersect[0].object;//创建经过物体中心点的垂直于相机方向的平面plane new THREE.Plane();plane.setFromNormalAndCoplanarPoint(camera.getWorldDirection(plane.normal), ac.position);//如果使用世界原点构建平面会导致物体位移和鼠标位移不对等应该使用物体的初始位置中心作为视角切面平面// plane.setFromNormalAndCoplanarPoint(camera.getWorldDirection(plane.normal), new THREE.Vector3());startMouseWorldPosition new THREE.Vector3();raycaster.ray.intersectPlane(plane, startMouseWorldPosition);//备份物体初始点startPosition ac.position.clone();}});renderer.domElement.addEventListener(mousemove, function (e) {if (ac) {e.preventDefault();e.stopPropagation();//鼠标移动点处创建射线let raycaster screenToWorld(e.clientX, e.clientY);endMouseWorldPosition new THREE.Vector3();//目标点射线与平移平面的焦点即为平移目标点raycaster.ray.intersectPlane(plane, endMouseWorldPosition);//计算平移向量let addVector3 endMouseWorldPosition.sub(startMouseWorldPosition);let target startPosition.clone().add(addVector3).clone();ac.position.copy(target)}});renderer.domElement.addEventListener(mouseup, function (e) {ac false})}function initRenderer() {renderer new THREE.WebGLRenderer();renderer.setSize(window.innerWidth, window.innerHeight);document.body.appendChild(renderer.domElement);}function initScene() {scene new THREE.Scene();}function initCamera() {camera new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 200);camera.position.set(0, 0, 35);//x,y,zcamera.lookAt(0, 0, 0);scene.add(camera);}function initLight() {scene.add(new THREE.AmbientLight(0x444444));light new THREE.DirectionalLight(0xffffff);light.position.set(60, 30, 0);//平行光开启阴影投射light.castShadow true;scene.add(light);}function initMesh() {let group new THREE.Group();group.name moveable;material new THREE.MeshLambertMaterial({color: red});geometry new THREE.BoxGeometry(20, 2, 2);mesh new THREE.Mesh(geometry, material);group.add(mesh);scene.add(group);let helper new THREE.AxesHelper(50);scene.add(helper);}function initControls() {cameraControls new THREE.OrbitControls(camera, renderer.domElement);}function render() {renderer.render(scene, camera);}function onWindowResize() {camera.aspect window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();renderer.setSize(window.innerWidth, window.innerHeight);}/**** param offsetX 鼠标相对于画布左上角横向坐标* param offsetY 鼠标相对于画布左上角纵向坐标* returns {Raycaster|Raycaster}*/function screenToWorld(offsetX, offsetY) {let x (offsetX / window.innerWidth) * 2 - 1,y -(offsetY / window.innerHeight) * 2 1;let raycaster new THREE.Raycaster();raycaster.setFromCamera(new THREE.Vector2(x, y), camera);return raycaster;}function animate() {requestAnimationFrame(animate);cameraControls.update();render()}/script
/body
控制器版
DragControls
!DOCTYPE html
html
headmeta charsetutf-8title001-拖放控制器/titlelink relstylesheet href../common.css
/head
body onloadinit()
script src../../lib/three94.js/script
script src../../lib/stats.min.js/script
script src../../lib/dat.gui.min.js/script
script src../../lib/controls/DragControls.js/script
script src../../lib/controls/OrbitControls.js/script
script/*** 3D场景中进行平移在不旋转的情况下只看到物体跟随鼠标以平行于窗口的轨迹运动*/let renderer, camera, scene,light, mesh,cameraControls;function initGui() {//声明一个保存需求修改的相关数据的对象let gui {};let datGui new dat.GUI();//将设置属性添加到gui当中gui.add}function init() {initGui();//GUIinitRenderer();//初始化渲染器initScene();//初始化场景initLight();//初始化光initCamera();//初始化相机initMesh();//初始化模型initControls();//轨道相机控制器animate();//帧动画window.onresize onWindowResize;}function initRenderer() {renderer new THREE.WebGLRenderer();renderer.setSize(window.innerWidth, window.innerHeight);document.body.appendChild(renderer.domElement);}function initScene() {scene new THREE.Scene();}function initCamera() {camera new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 200);camera.position.set(0, 0, 35);//x,y,zcamera.lookAt(0, 0, 0);scene.add(camera);}function initLight() {scene.add(new THREE.AmbientLight(0x444444));light new THREE.DirectionalLight(0xffffff);light.position.set(60, 30, 0);//平行光开启阴影投射light.castShadow true;scene.add(light);}function initMesh() {let group new THREE.Group();group.name moveable;material new THREE.MeshLambertMaterial({color: red});geometry new THREE.BoxGeometry(20, 2, 2);mesh new THREE.Mesh(geometry, material);group.add(mesh);scene.add(group);let helper new THREE.AxesHelper(50);scene.add(helper);}function initControls() {let dragControls new THREE.DragControls(scene.getObjectByName(moveable).children, camera, renderer.domElement);dragControls.addEventListener(dragstart, function (event) {cameraControls.enabled false;event.object.material.emissive.set(0xaaaaaa);});dragControls.addEventListener(dragend, function (event) {event.object.material.emissive.set(0x000000);cameraControls.enabled true;});cameraControls new THREE.OrbitControls(camera, renderer.domElement);}function render() {renderer.render(scene, camera);}function onWindowResize() {camera.aspect window.innerWidth / window.innerHeight;camera.updateProjectionMatrix();renderer.setSize(window.innerWidth, window.innerHeight);}function animate() {requestAnimationFrame(animate);cameraControls.update();render()}/script
/body