繁体   English   中英

具有 lookAt() 功能的 THREE.js 粗箭头

[英]THREE.js Thick Arrow with lookAt() capability

我想制作一个“粗箭头”网格,即像标准箭头助手一样的箭头,但轴由cylinder而不是line制成。


tldr; 不要复制 Arrow Helper 的设计; 请参阅问题末尾的结语部分。


因此,我根据需要复制并修改了代码(无需构造函数和方法)并进行了更改,现在它可以正常工作了:-

// = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =  
//= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 

//... START of ARROWMAKER SET of FUNCTIONS

// adapted from https://github.com/mrdoob/three.js/blob/master/src/helpers/ArrowHelper.js
        
    //====================================
    function F_Arrow_Fat_noDoesLookAt_Make ( dir, origin, length,  shaftBaseWidth, shaftTopWidth, color, headLength, headBaseWidth, headTopWidth ) 
    {

        //... dir is assumed to be normalized
        
        var thisArrow = new THREE.Object3D();////SW

        if ( dir            === undefined ) dir             = new THREE.Vector3( 0, 0, 1 );
        if ( origin         === undefined ) origin          = new THREE.Vector3( 0, 0, 0 );
        if ( length         === undefined ) length          = 1;
        if ( shaftBaseWidth     === undefined ) shaftBaseWidth  = 0.02 * length;
        if ( shaftTopWidth  === undefined ) shaftTopWidth   = 0.02 * length;
        if ( color          === undefined ) color           = 0xffff00;
        if ( headLength     === undefined ) headLength      = 0.2 * length;
        if ( headBaseWidth  === undefined ) headBaseWidth   = 0.4 * headLength;
        if ( headTopWidth   === undefined ) headTopWidth    = 0.2 * headLength;//... 0.0 for a point.


        
        /* CylinderBufferGeometry parameters from:-
        // https://threejs.org/docs/index.html#api/en/geometries/CylinderBufferGeometry
            * radiusTop — Radius of the cylinder at the top. Default is 1.
            * radiusBottom — Radius of the cylinder at the bottom. Default is 1.
            * height — Height of the cylinder. Default is 1.
            * radialSegments — Number of segmented faces around the circumference of the cylinder. Default is 8
            * heightSegments — Number of rows of faces along the height of the cylinder. Default is 1.
            * openEnded — A Boolean indicating whether the ends of the cylinder are open or capped. Default is false, meaning capped.
            * thetaStart — Start angle for first segment, default = 0 (three o'clock position).
            * thetaLength — The central angle, often called theta, of the circular sector. The default is 2*Pi, which makes for a complete cylinder.        
        */
        //var shaftGeometry  = new THREE.CylinderBufferGeometry( 0.0, 0.5,    1, 8, 1 );//for strongly tapering, pointed shaft
          var shaftGeometry  = new THREE.CylinderBufferGeometry( 0.1, 0.1,    1, 8, 1 );//shaft is cylindrical
        //shaftGeometry.translate( 0, - 0.5, 0 );
        shaftGeometry.translate( 0, + 0.5, 0 );
    
    //... for partial doesLookAt capability
    //shaftGeometry.applyMatrix( new THREE.Matrix4().makeRotationX( Math.PI / 2 ) );
    
        var headGeometry = new THREE.CylinderBufferGeometry( 0, 0.5, 1, 5, 1 ); //for strongly tapering, pointed head
        headGeometry.translate( 0, - 0.5, 0 );
    
    //... for partial doesLookAt capability
    //headGeometry.applyMatrix( new THREE.Matrix4().makeRotationX( Math.PI / 2 ) );
            
        thisArrow.position.copy( origin );

        /*thisArrow.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );
        thisArrow.line.matrixAutoUpdate = false;
        thisArrow.add( thisArrow.line ); */

        thisArrow.shaft = new THREE.Mesh( shaftGeometry, new THREE.MeshLambertMaterial( { color: color  } ) );
        thisArrow.shaft.matrixAutoUpdate = false;
        thisArrow.add( thisArrow.shaft );
        
        thisArrow.head = new THREE.Mesh( headGeometry, new THREE.MeshLambertMaterial( { color: color } ) );
        thisArrow.head.matrixAutoUpdate = false;
        thisArrow.add( thisArrow.head );

        //thisArrow.setDirection( dir );
        //thisArrow.setLength( length, headLength, headTopWidth );
        
        var arkle = new THREE.AxesHelper (2 * length);
        thisArrow.add (arkle);
                
        F_Arrow_Fat_noDoesLookAt_setDirection( thisArrow, dir                               ) ;////SW
        F_Arrow_Fat_noDoesLookAt_setLength   ( thisArrow, length, headLength, headBaseWidth ) ;////SW
        F_Arrow_Fat_noDoesLookAt_setColor    ( thisArrow, color                             ) ;////SW
                
        scene.add ( thisArrow );
        
        //... this screws up for the F_Arrow_Fat_noDoesLookAt  kind of Arrow
        //thisArrow.lookAt(0,0,0);//...makes the arrow's blue Z axis lookAt Point(x,y,z).
    }
    //... EOFn F_Arrow_Fat_noDoesLookAt_Make().
    

    //=============================================
    function F_Arrow_Fat_noDoesLookAt_setDirection( thisArrow, dir ) 
    {
        // dir is assumed to be normalized
        if ( dir.y > 0.99999 ) 
        {
            thisArrow.quaternion.set( 0, 0, 0, 1 );

        } else if ( dir.y < - 0.99999 ) 
        {
            thisArrow.quaternion.set( 1, 0, 0, 0 );

        } else 
        {
            const _axis = /*@__PURE__*/ new THREE.Vector3();
            
            _axis.set( dir.z, 0, - dir.x ).normalize();

            const radians = Math.acos( dir.y );

            thisArrow.quaternion.setFromAxisAngle( _axis, radians );
        }
    }
    //... EOFn F_Arrow_Fat_noDoesLookAt_setDirection().


    //========================================= 
    function F_Arrow_Fat_noDoesLookAt_setLength( thisArrow, length, headLength, headBaseWidth ) 
    {
        if ( headLength     === undefined ) headLength      = 0.2 * length;
        if ( headBaseWidth  === undefined ) headBaseWidth   = 0.2 * headLength;

        thisArrow.shaft.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458
                                                                                  //x&z the same, y as per length-headLength
    //thisArrow.shaft.position.y = length;//SW ???????
        thisArrow.shaft.updateMatrix();

        thisArrow.head.scale.set( headBaseWidth, headLength, headBaseWidth ); //x&z the same, y as per length
        
        thisArrow.head.position.y = length;
        thisArrow.head.updateMatrix();
    }
    //...EOFn  F_Arrow_Fat_noDoesLookAt_setLength().

    //======================================== 
    function F_Arrow_Fat_noDoesLookAt_setColor( thisArrow, color ) 
    {
        thisArrow.shaft.material.color.set( color );
        thisArrow.head.material.color.set( color );
    }
    //...EOFn  F_Arrow_Fat_noDoesLookAt_setColor().
        
//... END of ARROWMAKER SET of FUNCTIONS
// = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =  
//= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = 

这适用于固定方向的箭头,可以在施工时提供箭头方向。

但现在我需要随时间改变箭头方向(用于跟踪移动目标)。 目前 Object3D.lookAt() function 是不够的,因为箭头指向其 Object3D y 轴,而 lookAt() 将 Object3D z 轴定向以查看给定目标 position。

通过实验,我已经通过使用:-

geometry.applyMatrix( new THREE.Matrix4().makeRotationX( Math.PI / 2 ) );

在轴和头部的几何形状上(2 行在上面的代码摘录中被注释掉了)。 这似乎使圆柱体网格指向正确的方向。 但问题是网格形状错误,头部网格偏离轴网格。

通过反复试验,我可能能够调整代码以使箭头适用于我目前的示例。 但是(考虑到我对四元数的薄弱理解)我不相信它会 (a) 足够通用以适用于所有情况,或者 (b) 足以应对 THREE.js 的演变。

因此,我将不胜感激有关如何实现此“粗箭头”的 lookAt() 功能的任何解决方案/建议。

结语

我的主要观点是不要遵循 Helper Arrow 的设计。

正如 TheJim01 和其他人的回答所表明的那样,使用 Object3D.add()“嵌套”function 有一种更简单的方法。

例如:-

(1) 创建两个圆柱体网格(用于箭头轴和箭头),默认指向 Y 方向; 使几何长度 = 1.0 以帮助将来重新缩放。

(2) 将网格添加到父 Object3D object。

(3) 使用parent.rotateX(Math.PI/2)将父级绕 X 轴旋转 +90 度。

(4) 将父级添加到祖父级 object。

(5) 随后使用grandparent.lookAt(target_point_as_World_position_Vec3_or_x_y_z)

如果父母或祖父母的缩放比例不是(n,n,n) NB lookAt() 将无法正常工作。

父和祖父 object 类型可以是普通THREE.Object3DTHREE.GroupTHREE.Mesh (如果需要,例如通过设置小尺寸或.visibility=false使其不可见)

Arrow Helper 可以动态使用,但前提是在使用 lookAt() 之前将内部方向设置为 (0,0,1)。

您可以将lookAt应用于任何Object3D Object3D.lookAt(... )

您已经发现, lookAt导致形状指向+Z方向,并且正在对此进行补偿。 但是随着Group的引入,它可以更进一步。 Group也派生自Object3D ,因此它们也支持lookAt方法。

 let W = window.innerWidth; let H = window.innerHeight; const renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true }); document.body.appendChild(renderer.domElement); const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(28, 1, 1, 1000); camera.position.set(10, 10, 50); camera.lookAt(scene.position); scene.add(camera); const light = new THREE.DirectionalLight(0xffffff, 1); light.position.set(0, 0, -1); camera.add(light); const group = new THREE.Group(); scene.add(group); const arrowMat = new THREE.MeshLambertMaterial({color:"green"}); const arrowGeo = new THREE.ConeBufferGeometry(2, 5, 32); const arrowMesh = new THREE.Mesh(arrowGeo, arrowMat); arrowMesh.rotation.x = Math.PI / 2; arrowMesh.position.z = 2.5; group.add(arrowMesh); const cylinderGeo = new THREE.CylinderBufferGeometry(1, 1, 5, 32); const cylinderMesh = new THREE.Mesh(cylinderGeo, arrowMat); cylinderMesh.rotation.x = Math.PI / 2; cylinderMesh.position.z = -2.5; group.add(cylinderMesh); function render() { renderer.render(scene, camera); } function resize() { W = window.innerWidth; H = window.innerHeight; renderer.setSize(W, H); camera.aspect = W / H; camera.updateProjectionMatrix(); render(); } window.addEventListener("resize", resize); resize(); let rad = 0; function animate() { rad += 0.05; group.lookAt(Math.sin(rad) * 100, Math.cos(rad) * 100, 100); renderer.render(scene, camera); requestAnimationFrame(animate); } requestAnimationFrame(animate);
 html, body { width: 100%; height: 100%; padding: 0; margin: 0; overflow: hidden; background: skyblue; }
 <script src="https://threejs.org/build/three.min.js"></script>

这里的关键是圆锥/轴指向+Z方向,然后添加到Group 这意味着他们的方向现在是该组的本地化 当组的lookAt发生变化时,形状也会随之变化。 并且因为“箭头”形状指向组的局部+Z方向,这意味着它们也指向给group.lookAt(...); .

进一步的工作

这只是一个起点。 您需要调整它以适应您希望它如何使用正确的 position 构造箭头,具有正确的长度等。不过,分组模式应该使lookAt更容易使用。

您所需要的只是对嵌套有更多的了解,这使您可以相对于其父对象放置对象。 如上面的答案所述,您可以使用GroupObject3D ,但您不必这样做。 您可以将箭头嵌套在圆柱体上并将圆柱体指向 z 方向,然后使用内置的、不要过于复杂的方法lookAt

尽量不要将矩阵或四元数用于此类简单的事情,因为这会使事情变得更加困难。 由于 THREE.js 允许嵌套框架,因此请利用它!

 const renderer = new THREE.WebGLRenderer; const camera = new THREE.PerspectiveCamera; const scene = new THREE.Scene; const mouse = new THREE.Vector2; const raycaster = new THREE.Raycaster; const quaternion = new THREE.Quaternion; const sphere = new THREE.Mesh( new THREE.SphereGeometry( 10, 10, 10 ), new THREE.MeshBasicMaterial({ transparent: true, opacity: .1 }) ); const arrow = new THREE.Group; const arrowShaft = new THREE.Mesh( // We want to ensure our arrow is completely offset into one direction // So the translation ensure every bit of it is in Y+ new THREE.CylinderGeometry(.1, .3, 3 ).translate( 0, 1.5, 0 ), new THREE.MeshBasicMaterial({ color: 'blue' }) ); const arrowPoint = new THREE.Mesh( // Same thing, translate to all vertices or +Y new THREE.ConeGeometry( 1, 2, 10 ).translate( 0, 1, 0 ), new THREE.MeshBasicMaterial({ color: 'red' }) ); const trackerPoint = new THREE.Mesh( new THREE.SphereGeometry(.2 ), new THREE.MeshBasicMaterial({ color: 'green' }) ); const clickerPoint = new THREE.Mesh( trackerPoint.geometry, new THREE.MeshBasicMaterial({ color: 'yellow' }) ); camera.position.set( 10, 10, 10 ); camera.lookAt( scene.position ); // Place the point at the top of the shaft arrowPoint.position.y = 3; // Point the shaft into the z-direction arrowShaft.rotation.x = Math.PI / 2; // Attach the point to the shaft arrowShaft.add( arrowPoint ); // Add the shaft to the global arrow group arrow.add( arrowShaft ); // Add the arrow to the scene scene.add( arrow ); scene.add( sphere ); scene.add( trackerPoint ); scene.add( clickerPoint ); renderer.domElement.addEventListener( 'mousemove', mouseMove ); renderer.domElement.addEventListener( 'click', mouseClick ); renderer.domElement.addEventListener( 'wheel', mouseWheel ); render(); document.body.appendChild( renderer.domElement ); function render(){ renderer.setSize( innerWidth, innerHeight ); camera.aspect = innerWidth / innerHeight; camera.updateProjectionMatrix(); renderer.render( scene, camera ); } function mouseMove( event ){ mouse.set( event.clientX / event.target.clientWidth * 2 - 1, -event.clientY / event.target.clientHeight * 2 + 1 ); raycaster.setFromCamera( mouse, camera ); const hit = raycaster.intersectObject( sphere ).shift(); if( hit ){ trackerPoint.position.copy( hit.point ); render(); } document.body.classList.toggle( 'tracking', ;.hit ). } function mouseClick( event ){ clickerPoint.position;copy( trackerPoint.position ). arrow;lookAt( trackerPoint;position ). render(). } function mouseWheel( event ){ const angle = Math;PI * event.wheelDeltaX / innerWidth. camera.position.applyQuaternion( quaternion,setFromAxisAngle( scene;up. angle ) ). camera;lookAt( scene;position ); render(); }
 body { padding: 0; margin: 0; } body.tracking { cursor: none; }
 <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r123/three.min.js"></script>

您可以使用鼠标四处滚动(如果它有水平滚动,应该在触控板上)并单击以指向箭头。 我还添加了一些跟踪点,因此您可以看到 `lookAt'确实可以工作而不会使其过于复杂,那就是指向您单击包裹球体的点。

有了这个,我肯定经常输入shaft这个词。 它开始听起来很奇怪。

暂无
暂无

声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.

 
粤ICP备18138465号  © 2020-2024 STACKOOM.COM