簡體   English   中英

Three.JS軌道控制 - 無需位置跳躍即可啟用和禁用

[英]Three.JS Orbit Controls - enabling and disabling without position jumping

我正在用Three.JS創建一個幾何操作原型。 我正在使用OrbitControls.JS來操作相機並且無法啟用和禁用控件。

這是我的演示: http//moczys.com/webGL/Prototype_V02-05.html

我們的想法是,當您將鼠標懸停在四面體的頂點上時,會出現一個灰色球體。 通過單擊球體,可以調出頂點操作手柄。 然后通過單擊箭頭上的拖動,可以在該方向上移動頂點。 然后,您應該可以單擊幾何體以退出此模式。

單擊時會出現問題。 如果在移動頂點后單擊並拖動,相機會變得有點瘋狂。 根據您與原始點的距離,OrbitControls會將相機旋轉一段距離。 這只是一個非常刺耳/混亂的行為,真正影響可用性,所以我想解決它,但似乎無法找到問題。

我認為它是在OrbitControls.js中記錄初始位置,然后保持它直到它們被重新啟用...但是我無法弄清楚在哪里。 這發生在MouseUp,MouseDown和MouseMove事件處理程序中的某處。 我希望對於那些可能比我更了解OrbitControls操作的人來說,這可能會很有趣。

這是我的點擊/拖動事件處理程序代碼:

    function onDocumentMouseMove( event ) 
{
// the following line would stop any other event handler from firing
// (such as the mouse's TrackballControls)
//event.preventDefault();

// update the mouse variable
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

if(MOUSEDOWN&&editMode==2)
{
    var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 );
    projector.unprojectVector( vector, camera );

    var raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
    //lastPoint = vertexIntersects[0].object;
    var instance = vertexTargets.indexOf(lastPoint);
    if(vertexEdit==1){
        var intersects = raycaster.intersectObject(XYplane);

        vertexTargets[instance].position.x=intersects[0].point.x;
        targetList[0].geometry.vertices[instance].x=intersects[0].point.x;
        //console.log("x = "+intersects[0].point.x);
    }
    else if(vertexEdit==2){
        var intersects = raycaster.intersectObject(XYplane);
        vertexTargets[instance].position.y=intersects[0].point.y;
        targetList[0].geometry.vertices[instance].y=intersects[0].point.y;
        //console.log("y = "+intersects[0].point.y);
    }
    else if(vertexEdit==3){
        var intersects = raycaster.intersectObject(YZplane);
        vertexTargets[instance].position.z=intersects[0].point.z;
        targetList[0].geometry.vertices[instance].z=intersects[0].point.z;
        //console.log("z = "+intersects[0].point.z);
    }
    setAxisPosition(vertexTargets[instance].position.clone());
    var geom = targetList[0].geometry;
    geom.computeCentroids();
    geom.computeFaceNormals();
    geom.computeVertexNormals();
    geom.verticesNeedUpdate = true;
    geom.normalsNeedUpdate = true;
    updatePanels(targetList[0]);

    }
}


function onDocumentMouseDown( event ) 
{
// the following line would stop any other event handler from firing
// (such as the mouse's TrackballControls)
// event.preventDefault();

//console.log("Click.");
MOUSEDOWN = true;
// update the mouse variable
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

checkSelection();   
if(editMode==2){
    controls.enabled = false;
    controls.rotate = false;
}
else{
    controls.enabled = true;
    controls.rotate = true;
}

}

function onDocumentMouseUp( event ) 
{
//event.preventDefault();
if (editMode!=2){
   controls.enabled = true;
   controls.rotate = true;
}
MOUSEDOWN = false;
if(editMode==2){
    //editMode=1;
    //updateVertexTargets(targetList[0].geometry);
}

}

我很想聽聽人們可能提出的任何建議,謝謝!

更新2019年第一季度

現在不推薦使用noRotate ,而是使用enableRotate


我想到了! 仔細觀察OrbitControls.JS后,可以設置一個“noRotate”標志,該標志返回旋轉功能,完全消除了我上面討論的啟動向量的創建。

這是工作演示: http//moczys.com/webGL/Prototype_V02-05-2.html

以下是帶有更改的代碼:

function onDocumentMouseMove( event ) 
{
// the following line would stop any other event handler from firing
// (such as the mouse's TrackballControls)
//event.preventDefault();

// update the mouse variable
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;


if(MOUSEDOWN&&editMode==2)
{
// Added to stop rotation while moving a vertex with the arrow handles
    controls.noRotate = true;

    var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 );
    projector.unprojectVector( vector, camera );

    var raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
    //lastPoint = vertexIntersects[0].object;
    var instance = vertexTargets.indexOf(lastPoint);
    if(vertexEdit==1){
        var intersects = raycaster.intersectObject(XYplane);

        vertexTargets[instance].position.x=intersects[0].point.x;
        targetList[0].geometry.vertices[instance].x=intersects[0].point.x;
        //console.log("x = "+intersects[0].point.x);
    }
    else if(vertexEdit==2){
        var intersects = raycaster.intersectObject(XYplane);
        vertexTargets[instance].position.y=intersects[0].point.y;
        targetList[0].geometry.vertices[instance].y=intersects[0].point.y;
        //console.log("y = "+intersects[0].point.y);
    }
    else if(vertexEdit==3){
        var intersects = raycaster.intersectObject(YZplane);
        vertexTargets[instance].position.z=intersects[0].point.z;
        targetList[0].geometry.vertices[instance].z=intersects[0].point.z;
        //console.log("z = "+intersects[0].point.z);
    }
    setAxisPosition(vertexTargets[instance].position.clone());
    var geom = targetList[0].geometry;
    geom.computeCentroids();
    geom.computeFaceNormals();
    geom.computeVertexNormals();
    geom.verticesNeedUpdate = true;
    geom.normalsNeedUpdate = true;
    updatePanels(targetList[0]);

}
}


function onDocumentMouseDown( event ) 
{
// the following line would stop any other event handler from firing
// (such as the mouse's TrackballControls)
// event.preventDefault();

//console.log("Click.");
MOUSEDOWN = true;
// update the mouse variable
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

checkSelection();   
if(editMode==2){
    //controls.enabled = false;
    //controls.rotate = false;

// Added here to disable rotation when the arrow handles are active
    controls.noRotate = true;
}
else{
    //controls.enabled = true;
    //controls.rotate = true;

// Added here to enable rotation all other times
    controls.noRotate = false;
}

}

function onDocumentMouseUp( event ) 
{
//event.preventDefault();
if (editMode!=2){
    //controls.enabled = true;
    //controls.rotate = true;
}
MOUSEDOWN = false;

// add here to enable rotation whenever the mouse button is lifted
controls.noRotate = false;

}

希望有人覺得這很有用!

我無法測試它,但我認為你的代碼應該是

function onDocumentMouseDown( event ) 
{
// the following line would stop any other event handler from firing
// (such as the mouse's TrackballControls)
// event.preventDefault();

//console.log("Click.");
MOUSEDOWN = true;
// update the mouse variable
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

checkSelection();   
    if(editMode==2){
        controls.enabled = false;
        controls.rotate = false;
    }else{
        controls.enabled = true;
        controls.rotate = true;
        controls.onMouseDown (event);    // added this line to set the correct state
    }
}

暫無
暫無

聲明:本站的技術帖子網頁,遵循CC BY-SA 4.0協議,如果您需要轉載,請注明本站網址或者原文地址。任何問題請咨詢:yoyou2525@163.com.

 
粵ICP備18138465號  © 2020-2024 STACKOOM.COM