我正在使用这个演示作为我的6立方体全景图项目的基础:https://threejs.org/examples/#canvas_geometry_panorama
鼠标事件管理拖动功能。我想要应用缓动,这样全景立方体就可以顺畅地跟随鼠标。我知道缓动是当前元素位置和鼠标坐标之间的距离除以某个整数(例如,5)。在上面的例子中,我发现很难弄清楚如何应用它。以下是代码示例:
function onDocumentMouseDown( event ) {
event.preventDefault();
isUserInteracting = true;
onPointerDownPointerX = event.clientX;
onPointerDownPointerY = event.clientY;
onPointerDownLon = lon;
onPointerDownLat = lat;
}
function onDocumentMouseMove( event ) {
if ( isUserInteracting === true ) {
lon = ( onPointerDownPointerX - event.clientX ) * 0.1 + onPointerDownLon;
lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;
}
}
function update() {
if ( isUserInteracting === false ) { lon += 0.1; }
lat = Math.max( - 85, Math.min( 85, lat ) );
phi = THREE.Math.degToRad( 90 - lat );
theta = THREE.Math.degToRad( lon );
target.x = 500 * Math.sin( phi ) * Math.cos( theta );
target.y = 500 * Math.cos( phi );
target.z = 500 * Math.sin( phi ) * Math.sin( theta );
camera.lookAt( target );
renderer.render( scene, camera );
}在onDocumentMouseMove中,已经有一些点的差异计算,这不允许我实现成功的缓解。
注意:我更喜欢使用自己的代码,而不是处理轻松的附加库。
发布于 2018-01-22 13:00:39
将阻尼添加到全景图的最简单方法是使用OrbitControls。您可以使用如下模式:
camera = new THREE.PerspectiveCamera( 90, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.z = 0.01;
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.enableZoom = false;
controls.enablePan = false;
controls.enableDamping = true;然后,在动画循环中:
requestAnimationFrame( animate );
controls.update(); // required when damping is enabled; otherwise, not required
renderer.render( scene, camera );使用three.js webgl_panorama_cube.html示例进行实验。
three.js r.89
https://stackoverflow.com/questions/48374622
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