Autodesk forge 获取相机位置并在Forge Viewer中恢复它,以便进行虚拟访问

Autodesk forge 获取相机位置并在Forge Viewer中恢复它,以便进行虚拟访问,autodesk-forge,Autodesk Forge,我正在尝试将相机正确地设置为dbIddefines 为此,我在javascript控制台中运行此命令,然后按我所希望的方式放置视图: JSON.stringify(v.navigation.getCamera()) 但如果我进行测试并尝试直接加载结果,则会出现错误: v.navigation.setCamera(JSON.parse(“{\'metadata\”:{\'version\”:4.3,\'type\”:\'Object\,\'generator\”:\'Ob…) 错误: camera

我正在尝试将相机正确地设置为
dbId
defines

为此,我在javascript控制台中运行此命令,然后按我所希望的方式放置视图:

JSON.stringify(v.navigation.getCamera())

但如果我进行测试并尝试直接加载结果,则会出现错误:

v.navigation.setCamera(JSON.parse(“{\'metadata\”:{\'version\”:4.3,\'type\”:\'Object\,\'generator\”:\'Ob…)

错误:
camera.up未定义

换句话说,如何手动保存相机位置并将其还原

编辑 我尝试使用
setViewFromArray
执行此操作:


viewerApp.myCurrentViewer.setViewFromArray([
454.76857106060265,
96.01886808305997,
212.6431659314611,
287.11932000223214,
167.19053946002487,
97.17925996096139,
-0.49285695792051964,
0.20923119682030047,
0.8445793777416518,
2.7467811158798283,
45.00000125223908,
1.
1.
]);

但它在物体内部和外部放大了很多

编辑2 我已经找到了一个解决方案,使用了
restoreState()
getState()
,但它正在快速发展,而且这些方法似乎没有排队

我想虚拟参观我的大楼

编辑3 我尝试使用您的函数。因此我将其迁移到Javascript文件中使用:

    var animate = false;

    function tweenCameraTo(viewer, state) {

        var targetTweenEasing = {
            id: TWEEN.Easing.Linear.None,
            name: 'Linear' 
          };
        var posTweenEasing = {
            id: TWEEN.Easing.Linear.None,
            name: 'Linear'
          };
        var  upTweenEasing =  {
            id: TWEEN.Easing.Linear.None,
            name: 'Linear'
        };

        const targetEnd = new THREE.Vector3(
          state.viewport.target[0],
          state.viewport.target[1],
          state.viewport.target[2])

        const posEnd = new THREE.Vector3(
          state.viewport.eye[0],
          state.viewport.eye[1],
          state.viewport.eye[2])

        const upEnd = new THREE.Vector3(
          state.viewport.up[0],
          state.viewport.up[1],
          state.viewport.up[2])

        const nav = viewer.navigation

        const target = new THREE.Vector3().copy(
          nav.getTarget())

        const pos = new THREE.Vector3().copy(
          nav.getPosition())

        const up = new THREE.Vector3().copy(
          nav.getCameraUpVector())

        //nav.setView (posEnd, targetEnd);

        //nav.setCameraUpVector(upEnd);


        var targetTween = createTween({
          easing: targetTweenEasing.id,
          onUpdate: (v) => {
            nav.setTarget(v)
          },
          duration: 25000, //targetTweenDuration,
          object: target,
          to: targetEnd
        }).then((r) => {console.log("targetTween");});

        var posTween = createTween({
          easing: posTweenEasing.id,
          onUpdate: (v) => {
            nav.setPosition(v)
          },
          duration: 25000,//posTweenDuration,
          object: pos,
          to: posEnd
        }).then((r) => {console.log("posTween");});

        var upTween = createTween({
          easing: upTweenEasing.id,
          onUpdate: (v) => {
            nav.setCameraUpVector(v)
          },
          duration: 25000, //upTweenDuration,
          object: up,
          to: upEnd
        }).then((r) => {console.log("upTween");});

        Promise.all([
          targetTween,
          posTween,
          upTween]).then(() => {
          console.log("Fin animation");
            animate = false;
        })

        runAnimation(true);
  }

 // var animId = null;

  var runAnimation = function runAnimation (start) {        
        if(start || animate){
          requestAnimationFrame(runAnimation);
          TWEEN.update()
        }
  }


  function createTween (params) {

    return new Promise((resolve) => {
        console.log("params.to", params.to);
      new TWEEN.Tween(params.object)
        .to(params.to, params.duration)
        .onComplete(() => {resolve();})
        .onUpdate(params.onUpdate)
        .easing(params.easing)
        .start()
    })
  }
但当我尝试使用它时,它会让我放大,而不是在我的建筑前。我错过了一些东西,但我看不到什么

tweenCameraTo(viewer, {"viewport":{"name":"","eye":[888.5217895507812,-257.4985656738281,576.9136962890625],"target":[262.7552795410156,81.58747863769531,73.64283752441406],"up":[0,0,1],"worldUpVector":[0,0,1],"pivotPoint":[262.7552795410156,81.58747863769531,73.64283752441406],"distanceToOrbit":871.6906720725796,"aspectRatio":2.7507163323782233,"projection":"perspective","isOrthographic":false,"fieldOfView":45.00000125223908}}); 

tweenCameraTo(viewer, {"viewport":{"name":"","eye":[243.36675374870242,423.8180714045694,167.78380714288494],"target":[303.9841786300087,-347.23884414908446,-234.26269334678466],"up":[0.03614822612815841,-0.4598073869962326,0.8872826340076113],"worldUpVector":[0,0,1],"pivotPoint":[262.7552795410156,81.58747863769531,73.64283752441406],"distanceToOrbit":347.4897746012467,"aspectRatio":2.7507163323782233,"projection":"perspective","isOrthographic":false,"fieldOfView":45.00000125223908}}); 

此博客可能会帮助您:


此博客可能会帮助您:


我看到了你的博客(非常有用),但我无法用纯javascript修改它。我会再试一次。例如,我不知道这是什么。runAnimation(true)
。我在
Tween
文档和
Forge viewer
中搜索过,但没有成功。像
targettweenasing
这样的常量也是如此……我不知道它的用途。它是类的一个成员函数,上面的代码只是部分代码,你可以在那里找到完整的代码:我正在尽全力,但相机进入了对象内部我不知道如何链接不同的状态…我在我的原始帖子中有一些细节。你能看一下吗?给我一个方法来找到解决方案吗?我看到了你的博客(非常有用),但我无法用纯javascript修改它。我会再试一次。例如,我不知道这是什么。runAnimation(true)。我在
Tween
文档和
Forge viewer
中搜索过,但没有成功。像
targettweenasing
这样的常量也是如此……我不知道它的用途。它是类的一个成员函数,上面的代码只是部分代码,你可以在那里找到完整的代码:我正在尽全力,但相机进入了对象内部我不知道如何把不同的州联系起来…我在我原来的帖子里有一些细节。你能看一下吗?给我一个解决办法吗?
/////////////////////////////////////////////////////////
// Smooth camera transition from current state to
// target state using Tween.js
//
/////////////////////////////////////////////////////////
tweenCameraTo (state) {

    // tween parameters, specific to my app but easy
    // to adapt ...
    const {

      targetTweenDuration,
      posTweenDuration,
      upTweenDuration,

      targetTweenEasing,
      posTweenEasing,
      upTweenEasing

    } = this.react.getState()

    const targetEnd = new THREE.Vector3(
      state.viewport.target[0],
      state.viewport.target[1],
      state.viewport.target[2])

    const posEnd = new THREE.Vector3(
      state.viewport.eye[0],
      state.viewport.eye[1],
      state.viewport.eye[2])

    const upEnd = new THREE.Vector3(
      state.viewport.up[0],
      state.viewport.up[1],
      state.viewport.up[2])

    const nav = this.navigation

    const target = new THREE.Vector3().copy(
      nav.getTarget())

    const pos = new THREE.Vector3().copy(
      nav.getPosition())

    const up = new THREE.Vector3().copy(
      nav.getCameraUpVector())


    const targetTween = this.createTween({
      easing: targetTweenEasing.id,
      onUpdate: (v) => {
        nav.setTarget(v)
      },
      duration: targetTweenDuration,
      object: target,
      to: targetEnd
    })

    const posTween = this.createTween({
      easing: posTweenEasing.id,
      onUpdate: (v) => {
        nav.setPosition(v)
      },
      duration: posTweenDuration,
      object: pos,
      to: posEnd
    })

    const upTween = this.createTween({
      easing: upTweenEasing.id,
      onUpdate: (v) => {
        nav.setCameraUpVector(v)
      },
      duration: upTweenDuration,
      object: up,
      to: upEnd
    })

    Promise.all([
      targetTween,
      posTween,
      upTween]).then(() => {

      this.animate = false
    })

    this.runAnimation(true)
  }