Javascript Three.JS轨道控制-启用和禁用无位置跳跃
我正在用Three.JS创建一个几何操纵原型。我使用OrbitControls.JS操作相机,在启用和禁用控件时遇到问题 这是我的演示: 其原理是,当您将鼠标悬停在四面体的顶点上时,会出现一个灰色球体。通过单击球体,可以打开顶点操纵手柄。然后,通过单击箭头上的拖动,可以沿该方向移动顶点。然后,您应该能够从几何体上单击以退出此模式 当您单击“离开”时会出现问题。如果在移动顶点后单击并拖动,相机会有点疯狂。根据离原点的距离,轨道控制将使相机沿该方向旋转一段距离。这只是一个非常刺耳/令人困惑的行为,它确实会影响可用性,所以我想修复它,但似乎无法找到问题所在 我认为它是在OrbitControls.js中记录初始位置,然后将其保持到重新启用为止。。。然而,我还没有弄清楚在哪里。这发生在MouseUp、MouseDown和MouseMove事件处理程序中的某个位置。我希望这对那些可能比我更了解轨道控制操作的人来说可能会很有趣 下面是我的单击/拖动事件处理程序代码:Javascript Three.JS轨道控制-启用和禁用无位置跳跃,javascript,three.js,Javascript,Three.js,我正在用Three.JS创建一个几何操纵原型。我使用OrbitControls.JS操作相机,在启用和禁用控件时遇到问题 这是我的演示: 其原理是,当您将鼠标悬停在四面体的顶点上时,会出现一个灰色球体。通过单击球体,可以打开顶点操纵手柄。然后,通过单击箭头上的拖动,可以沿该方向移动顶点。然后,您应该能够从几何体上单击以退出此模式 当您单击“离开”时会出现问题。如果在移动顶点后单击并拖动,相机会有点疯狂。根据离原点的距离,轨道控制将使相机沿该方向旋转一段距离。这只是一个非常刺耳/令人困惑的行为,
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);
}
}
我很想听听大家的建议,谢谢 我还不能测试它,但我认为您的代码应该可以
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
}
}
2019年第1季度更新
noRotate
现在已不推荐使用,请改用enableRotate
我知道了!在仔细查看OrbitControls.JS之后,可以设置一个“noRotate”标志,该标志返回rotate函数,完全消除了创建开始向量的过程,就像我上面所说的那样 以下是工作演示: 下面是注释了更改的代码:
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;
}
希望有人觉得这个有用 嗯。。。这似乎没什么作用。看起来你不能从函数外部调用它,因为它抛出了一个错误,并表示它未定义。非常有用!救了我一个我认为会很头疼的事。非常感谢。谢谢,那很有用。我注意到动态观察控件的缩放仍在工作。
controls.enableRotate
似乎是在THREE.js的较新版本中设置的正确属性