Javascript 三个JS相机方向以180度而不是360度返回值
我正在尝试在一个带有飞行控件的Three.JS场景中构建一个指南针插入。我已将一个北点放置在离飞机较远的位置,并将其用作北参考。我希望指南针根据从相机到空间点的角度旋转。我用了下面的方法来确定角度,但是当我旋转时,它从1到180再到179,而不是从181到360。知道为什么吗Javascript 三个JS相机方向以180度而不是360度返回值,javascript,camera,three.js,compass,Javascript,Camera,Three.js,Compass,我正在尝试在一个带有飞行控件的Three.JS场景中构建一个指南针插入。我已将一个北点放置在离飞机较远的位置,并将其用作北参考。我希望指南针根据从相机到空间点的角度旋转。我用了下面的方法来确定角度,但是当我旋转时,它从1到180再到179,而不是从181到360。知道为什么吗 var vector = new THREE.Vector3(0, 0, -1); vector.applyQuaternion(camera.quaternion); angle = vector.ang
var vector = new THREE.Vector3(0, 0, -1);
vector.applyQuaternion(camera.quaternion);
angle = vector.angleTo(north.position);
var degree = angle * (180 / 3.14159);
console.log(degree);
compass2.rotation.y = (angle);
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解决了!我选择了一个不同的系统,在这个系统中,我将辅助摄影机放置在一个圆柱体内,关闭端盖并设置为显示网格的背面。然后我简单地添加了代码来匹配从camera1到camera1的旋转角度。即时指南针
//Load Compass Model
var compassGeometry = new THREE.CylinderGeometry(30, 30, 30, 20, 1, 1);
var compassMaterial = new THREE.MeshPhongMaterial({
map: THREE.ImageUtils.loadTexture('assets/CompassTexture.svg')
});
compass2 = new THREE.Mesh(compassGeometry, compassMaterial);
compass2.material.side = THREE.BackSide;
compass2.rotation.x = 1.57;
compass2.rotation.y = 0.10;
scene2.add(compass2)
//Animate
function animate() {
requestAnimFrame(animate);
controls.update(1);
//match camera2 rotation to camera1
camera2.rotation.x = camera.rotation.x;
camera2.rotation.y = camera.rotation.y;
camera2.rotation.z = camera.rotation.z;
render();
}
解决了!我选择了一个不同的系统,在这个系统中,我将辅助摄影机放置在一个圆柱体内,关闭端盖并设置为显示网格的背面。然后我简单地添加了代码来匹配从camera1到camera1的旋转角度。即时指南针
//Load Compass Model
var compassGeometry = new THREE.CylinderGeometry(30, 30, 30, 20, 1, 1);
var compassMaterial = new THREE.MeshPhongMaterial({
map: THREE.ImageUtils.loadTexture('assets/CompassTexture.svg')
});
compass2 = new THREE.Mesh(compassGeometry, compassMaterial);
compass2.material.side = THREE.BackSide;
compass2.rotation.x = 1.57;
compass2.rotation.y = 0.10;
scene2.add(compass2)
//Animate
function animate() {
requestAnimFrame(animate);
controls.update(1);
//match camera2 rotation to camera1
camera2.rotation.x = camera.rotation.x;
camera2.rotation.y = camera.rotation.y;
camera2.rotation.z = camera.rotation.z;
render();
}