提交 147961f4 编写于 作者: M Mikael Emtinger

Added Roll Camera and example

上级 7713f5cb
<!DOCTYPE HTML>
<html lang="en">
<head>
<title>three.js - webgl - roll camera example</title>
<meta charset="utf-8">
<style type="text/css">
body {
color: #000;
font-family:Monospace;
font-size:13px;
text-align:center;
font-weight: bold;
background-color: #fff;
margin: 0px;
overflow: hidden;
}
#info {
color:#000;
position: absolute;
top: 0px; width: 100%;
padding: 5px;
}
a { color: red; }
</style>
</head>
<body>
<div id="container"></div>
<div id="info">
<a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - roll camera example -</br>W/S forward/backward</br>A/D to roll</br>Mouse to look around
</div>
<script type="text/javascript" src="../build/Three.js"></script>
<script type="text/javascript" src="js/Stats.js"></script>
<script type="text/javascript">
var statsEnabled = true;
var container, stats;
var camera, scene, renderer;
var cross;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var doRoll = false, rollDirection = 1, forwardSpeed = 0;
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'keydown', onKeyDown, false );
document.addEventListener( 'keyup', onKeyUp, false );
init();
function init() {
// scene and camera
scene = new THREE.Scene();
camera = new THREE.RollCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
// world
var cube = new THREE.Cube( 20, 60, 20 );
cube.vertices[ 0 ].position.multiplyScalar( 0.1 );
cube.vertices[ 1 ].position.multiplyScalar( 0.1 );
cube.vertices[ 4 ].position.multiplyScalar( 0.1 );
cube.vertices[ 5 ].position.multiplyScalar( 0.1 );
var material = new THREE.MeshPhongMaterial( { color:0xffffff } );
for( var i = 0; i < 200; i++ ) {
var mesh = new THREE.Mesh( cube, material );
mesh.position.set(( Math.random() - 0.5 ) * 1000,
( Math.random() - 0.5 ) * 1000,
( Math.random() - 0.5 ) * 1000 );
scene.addChild( mesh );
}
// create cross
cross = new THREE.Object3D();
cross.scale.set( 0.5, 0.5, 0.5 );
cross.matrixAutoUpdate = false;
var material = new THREE.MeshPhongMaterial( { color:0xff0000 } );
var mesh = new THREE.Mesh( new THREE.Cube( 40, 5, 5 ), material );
mesh.position.x = 20;
cross.addChild( mesh );
var material = new THREE.MeshPhongMaterial( { color:0x00ff00 } );
var mesh = new THREE.Mesh( new THREE.Cube( 5, 40, 5 ), material );
mesh.position.y = 20;
cross.addChild( mesh );
var material = new THREE.MeshPhongMaterial( { color:0x0000ff } );
var mesh = new THREE.Mesh( new THREE.Cube( 5, 5, 40 ), material );
mesh.position.z = 20;
cross.addChild( mesh );
//camera.addChild( cross );
scene.addChild( camera );
// lights
light = new THREE.DirectionalLight( 0xfffff );
light.position.set( 1, 1, 1 );
scene.addChild( light );
light = new THREE.DirectionalLight( 0xff0000 );
light.position.set( -1, -1, -1 );
scene.addChild( light );
light = new THREE.AmbientLight( 0x666666 );
scene.addChild( light );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: false } );
renderer.setClearColorHex( 0xffffff, 1 );
renderer.setSize( window.innerWidth, window.innerHeight );
container = document.getElementById( 'container' );
container.appendChild( renderer.domElement );
if ( statsEnabled ) {
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
}
setInterval( loop, 1000 / 60 );
}
function loop() {
camera.rotateHorizontally( mouseX * 0.05 );
camera.rotateVertically( mouseY * 0.05 );
camera.translateZ( forwardSpeed )
if( doRoll ) {
camera.roll += 0.01 * rollDirection;
}
cross.matrix.copy( camera.matrix );
cross.matrix.n14 = 0;
cross.matrix.n24 = 0;
cross.matrix.n34 = -200;
cross.matrixWorldNeedsUpdate = true;
renderer.render( scene, camera );
if ( statsEnabled ) stats.update();
}
function onKeyDown( event ) {
switch( event.keyCode ) {
case 38: /*up*/
case 87: /*W*/ forwardSpeed = 1; break;
case 37: /*left*/
case 65: /*A*/ doRoll = true; rollDirection = 1; break;
case 40: /*down*/
case 83: /*S*/ forwardSpeed = -1; break;
case 39: /*right*/
case 68: /*D*/ doRoll = true; rollDirection = -1; break;
}
}
function onKeyUp( event ) {
switch( event.keyCode ) {
case 38: /*up*/
case 87: /*W*/ forwardSpeed = 0; break;
case 37: /*left*/
case 65: /*A*/ doRoll = false; break;
case 40: /*down*/
case 83: /*S*/ forwardSpeed = 0; break;
case 39: /*right*/
case 68: /*D*/ doRoll = false; break;
}
}
function onDocumentMouseMove(event) {
mouseX = ( event.clientX - windowHalfX ) / window.innerWidth;
mouseY = ( event.clientY - windowHalfY ) / window.innerHeight;
}
function log( text ) {
var e = document.getElementById("log");
e.innerHTML = text + "<br/>" + e.innerHTML;
}
</script>
</body>
</html>
/**
* @author mikael emtinger / http://gomo.se/
*
* parameters = {
* fov: <float>,
* aspect: <float>,
* near: <float>,
* far: <float>,
* target: <THREE.Object3D>,
* movementSpeed: <float>,
* lookSpeed: <float>,
* rollSpeed: <float>,
* autoForward: <bool>,
* domElement: <HTMLElement>,
* }
*/
THREE.RollCamera = function ( fov, aspect, near, far ) {
THREE.Camera.call( this, fov, aspect, near, far );
this.forward = new THREE.Vector3( 0, 0, 1 );
this.roll = 0;
this.useTarget = false;
this.matrixAutoUpdate = false;
var xTemp = new THREE.Vector3();
var yTemp = new THREE.Vector3();
var zTemp = new THREE.Vector3();
var rotationMatrix = new THREE.Matrix4();
var tempMatrix = new THREE.Matrix4();
// custom update
this.update = function() {
// clamp forward up / down
if( this.forward.y > 0.9 ) {
this.forward.y = 0.9;
this.forward.normalize();
} else if( this.forward.y < -0.9 ) {
this.forward.y = -0.9;
this.forward.normalize();
}
// construct rotation matrix
zTemp.copy( this.forward );
yTemp.set( 0, 1, 0 );
xTemp.cross( yTemp, zTemp ).normalize();
yTemp.cross( zTemp, xTemp ).normalize();
rotationMatrix.n11 = xTemp.x; rotationMatrix.n12 = yTemp.x; rotationMatrix.n13 = zTemp.x;
rotationMatrix.n21 = xTemp.y; rotationMatrix.n22 = yTemp.y; rotationMatrix.n23 = zTemp.y;
rotationMatrix.n31 = xTemp.z; rotationMatrix.n32 = yTemp.z; rotationMatrix.n33 = zTemp.z;
// save position and calculate camera matrix
this.matrix.identity();
this.matrix.n11 = Math.cos( this.roll ); this.matrix.n12 = -Math.sin( this.roll );
this.matrix.n21 = Math.sin( this.roll ); this.matrix.n22 = Math.cos( this.roll );
// multiply camera with rotation and set
tempMatrix.multiply( rotationMatrix, this.matrix );
this.matrix.copy( tempMatrix );
this.matrixWorldNeedsUpdate = true;
// set position
this.matrix.n14 = this.position.x;
this.matrix.n24 = this.position.y;
this.matrix.n34 = this.position.z;
// call supr
this.supr.update.call( this );
}
this.translateX = function ( distance ) {
this.position.x += this.matrix.n11 * distance;
this.position.y += this.matrix.n21 * distance;
this.position.z += this.matrix.n31 * distance;
};
this.translateY = function ( distance ) {
this.position.x += this.matrix.n12 * distance;
this.position.y += this.matrix.n22 * distance;
this.position.z += this.matrix.n32 * distance;
};
this.translateZ = function ( distance ) {
this.position.x -= this.matrix.n13 * distance;
this.position.y -= this.matrix.n23 * distance;
this.position.z -= this.matrix.n33 * distance;
};
this.rotateHorizontally = function ( amount ) {
// please note that the amount is NOT degrees, but a scale value
xTemp.set( this.matrix.n11, this.matrix.n21, this.matrix.n31 );
xTemp.multiplyScalar( amount );
this.forward.subSelf( xTemp );
this.forward.normalize();
}
this.rotateVertically = function ( amount ) {
// please note that the amount is NOT degrees, but a scale value
yTemp.set( this.matrix.n12, this.matrix.n22, this.matrix.n32 );
yTemp.multiplyScalar( amount );
this.forward.addSelf( yTemp );
this.forward.normalize();
}
}
THREE.RollCamera.prototype = new THREE.Camera();
THREE.RollCamera.prototype.constructor = THREE.RollCamera;
THREE.RollCamera.prototype.supr = THREE.Camera.prototype;
......@@ -91,6 +91,7 @@ EXTRAS_FILES = [
'extras/cameras/QuakeCamera.js',
'extras/cameras/PathCamera.js',
'extras/cameras/FlyCamera.js',
'extras/cameras/RollCamera.js',
'extras/geometries/Cube.js',
'extras/geometries/Cylinder.js',
'extras/geometries/Icosahedron.js',
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册