在 Threejs 中旋转 GLB

问题描述 投票:0回答:1

我试图让我的 3D 对象自行绕 Y 轴旋转,并且不会禁用用户使用鼠标缩放和自定义旋转对象的能力。

我所做的是这样的:

import * as THREE from 'three';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';

var canvasOfDesk = document.getElementById("desk")

const scene = new THREE.Scene();
scene.position.y = -13
scene.add(new THREE.AxesHelper(0))

const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.01, 1000);
const initialCameraPosition = new THREE.Vector3(
    -23, 17, 36)
camera.position.x = initialCameraPosition.x
camera.position.y = initialCameraPosition.y
camera.position.z = initialCameraPosition.z

const renderer = new THREE.WebGLRenderer({ canvas: canvasOfDesk, alpha: true });
renderer.shadowMap.enabled = true
renderer.setPixelRatio(10 * window.devicePixelRatio)

const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true

const loader = new GLTFLoader();

const lightCandle = new THREE.SpotLight(0xffffff, 2000)
lightCandle.position.set(8, 40, -15)
scene.add(lightCandle)

const lightLaptop = new THREE.SpotLight(0xffffff, 2000)
lightLaptop.position.set(-10, 40, -15)
scene.add(lightLaptop)

loader.load(
    '/desk.glb',
    function(gltf) {
        var obj = gltf.scene
        scene.add(obj)
        obj.castShadow = true
        obj.receiveShadow = true
        obj.traverse(function(child) {
            if (child.isMesh) {
                child.castShadow = true
                child.receiveShadow = true
            }
        })
    },
    (xhr) => {
        console.log((xhr.loaded / xhr.total) * 100 + '% loaded')
    },
    (error) => {
        console.log(error)
    }
)

window.addEventListener('resize', onWindowResize, false)
function onWindowResize() {
    camera.updateProjectionMatrix()
    render()
}

const target = new THREE.Vector3(-0.5, 1.2, 0)
const rotSpeed = 100
function animate() {

    requestAnimationFrame(animate)

    const p = camera.position
    camera.position.y = p.y
    camera.position.x =
        p.x * Math.cos(rotSpeed) + p.z * Math.sin(rotSpeed)
    camera.position.z =
        p.z * Math.cos(rotSpeed) - p.x * Math.sin(rotSpeed)
    camera.lookAt(target)

    render()

}

function render() {
    renderer.render(scene, camera)
}

animate()

物体按照我想要的方式旋转,但只旋转 20 秒。之后我注意到该对象正在自行缩放(放大)......

我怀疑这是由于我的

animate
函数中的计算错误造成的,但我不知道如何修复它。

有没有一种方法可以在不使用旋转公式的情况下达到相同的效果? (也许使用顺风CSS或者只是CSS?)

javascript three.js
1个回答
0
投票

好吧,我尝试复制 Matsuyama-sensei https://www.craftz.dog/ 来尝试获得相同的效果。我的代码一开始工作得像我想要的那样,然后最后失败了,我会接受它。

这是我的新代码:

const target = new THREE.Vector3(-0.5, 1.2, 0)
var frame = 1
function easeOutCirc(x) {
    return Math.sqrt(1 - Math.pow(x - 1, 4))
}
function animate() {

    frame = frame <= 100 ? frame + 1 : frame
    requestAnimationFrame(animate)

    if (frame <= 100) {
        var rotSpeed = -easeOutCirc(frame / 120) * Math.PI * 20
        const p = initialCameraPosition
        camera.position.y = p.y
        camera.position.x =
            p.x * Math.cos(rotSpeed) + p.z * Math.sin(rotSpeed)
        camera.position.z =
            p.z * Math.cos(rotSpeed) - p.x * Math.sin(rotSpeed)
        camera.lookAt(target)
        console.log(rotSpeed)
    } else {
        controls.update()
    }


    render()

}

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