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问题描述

我使用 Three.js 在一个小场景中渲染和移动(我的轨道控制改变了相机位置).
现在我有眼裂.所以我添加了 VRControls 和 VREffect.
移动头部没有问题.
但是我不能再在场景中移动了,因为 VRControls 覆盖了相机参数:

I use Three.js to render and move (my orbitControl changes camera.position) in a small scene.
Now I have an oculus rift. So I added VRControls and VREffect.
There is no problem to move the head.
But I can no more move in the scene because VRControls override the camera parameters :

object.quaternion.copy( state.orientation ); // object is the camera

我认为这很容易纠正:我只需要更新相机而不是覆盖它:

I thought that it was easy to correct : I have only to update the camera instead of overriding it :

object.quaternion.copy(stateOrientationQuat.multiply(currentCameraQuat));

但它不起作用:它渲染了一个移动的轻弹场景.VRControls 和orbitControl 似乎在打架……

But it does not work : it renders a moving flicking scene. VRControls and orbitControl seem to fight...

您能告诉我如何将 VRControls 集成到现有项目中吗?如果您有更新代码(我真的不知道四元数...),那会很有帮助.

Could you tell me what is to do to integrate VRControls in an existing project ? If you have the update code (I don't really know quaternions...) it would very help.

谢谢

推荐答案

请参阅 我的其他答案 更好的方法.

See my other answer for a better method.

您可以通过创建一个作用于假相机的 VRControls 实例来组合这两个控件,然后在轨道控件顶部应用变换:

You can combine both controls by creating a VRControls instance that acts on a fake camera and then apply the transform on top of the orbit controls:

var orbitControls = new THREE.OrbitControls(camera);

// Store the position of the VR HMD in a dummy camera.
var fakeCamera = new THREE.Object3D();
var vrControls = new THREE.VRControls(fakeCamera);

...

var render = function() {
  requestAnimationFrame(render);

  orbitControls.update();
  vrControls.update();

  // Temporarily save the orbited camera position
  var orbitPos = camera.position.clone();

  // Apply the VR HMD camera position and rotation
  // on top of the orbited camera.
  var rotatedPosition = fakeCamera.position.applyQuaternion(
    camera.quaternion);
  camera.position.add(rotatedPosition);
  camera.quaternion.multiply(fakeCamera.quaternion);

  vrEffect.render(scene, camera);

  // Restore the orbit position, so that the OrbitControls can
  // pickup where it left off.
  camera.position.copy(orbitPos);
};

完整示例:

var renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var vrEffect = new THREE.VREffect(renderer, function () {});

var camera = new THREE.PerspectiveCamera(
  75, window.innerWidth / window.innerHeight, 0.1, 1000);

var orbitControls = new THREE.OrbitControls(camera);

// Store the position of the VR HMD in a dummy camera.
var fakeCamera = new THREE.Object3D();
var vrControls = new THREE.VRControls(fakeCamera);

var scene;
var createScene = function () {
  scene = new THREE.Scene();

  scene.add(new THREE.PointLight());

  var cube = new THREE.Mesh(
    new THREE.BoxGeometry(1, 1, 1),
    new THREE.MeshLambertMaterial({
      color: 'green'
    })
  );
  cube.position.set(-1, -2, -5);
  scene.add(cube);
  orbitControls.target = cube.position;

  for (var i = 0; i < 10; i++) {
    cube = new THREE.Mesh(
      new THREE.BoxGeometry(1, 1, 1),
      new THREE.MeshLambertMaterial()
    );
    cube.position.set(
      (Math.random() - 0.5) * 20,
      (Math.random() - 0.5) * 20,
      (Math.random() - 0.5) * 20
    );
    scene.add(cube);
  }
};
createScene();

var render = function() {
  requestAnimationFrame(render);

  orbitControls.update();
  vrControls.update();

  // Temporarily save the orbited camera position
  var orbitPos = camera.position.clone();

  // Apply the VR HMD camera position and rotation
  // on top of the orbited camera.
  var rotatedPosition = fakeCamera.position.applyQuaternion(
    camera.quaternion);
  camera.position.add(rotatedPosition);
  camera.quaternion.multiply(fakeCamera.quaternion);

  vrEffect.render(scene, camera);

  // Restore the orbit position, so that the OrbitControls can
  // pickup where it left off.
  camera.position.copy(orbitPos);
};

render();

window.addEventListener('resize', function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  vrEffect.setSize( window.innerWidth, window.innerHeight );
}, false );
<script src="https://code.jquery.com/jquery-2.1.1.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/8125c7dac9bf0c7df19bd1d7d9695cbfc0425867/build/three.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/8125c7dac9bf0c7df19bd1d7d9695cbfc0425867/examples/js/effects/VREffect.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/8125c7dac9bf0c7df19bd1d7d9695cbfc0425867/examples/js/controls/VRControls.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/8125c7dac9bf0c7df19bd1d7d9695cbfc0425867/examples/js/controls/OrbitControls.js"></script>

这篇关于Three.js - VRControls 集成 - 如何在场景中移动?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!

09-12 14:28