THREE.JS如何找到物体相对于相机的旋转

时间:2014-05-02 20:27:43

标签: javascript rotation three.js relative

我无法确定物体相对于相机的角度,我试图用跟随它的相机编码太空船。我有相机跟随船,但相机的旋转有时是一点点,这是我的相机代码: `var focalpoint = new THREE.Vector3(             actor.position.x,             actor.position.y,             actor.position.z + 14         );

    //move camera closer to the object if it gets too far away
    var calculatedDistance = distance(camera.position, actor.position);
    var cameraTolerance = calculatedDistance - this.cameradistance.min;
    var closingvelocity = cameraTolerance * 0.02;

    if(calculatedDistance > this.cameradistance.max)cameravelocity.z = -closingvelocity;

    if(calculatedDistance < this.cameradistance.min)cameravelocity.z = closingvelocity;

    //slow down the camera
    if(calculatedDistance < this.cameradistance.max && calculatedDistance > this.cameradistance.min){
        cameravelocity.z = 0;
    }

    camera.translateX( cameravelocity.x );
    camera.translateY( cameravelocity.y );
    camera.translateZ( cameravelocity.z );
    camera.lookAt(focalpoint);
    camera.rotation.z = 0;`

现在我需要限制宇宙飞船(演员)的旋转,以便它不会开始飞向相机,并修复相机翻转问题。所以我需要弄清楚如何找到演员相对于相机的旋转,我完全不知道从哪里开始计算甚至如何。

哦,请堆叠溢出的众神听到我的电话!

1 个答案:

答案 0 :(得分:1)

通过反转目标的旋转找到答案,然后如此相乘: var rotationOffset = actor.quaternion.clone().inverse(); var rotation = camera.quaternion.clone().multiply( rotationOffset );

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