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在3D可视化视图中,选择3D对象,查看3D对象是很常见的功能。
同时,双击查3D对象,让其高亮也是很常见的功能。但是在这个过程,如果不断选择同一3D 对象,摄像机跟3D对象的视角一直发生变化。如此,这样的摄像机的效果就很差。
下面解决3D 视角在双击情况下,不去变化视角的方案:
- selectObject = objId => {
- this._clearSelection()
- this._setSelectMaterial(objId)
-
- if (this.systemObj) {
- this.systemObj.material = this.systemobjMaterial
- }
-
- this.objects.forEach(o => {
- if (o.name === objId.toString()) {
- this.systemObj = o
- }
- })
- this.systemobjMaterial = this.systemObj.material
- this.systemObj.material = this.selectMaterial
- // // 计算相机据计算所有元素的中心的距离
- // let offset =
- // this.systemObj.geometry.boundingSphere.radius /
- // Math.sin((Math.PI / 180.0) * this.camera.fov * 0.5)
-
- // 计算相机的位置
- // let vector = this.camera.position.clone()
- // let dir = vector.normalize()
- // dir.multiplyScalar(offset)
- // let newPos = new Vector3()
- // newPos.addVectors(this.systemObj.geometry.boundingSphere.center, dir)
-
- let vector = this.camera.position.clone()
- const boundingBox = this.systemObj.geometry.boundingBox
- const center = boundingBox.getCenter(new Vector3())
- const size = boundingBox.getSize(new Vector3)
- const radius = .5 * Math.sqrt(size.x * size.x + size.y * size.y + size.z * size.z)
-
- const oldcoi = this.systemObj.geometry.boundingSphere.center
- const eye = vector.clone().sub(oldcoi).normalize()
- const fitToViewDistance = radius / Math.tan(MathUtils.degToRad(.5 * this.camera.fov))
- eye.multiplyScalar(fitToViewDistance)
- const position = center.clone().add(eye)
- const target = center
-
- //设置相机的位置
- this.camera.position.set(position.x, position.y, position.z)
- this.camera.up = new Vector3(0, 1, 0)
- this.camera.lookAt(target)
- this.controls.target = target // 保证相机对准中心后,鼠标的控制点也对应着中心
- }
objId,是网格的ID。方便查找熟悉的。
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