te')); return $arr; } /* 遍历用户所有主题 * @param $uid 用户ID * @param int $page 页数 * @param int $pagesize 每页记录条数 * @param bool $desc 排序方式 TRUE降序 FALSE升序 * @param string $key 返回的数组用那一列的值作为 key * @param array $col 查询哪些列 */ function thread_tid_find_by_uid($uid, $page = 1, $pagesize = 1000, $desc = TRUE, $key = 'tid', $col = array()) { if (empty($uid)) return array(); $orderby = TRUE == $desc ? -1 : 1; $arr = thread_tid__find($cond = array('uid' => $uid), array('tid' => $orderby), $page, $pagesize, $key, $col); return $arr; } // 遍历栏目下tid 支持数组 $fid = array(1,2,3) function thread_tid_find_by_fid($fid, $page = 1, $pagesize = 1000, $desc = TRUE) { if (empty($fid)) return array(); $orderby = TRUE == $desc ? -1 : 1; $arr = thread_tid__find($cond = array('fid' => $fid), array('tid' => $orderby), $page, $pagesize, 'tid', array('tid', 'verify_date')); return $arr; } function thread_tid_delete($tid) { if (empty($tid)) return FALSE; $r = thread_tid__delete(array('tid' => $tid)); return $r; } function thread_tid_count() { $n = thread_tid__count(); return $n; } // 统计用户主题数 大数量下严谨使用非主键统计 function thread_uid_count($uid) { $n = thread_tid__count(array('uid' => $uid)); return $n; } // 统计栏目主题数 大数量下严谨使用非主键统计 function thread_fid_count($fid) { $n = thread_tid__count(array('fid' => $fid)); return $n; } ?>javascript - Focus the camera in the center of an object in Three.js - Stack Overflow
最新消息:雨落星辰是一个专注网站SEO优化、网站SEO诊断、搜索引擎研究、网络营销推广、网站策划运营及站长类的自媒体原创博客

javascript - Focus the camera in the center of an object in Three.js - Stack Overflow

programmeradmin2浏览0评论

I'm loading and object with the ColladaLoader in three.js, so I have an bunch objects in the scene. Some of them are regular shapes such as: cubes, spheres, etc. and for these ones I can do this:

var position = { 
  x: selectedObject.position.x, 
  y: selectedObject.position.y, 
  z: selectedObject.position.z 
};

controls.target = new THREE.Vector3(position);

Where controls are the OrbitControls for the camera. The camera gets centered in that position and works fine, the problem is when the objects are not regular shapes, but geometries generated by vertices. In this case, I already tried 4 different approaches without the expected result.

1.

var position = { 
  x: selectedObject.matrixWorld.getPosition().x, 
  y: selectedObject.matrixWorld.getPosition().y, 
  z: selectedObject.matrixWorld.getPosition().z 
};

2.

var centerX = selectedObject.geometry.boundingSphere.center.x;
var centerY = selectedObject.geometry.boundingSphere.center.y;
var centerZ = selectedObject.geometry.boundingSphere.center.z;

var position = { x: centerX, y: centerY, z: centerZ };

3.

getCentroid(selectedObject.geometry.vertices);

function getCentroid(vertices) {
  var x = y = z = 0;
  vertices.forEach(function (element, index, array) {
    x += element.x;
    y += element.y;
    z += element.z;
  });

  return new THREE.Vector3(
    x / (vertices.length),
    y / (vertices.length),
    z / (vertices.length)
  );
}

4.

var position = getCenter(
  getMaxnMinCenter(selectedObject.geometry.vertices), 
  selectedObject.matrixWorld
);


function getMaxnMinCenter(vertices) {
  var maxX = maxY = maxZ = vertices[0];
  var minX = minY = minZ = vertices[0];

  vertices.forEach(function (element, index, array) {
    if (element.x <= minX.x) {
      minX = element;
    }
    if (element.y <= minY.y) {
      minY = element;
    }
    if (element.z <= minZ.z) {
      minZ = element;
    }
    if (element.x > maxX.x) {
      maxX = element;
    }
    if (element.y > maxY.y) {
      maxY = element;
    }
    if (element.z > maxZ.z) {
      minZ = element;
    }
  });

  return {
    minimumX: minX,
    minimumY: minY,
    minimumZ: minZ,
    maximumX: maxX,
    maximumY: maxY,
    maximumZ: maxZ,
  }
}

It is important to notice that regular shapes use a scale of 1.0 while the other objects use a scale of 0.005.

Thank you.

I'm loading and object with the ColladaLoader in three.js, so I have an bunch objects in the scene. Some of them are regular shapes such as: cubes, spheres, etc. and for these ones I can do this:

var position = { 
  x: selectedObject.position.x, 
  y: selectedObject.position.y, 
  z: selectedObject.position.z 
};

controls.target = new THREE.Vector3(position);

Where controls are the OrbitControls for the camera. The camera gets centered in that position and works fine, the problem is when the objects are not regular shapes, but geometries generated by vertices. In this case, I already tried 4 different approaches without the expected result.

1.

var position = { 
  x: selectedObject.matrixWorld.getPosition().x, 
  y: selectedObject.matrixWorld.getPosition().y, 
  z: selectedObject.matrixWorld.getPosition().z 
};

2.

var centerX = selectedObject.geometry.boundingSphere.center.x;
var centerY = selectedObject.geometry.boundingSphere.center.y;
var centerZ = selectedObject.geometry.boundingSphere.center.z;

var position = { x: centerX, y: centerY, z: centerZ };

3.

getCentroid(selectedObject.geometry.vertices);

function getCentroid(vertices) {
  var x = y = z = 0;
  vertices.forEach(function (element, index, array) {
    x += element.x;
    y += element.y;
    z += element.z;
  });

  return new THREE.Vector3(
    x / (vertices.length),
    y / (vertices.length),
    z / (vertices.length)
  );
}

4.

var position = getCenter(
  getMaxnMinCenter(selectedObject.geometry.vertices), 
  selectedObject.matrixWorld
);


function getMaxnMinCenter(vertices) {
  var maxX = maxY = maxZ = vertices[0];
  var minX = minY = minZ = vertices[0];

  vertices.forEach(function (element, index, array) {
    if (element.x <= minX.x) {
      minX = element;
    }
    if (element.y <= minY.y) {
      minY = element;
    }
    if (element.z <= minZ.z) {
      minZ = element;
    }
    if (element.x > maxX.x) {
      maxX = element;
    }
    if (element.y > maxY.y) {
      maxY = element;
    }
    if (element.z > maxZ.z) {
      minZ = element;
    }
  });

  return {
    minimumX: minX,
    minimumY: minY,
    minimumZ: minZ,
    maximumX: maxX,
    maximumY: maxY,
    maximumZ: maxZ,
  }
}

It is important to notice that regular shapes use a scale of 1.0 while the other objects use a scale of 0.005.

Thank you.

Share Improve this question edited Jul 19, 2014 at 9:00 user128511 asked Jul 17, 2014 at 16:26 Alex RamirezAlex Ramirez 1271 gold badge1 silver badge12 bronze badges 2
  • 1. Vector3 does not take a constructor argument that is a custom object of your type. 2. You should avoid new and use controls.target.set() or controls.target.copy() anyway. 3. What is your question? – WestLangley Commented Jul 17, 2014 at 16:58
  • Thank you for your answer. My question is if is there anything that I am missing to get these objects centered? I mean, I guess I am getting the wrong position of the object, because when I pass it to controls.target the camera is not centered, but it moves a bit to the right, left, up, or down. Should I take the scale of the object into the equation? – Alex Ramirez Commented Jul 17, 2014 at 17:13
Add a ment  | 

2 Answers 2

Reset to default 13
var bb = new THREE.Box3()
bb.setFromObject(selectedObject);
bb.center(controls.target);

use a boundingbox to find the center of object

Try with:

controls.target.copy( selectedObject.position );
发布评论

评论列表(0)

  1. 暂无评论