Fiddle
Код: Выделить всё
//original: https://github.com/mrdoob/three.js/blob/r172/examples/webgl_loader_amf.html
import * as THREE from "three"
import { OrbitControls } from "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/controls/OrbitControls.js"
import { AMFLoader } from "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/loaders/AMFLoader.js"
let camera, scene, renderer
init()
// START Spherical Interpolation
function xyz2rtp(xyz) {
const { x, y, z } = xyz;
const r = Math.sqrt((x * x) + (y * y) + (z * z));
const t = Math.acos(z / r);
const p = Math.atan2(y, x);
return { r, t, p };
}
function rtp2xyz(rtp) {
const { r, t, p } = rtp;
let x = Math.cos(p);
let y = Math.sin(p);
let z = Math.cos(t);
const sph = Math.sqrt(1 - (z * z));
x *= r * sph;
y *= r * sph;
z *= r;
return { x, y, z };
}
function interpolate(a, b, u) {
const as = xyz2rtp(a);
const bs = xyz2rtp(b);
const v = 1 - u;
function component(k) {
let ac = as[k];
let bc = bs[k];
return (ac * v) + (bc * u);
}
const rs = {
r: component('r'),
t: component('t'),
p: component('p')
};
return rtp2xyz(rs);
}
function ease(u) {
const u2 = u * u;
return (3 * u2) - (2 * u2 * u);
}
// END Spherical Interpolation
function init() {
scene = new THREE.Scene()
scene.background = new THREE.Color(0x000000)
scene.add(new THREE.AmbientLight(0x999999))
camera = new THREE.PerspectiveCamera(
35,
window.innerWidth / window.innerHeight,
1,
500,
)
// Z is up for objects intended to be 3D printed.
camera.up.set(0, 0, 1)
camera.position.set(-5, 9, 6)
camera.add(new THREE.PointLight(0xffffff, 250))
scene.add(camera)
const axesHelper = new THREE.AxesHelper( 5 );
scene.add(axesHelper);
renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setPixelRatio(window.devicePixelRatio)
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
const loader = new AMFLoader()
loader.load(
"https://threejs.org/examples/models/amf/rook.amf",
function (amfobject) {
scene.add(amfobject)
render()
},
)
const controls = new OrbitControls(camera, renderer.domElement)
controls.addEventListener("change", render)
controls.target.set(0, 0, 2)
controls.enableZoom = false
controls.update()
window.addEventListener("resize", onWindowResize)
document.querySelector("#start").onclick = () => {
move({ x: 0, y: 0, z: 0 }, { x: -5, y: 9, z: 6 })
}
document.querySelector("#top").onclick = () => {
move({ x: -3.04, y: 0, z: -Math.PI }, { x: 0, y: 1, z: 20 })
}
document.querySelector("#bottom").onclick = () => {
move({ x: 3.04, y: 0, z: Math.PI }, { x: 0, y: 1, z: -20 })
}
document.querySelector("#right").onclick = () => {
move({ x: Math.PI / 2, y: 0, z: Math.PI / 2 }, { x: 0, y: -20, z: 0 })
}
function move(r, p) {
const startPosition = {...camera.position};
const startRotation = {...camera.rotation};
const steps = 30;
let i = 0;
let update = () => {
i++
const u = ease(i / steps);
const v = 1 - u;
const newPosition = interpolate(startPosition, p, u);
camera.position.x = newPosition.x;
camera.position.y = newPosition.y;
camera.position.z = newPosition.z;
camera.rotation.x = (r.x * v) + (startRotation.x * u);
camera.rotation.y = (r.y * v) + (startRotation.y * u);
camera.rotation.z = (r.z * v) + (startRotation.z * u);
controls.update();
render();
if (i < steps) requestAnimationFrame(update);
}
requestAnimationFrame(update);
}
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
render()
}
function render() {
renderer.render(scene, camera)
}< /code>
body {
margin: 0;
background-color: #000;
color: #fff;
font-family: Monospace;
font-size: 13px;
line-height: 24px;
overscroll-behavior: none;
}
a {
color: #ff0;
text-decoration: none;
}
a:hover {
text-decoration: underline;
}
button {
cursor: pointer;
text-transform: uppercase;
}
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
box-sizing: border-box;
text-align: center;
-moz-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
user-select: none;
pointer-events: none;
z-index: 1; /* TODO Solve this in HTML */
}
a, button, input, select {
pointer-events: auto;
}
.lil-gui {
z-index: 2 !important; /* TODO Solve this in HTML */
}
@media all and ( max-width: 640px ) {
.lil-gui.root {
right: auto;
top: auto;
max-height: 50%;
max-width: 80%;
bottom: 0;
left: 0;
}
}
#overlay {
position: absolute;
font-size: 16px;
z-index: 2;
top: 0;
left: 0;
width: 100%;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
flex-direction: column;
background: rgba(0,0,0,0.7);
}
#overlay button {
background: transparent;
border: 0;
border: 1px solid rgb(255, 255, 255);
border-radius: 4px;
color: #ffffff;
padding: 12px 18px;
text-transform: uppercase;
cursor: pointer;
}
#notSupported {
width: 50%;
margin: auto;
background-color: #f00;
margin-top: 20px;
padding: 10px;
}
body {
background-color: #000;
}< /code>
[url=https://threejs.org]three.js[/url] - AMF loader
start
top
bottom
right
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js"
}
}
Код: Выделить всё
//original: https://github.com/mrdoob/three.js/blob/r172/examples/webgl_loader_amf.html
import * as THREE from "three"
import { OrbitControls } from "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/controls/OrbitControls.js"
import { AMFLoader } from "https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/loaders/AMFLoader.js"
let camera, scene, renderer
init()
// START Spherical Interpolation
function ease(u) {
const u2 = u * u;
return (3 * u2) - (2 * u2 * u);
}
// END Spherical Interpolation
function init() {
scene = new THREE.Scene()
scene.background = new THREE.Color(0x000000)
scene.add(new THREE.AmbientLight(0x999999))
camera = new THREE.PerspectiveCamera(
35,
window.innerWidth / window.innerHeight,
1,
500,
)
// Z is up for objects intended to be 3D printed.
camera.up.set(0, 0, 1)
camera.position.set(-5, 9, 6)
camera.add(new THREE.PointLight(0xffffff, 250))
scene.add(camera)
const axesHelper = new THREE.AxesHelper( 5 );
scene.add(axesHelper);
renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setPixelRatio(window.devicePixelRatio)
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)
const loader = new AMFLoader()
loader.load(
"https://threejs.org/examples/models/amf/rook.amf",
function (amfobject) {
scene.add(amfobject)
render()
},
)
const controls = new OrbitControls(camera, renderer.domElement)
controls.addEventListener("change", render)
controls.target.set(0, 0, 2)
controls.enableZoom = false
controls.update()
window.addEventListener("resize", onWindowResize)
document.querySelector("#start").onclick = () => {
move({ x: 0, y: 0, z: 0 }, { x: -5, y: 9, z: 6 })
}
document.querySelector("#top").onclick = () => {
move({ x: -3.04, y: 0, z: -Math.PI }, { x: 0, y: 1, z: 20 })
}
document.querySelector("#bottom").onclick = () => {
move({ x: 3.04, y: 0, z: Math.PI }, { x: 0, y: 1, z: -20 })
}
document.querySelector("#right").onclick = () => {
move({ x: Math.PI / 2, y: 0, z: Math.PI / 2 }, { x: 0, y: -20, z: 0 })
}
function unitVector(v) {
const u = (v.x**2 + v.y**2 + v.z**2)**0.5;
return new THREE.Vector3(v.x/u, v.y/u, v.z/u);
}
function move(r, p) {
// const endPosition = new THREE.Vector3(p.x, p.y, p.z );
// const startPosition = {...camera.position};
// const startRotation = {...camera.rotation};
const steps = 300;
let i = 0;
let qr = new THREE.Quaternion();
qr.setFromUnitVectors ( unitVector(camera.position), unitVector(p.x, p.y, p.z) )
let update = () => {
i++
const u = ease(i / steps);
// const v = 1 - u;
camera.quaternion.slerp(qr, u);
// camera.quaternion.slerpQuaternions(camera.quaternion, qr, u;
// THREE.Quaternion.slerpQuaternions (camera.quaternion, qr, u);
// camera.quaternion = qr;
camera.quaternion.normalize();
console.log(camera.quaternion)
// const newPosition = interpolate(startPosition, p, u);
// camera.position.x = newPosition.x;
// camera.position.y = newPosition.y;
// camera.position.z = newPosition.z;
// camera.rotation.x = (r.x * v) + (startRotation.x * u);
// camera.rotation.y = (r.y * v) + (startRotation.y * u);
// camera.rotation.z = (r.z * v) + (startRotation.z * u);
render();
if (i < steps) {
requestAnimationFrame(update);
} else {
controls.update();
}
}
requestAnimationFrame(update);
}
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
render()
}
function render() {
renderer.render(scene, camera)
}< /code>
body {
margin: 0;
background-color: #000;
color: #fff;
font-family: Monospace;
font-size: 13px;
line-height: 24px;
overscroll-behavior: none;
}
a {
color: #ff0;
text-decoration: none;
}
a:hover {
text-decoration: underline;
}
button {
cursor: pointer;
text-transform: uppercase;
}
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
box-sizing: border-box;
text-align: center;
-moz-user-select: none;
-webkit-user-select: none;
-ms-user-select: none;
user-select: none;
pointer-events: none;
z-index: 1; /* TODO Solve this in HTML */
}
a, button, input, select {
pointer-events: auto;
}
.lil-gui {
z-index: 2 !important; /* TODO Solve this in HTML */
}
@media all and ( max-width: 640px ) {
.lil-gui.root {
right: auto;
top: auto;
max-height: 50%;
max-width: 80%;
bottom: 0;
left: 0;
}
}
#overlay {
position: absolute;
font-size: 16px;
z-index: 2;
top: 0;
left: 0;
width: 100%;
height: 100%;
display: flex;
align-items: center;
justify-content: center;
flex-direction: column;
background: rgba(0,0,0,0.7);
}
#overlay button {
background: transparent;
border: 0;
border: 1px solid rgb(255, 255, 255);
border-radius: 4px;
color: #ffffff;
padding: 12px 18px;
text-transform: uppercase;
cursor: pointer;
}
#notSupported {
width: 50%;
margin: auto;
background-color: #f00;
margin-top: 20px;
padding: 10px;
}
body {
background-color: #000;
}
< /code>
[url=https://threejs.org]three.js[/url] - AMF loader
start
top
bottom
right
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js"
}
}
< /code>
< /div>
< /div>
< /p>
Имеет смысл, что кватернионы описывают вращение, а не положение. Здесь кватернион используется для Sleerp
Как правильно объединить положение с вращением кватерниона?>
Подробнее здесь: https://stackoverflow.com/questions/797 ... quaternion