cube.rotation.y -= 0.002;
let t0 = new Date() function animate() { controls.update(); let t1 = new Date(); //本次时间 let t = t1 - t0; // 时间差 //camera.translateX(0.001 * t/3) //沿着Y轴旋转着从大到小 //camera.translateZ(0.001 * t/3) //沿着Z轴由近到远 camera.rotateY(0.0001 * t/3); //物体的均匀从左到又平移能够用相机旋转Y轴来实现 camera.lookAt(scene.position); camera.lookAt与orbitcontrol冲突不能使用,要用下面的controls.target代替 //controls.target = new THREE.Vector3(0,-100,0); renderer.render(scene, camera); requestAnimationFrame(animate); }
虽然上面已经设置了相机的rotateY与lookAt,可是lookAt并无效果?javascript
缘由是因为引用了OrbitControls控件,相机的lookAt 被OrbitControls控件更改了。java
camera.lookAt()代码要使用 controls.target = new THREE.Vector3(0,-100,0);来替换,就能够更改你想要的视角。可是相机的旋转怎么处理呢?dom
控制器有自带的旋转设置spa
controls = new THREE.OrbitControls(camera, renderer.domElement); controls.autoRotate = true;
controls有点像咱们的相机。在设置了controls.autoRotate = true; 以后,其实咱们并不须要controls.target = new THREE.Vector3(0,-100,0);code
camera.translateX(0.001 * t/3) //沿着Y轴旋转着从大到小 camera.translateZ(0.001 * t/3) //沿着Z轴由近到远 camera.rotateY(0.0001 * t/3); //物体均匀的从左到右平移