threejs 获取相机lookat坐标
时间: 2023-07-25 07:12:56 浏览: 58
要获取相机的lookat坐标,可以使用Three.js中的Vector3类。具体的步骤如下:
1. 获取相机的位置和方向:
```
const cameraPosition = camera.position.clone();
const cameraDirection = new THREE.Vector3(0, 0, -1);
cameraDirection.applyQuaternion(camera.quaternion);
```
2. 计算lookat坐标:
```
const lookAt = cameraPosition.clone().add(cameraDirection);
```
这样就可以获取相机的lookat坐标了。
相关问题
threejs 相机旋转
要旋转 Three.js 相机,可以使用 `camera.rotateOnAxis()` 方法。这个方法需要两个参数:旋转轴和旋转角度。例如,要让相机绕 Y 轴逆时针旋转 45 度,可以这样写:
```
var axis = new THREE.Vector3(0, 1, 0); // 旋转轴
var angle = Math.PI / 4; // 旋转角度,单位是弧度
camera.rotateOnAxis(axis, angle);
```
如果你想让相机绕其它轴旋转,只需要修改旋转轴的坐标。注意,旋转轴必须是一个单位向量。
另外,如果你想让相机围绕一个点旋转,可以先将相机平移到该点,再旋转相机,最后再将相机平移回原来的位置。这个过程可以使用 `camera.lookAt()` 方法和 `camera.position` 属性来实现。
three transform.lookat
Transform.LookAt is a function in Unity that allows you to rotate an object to face a specific target. It takes in a target position or a transform, and it rotates the object's forward vector to directly face the target.
To perform three consecutive LookAt rotations, you can use a combination of Quaternion.LookRotation and Quaternion.Slerp functions. Here's an example:
```csharp
// Assuming you have three target positions: target1, target2, and target3
// First LookAt
Vector3 direction1 = target1 - transform.position;
Quaternion rotation1 = Quaternion.LookRotation(direction1);
transform.rotation = rotation1;
// Second LookAt
Vector3 direction2 = target2 - transform.position;
Quaternion rotation2 = Quaternion.LookRotation(direction2);
transform.rotation = Quaternion.Slerp(rotation1, rotation2, 0.5f);
// Third LookAt
Vector3 direction3 = target3 - transform.position;
Quaternion rotation3 = Quaternion.LookRotation(direction3);
transform.rotation = Quaternion.Slerp(rotation2, rotation3, 0.5f);
```
In this example, the object will rotate to face target1 first, then interpolate its rotation halfway towards target2, and finally interpolate its rotation from the halfway point towards target3. Feel free to modify the interpolation factor (0.5f) based on your desired behavior.