Three JS Camera Orientation以180度而不是360度返回值

Three JS Camera Orientation returns value in 180 degrees instead of 360 degrees

本文关键字:360度 返回值 180度 JS Camera Orientation Three      更新时间:2023-09-26

我正试图在带有飞行控件的Three.JS场景中构建一个指南针插件。我把一个北极点放在离我的飞机很远的地方,并用它作为北方参考。我希望指南针根据从相机到空间中的点的角度进行旋转。我用下面的方法来确定角度,但当我旋转时,它吐出的东西从1到180,然后又回到179,而不是从181到360。知道为什么吗?

var vector = new THREE.Vector3(0, 0, -1);
    vector.applyQuaternion(camera.quaternion);
    angle = vector.angleTo(north.position);
    var degree = angle * (180 / 3.14159);
    console.log(degree);
    compass2.rotation.y = (angle);

我将链接到该项目,以便您可以看到该问题的实际情况。

www.googledrive.com/host/0B_XkORRtWN2OcGstUjE5R0RRRWc/PDSFlythrough.html

已解决!我选择了一个不同的系统,在这个系统中,我将次相机放置在圆柱体内部,关闭端盖,并设置为显示网格的背面。然后我简单地添加了代码来匹配从camera1到camera1的旋转角度。即时指南针!

//Load Compass Model
    var compassGeometry = new THREE.CylinderGeometry(30, 30, 30, 20, 1, 1); 
    var compassMaterial = new THREE.MeshPhongMaterial({
        map: THREE.ImageUtils.loadTexture('assets/CompassTexture.svg')
    });
    compass2 = new THREE.Mesh(compassGeometry, compassMaterial);
    compass2.material.side = THREE.BackSide;
    compass2.rotation.x = 1.57;
    compass2.rotation.y = 0.10;
    scene2.add(compass2)
 //Animate
    function animate() {
        requestAnimFrame(animate);
        controls.update(1);
        //match camera2 rotation to camera1
        camera2.rotation.x = camera.rotation.x;
        camera2.rotation.y = camera.rotation.y;
        camera2.rotation.z = camera.rotation.z;
        render();
    }

工作版本