Improve furniture preview (#5328)
* Improve furniture preview * improve calc method * camera.aspectいらないことに気付いた * refactor & go camera far away * 対角線の長さで計算するように * 対角線の計算にhypot()を使用 Co-Authored-By: Aya Morisawa <AyaMorisawa4869@gmail.com>
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@ -10,7 +10,8 @@ export default Vue.extend({
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data() {
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return {
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selected: null,
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objectHeight: 0
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objectHeight: 0,
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orbitRadius: 5
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};
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},
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@ -57,9 +58,9 @@ export default Vue.extend({
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const timer = Date.now() * 0.0004;
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requestAnimationFrame(render);
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camera.position.y = 2 + this.objectHeight / 2;
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camera.position.z = Math.cos(timer) * 10;
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camera.position.x = Math.sin(timer) * 10;
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camera.position.y = Math.sin(Math.PI / 6) * this.orbitRadius; // Math.PI / 6 => 30deg
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camera.position.z = Math.cos(timer) * this.orbitRadius;
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camera.position.x = Math.sin(timer) * this.orbitRadius;
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camera.lookAt(new THREE.Vector3(0, this.objectHeight / 2, 0));
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renderer.render(scene, camera);
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};
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@ -89,6 +90,13 @@ export default Vue.extend({
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});
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const objectBoundingBox = new THREE.Box3().setFromObject(obj);
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this.objectHeight = objectBoundingBox.max.y - objectBoundingBox.min.y;
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const objectWidth = objectBoundingBox.max.x - objectBoundingBox.min.x;
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const objectDepth = objectBoundingBox.max.z - objectBoundingBox.min.z;
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const horizontal = Math.hypot(objectWidth, objectDepth) / camera.aspect;
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this.orbitRadius = Math.max(horizontal, this.objectHeight) * camera.zoom * 0.625 / Math.tan(camera.fov * 0.5 * (Math.PI / 180));
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scene.add(obj);
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};
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