I'm looking to translate the camera along its lookAt vector. Once I have this vector, I can do scalar translation along it, use that point to move the camera position in global coordinates and re-render. The trick is getting the arbitrary lookAt vector? I've looked at several other questions and solutions but they don't seem to work for me.

有帮助吗?

解决方案

You can't get the lookAtVector from the camera itself, you can however create a new vector and apply the camera rotation to that.

var lookAtVector = new THREE.Vector3(0,0, -1);
lookAtVector.applyQuaternion(camera.quaternion);

其他提示

The first choice should be cam.translateZ();

There is a second option as well. You can extract the lookAt vector from the matrix property of the camera object. You just need to take the elements corresponding to the local z-axis.

var lookAtVector = new THREE.Vector3(cam.matrix[8], cam.matrix[9], cam.matrix[10]);
许可以下: CC-BY-SA归因
不隶属于 StackOverflow
scroll top