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BufferGeometry.lookAt()

BufferGeometry.lookAt()是一个用于three.js中的BufferGeometry类的方法,它可以旋转几何体以面向目标(通常是摄像机)。

语法

bufferGeometry.lookAt(target);

参数

  • target:类型为Vector3的变量,表示目标位置。

描述

BufferGeometry.lookAt()方法可以沿着长度为1的向量,将几何体面向目标。

实例

以下是一段使用BufferGeometry.lookAt()方法面向摄像机的代码实例:

const camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
const scene = new THREE.Scene();
const geometry = new THREE.BoxBufferGeometry(1, 1, 1);
const material = new THREE.MeshBasicMaterial({color: 0x00ff00});
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);

camera.position.z = 5;

function animate() {
  requestAnimationFrame(animate);

  cube.lookAt(camera.position);

  renderer.render(scene, camera);
}

在这个例子中,我们创建一个立方体(THREE.BoxBufferGeometry)并将其添加到场景中,并创建一个摄像机(THREE.PerspectiveCamera),然后将摄像机沿着Z轴设置到5的位置。

在每个帧中,调用BufferGeometry.lookAt()方法将立方体面向摄像机,然后使用渲染器(THREE.WebGLRenderer)渲染场景和摄像机。通过这种方式,我们可以保证立方体始终面向摄像机。

参考