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@@ -367,7 +367,7 @@
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cameraNewPosition = {
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x:spaceObj.centerX/100,
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y:camera.position.y,
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- z:-spaceObj.centerY/100,
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+ z:-spaceObj.centerY/100 + 0.5,//增加偏差,防止极点翻转问题?不知道为啥会有用
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}
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//新的观察点的位置-取模型的中心点坐标,加上高度,由于模型都是贴地的,所以高度设置为0
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targetNewPosition = {
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@@ -376,19 +376,20 @@
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z:-spaceObj.centerY/100,
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}
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oldUp = camera.up;//俯视状态
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- newUp = new THREE.Vector3(0,0,-1);
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+ newUp = camera.up;
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+ // newUp = new THREE.Vector3(0,0,-1);
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// that.cameraLastPosition = cameraNewPosition;//记录下上一次摄像头位置
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// that.controlLastPosition = targetNewPosition;//记录下上一次观察点位置
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- if(cameraNewPosition.x<0){
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- cameraNewPosition.x = 0;
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- }
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+ // if(cameraNewPosition.x<0){
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+ // cameraNewPosition.x = 0;
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+ // }
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}
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console.warn("**moveMeshCenter***",isUserContorl,spaceObj,JSON.stringify(camera.position),JSON.stringify(controls.target)
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,cameraNewPosition,targetNewPosition,JSON.stringify(camera.up))
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tweenCamera(camera.position,controls.target,cameraNewPosition,targetNewPosition,oldUp,newUp,1000);
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setTimeout(()=>{
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that.showLables = true;
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- camera.up = new THREE.Vector3(0,1,0);
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+ // camera.up = new THREE.Vector3(0,1,0);
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// updateLables();
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},1001);//动画结束后回复原始状态
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}
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