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我一直在努力研究如何锁定场景中的两个兄弟网格,以便在旋转它们时,它们之间的关系保持不变。将多个Three.js网格相互锁定
我知道这可以通过使用虚拟Object3D或向另一个对象添加一个对象来完成,但我需要使用Physijs,并且希望两个网格都能够响应场景中的碰撞和其他物理。
这是一个简化的例子,但我很想知道如何让上部球体/圆柱体对在下面的代码中表现得与下部对完全一样(下部对具有父/子关系,而上部网格都直接添加到场景):
$(document).ready
(
function()
{
var renderer,scene,camera,globe,globe2,disc,disc2,params;
params = { rotation: {x:0,y:0,z:0}};
var init = function()
{
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth/window.innerHeight, 1, 10000);
camera.position.z = 100;
scene.add(camera);
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
// create a mesh with models geometry and material
globe = new THREE.Mesh(new THREE.SphereGeometry(5, 32, 32), new THREE.MeshNormalMaterial({color: 0xff3300,transparent:false, opacity: 1}));
THREE.GeometryUtils.center(globe.geometry);
scene.add(globe);
disc = new THREE.Mesh(new THREE.CylinderGeometry(5, 5, 1, 32), new THREE.MeshNormalMaterial());
disc.position.y = 5;
scene.add(disc);
globe2 = new THREE.Mesh(new THREE.SphereGeometry(5, 32, 32), new THREE.MeshNormalMaterial({color: 0xff3300,transparent:false, opacity: 1}));
THREE.GeometryUtils.center(globe2.geometry);
globe2.position.y = -20;
scene.add(globe2);
disc2 = new THREE.Mesh(new THREE.CylinderGeometry(5, 5, 1, 32), new THREE.MeshNormalMaterial());
disc2.position.y = 5;
globe2.add(disc2);
controls = new dat.GUI();
controls.add(params.rotation, 'x', -180, 180);
controls.add(params.rotation, 'y', -180, 180);
controls.add(params.rotation, 'z', -180, 180);
//controls.close();
}
var rotateAroundWorldAxis = function(object, axis, radians)
{
rotWorldMatrix = new THREE.Matrix4();
rotWorldMatrix.makeRotationAxis(axis.normalize(), radians);
rotWorldMatrix.multiplySelf(object.matrix);
object.matrix = rotWorldMatrix;
object.rotation.setEulerFromRotationMatrix(object.matrix, object.order);
}
var animate = function()
{
requestAnimationFrame(render);
render();
}
var render = function()
{
requestAnimationFrame(render);
globe.rotation.set(params.rotation.x*Math.PI/180,params.rotation.y*Math.PI/180,params.rotation.z*Math.PI/180)
disc.rotation.copy(globe.rotation);
globe2.rotation.set(params.rotation.x*Math.PI/180,params.rotation.y*Math.PI/180,params.rotation.z*Math.PI/180)
renderer.render(scene,camera);
}
init();
animate();
}
);
小提琴这里: http://jsfiddle.net/lostnation/9pd0kpwo/30/