月球沿着地球围绕太阳平移,但它并没有围绕地球转化。 我想保留matrix4方法,所以通过矩阵moltipication。 我试图改变矩阵乘法的顺序,但它没有奏效。如何让月球在地球周围以及围绕太阳一起移动
// Simulation of the solar system
window.onload = function()
{
var scena = new THREE.Scene();
// Set camera
var camera = new THREE.PerspectiveCamera(60,window.innerWidth/window.innerHeight,0.1,1000);
camera.position.x = 1;
camera.position.y = 1;
camera.position.z = 10;
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth,innerHeight);
document.body.appendChild(renderer.domElement);
// Create sun and set geometry
var sun_geometry = new THREE.SphereGeometry(1,32,32);
var sun_material = new THREE.MeshLambertMaterial({color: 0xff0000});
var sun = new THREE.Mesh(sun_geometry,sun_material);
sun.matrixAutoUpdate = false;
scena.add(sun);
// Create earth and set geometry
var earth_geometry = new THREE.SphereGeometry(0.5,32,32);
var earth_material = new THREE.MeshLambertMaterial({color: 0x0000ff});
var earth = new THREE.Mesh(earth_geometry,earth_material);
earth.matrixAutoUpdate = false;
scena.add(earth);
// Create moon and set geometry
var moon_geometry = new THREE.SphereGeometry(0.25,32,32);
var moon_material = new THREE.MeshLambertMaterial({color: 0x00ffff});
var moon = new THREE.Mesh(moon_geometry,moon_material);
moon.matrixAutoUpdate = false;
scena.add(moon);
// set Lights
var system_light = new THREE.DirectionalLight(0xffffff, 0.4);
system_light.position.set(0.5,0,1).normalize();
var sun_light = new THREE.PointLight(0xffffff, 1, 100);
sun_light.position.set(1,1,0).normalize();
// Add light
scena.add(system_light);
sun.add(sun_light);
// Rendering
var render = function()
{
// Calculating delta time
var now = new Date();
var dt = now-(render.time || now);
render.time = now;
renderer.render(scena,camera);
var sun_rotation_matrix = new THREE.Matrix4().makeRotationY(0.001*render.time);
//sun.matrix = sun_rotation_matrix;
var earth_rotation_matrix = new THREE.Matrix4().makeRotationY(0.002*render.time);
var earth_translation_matrix = new THREE.Matrix4().makeTranslation(4,0,0);
earth.matrix = earth_rotation_matrix.multiply(earth_translation_matrix);
// Problems may be here
var moon_rotation_matrix = new THREE.Matrix4().makeRotationY(0.004*render.time);
var moon_translation_matrix = new THREE.Matrix4().makeTranslation(1,0,0);
moon.matrix = moon_translation_matrix.multiply(earth_rotation_matrix).multiply(moon_rotation_matrix);
requestAnimationFrame(render);
}
render(); // Start rendering
}
这不是three.js所是如何desinged要使用的。例如,请参阅[本文]中链接的一些小提琴(http://stackoverflow.com/questions/29744233/animating-planet-orbiting-its-parent-idependent-on-parents-rotation-state)。 – WestLangley
我知道它,但它是一个练习,我必须使用three.js – ElDon90