three.js-网格组示例? (THREE.Object3D()高级) [英] three.js - mesh group example? (THREE.Object3D() advanced)
问题描述
我试图了解如何将子网格物体分组/链接到父网格物体.我希望能够:
I'm attempting to understand how to group / link child meshes to a parent. I want to be able to:
- 拖动父项
- 相对于父元素旋转子元素
- 让父母轮换/翻译为孩子做正确的事
我唯一的背景是在《第二人生》中使用LSL操纵对象中的链接素数.我想我不想合并网格物体,因为我想保持对每个孩子的控制(悬停,纹理,旋转,缩放等).
My only background in this is using LSL in Second Life to manipulate linked prims in an object. I am thinking I dont want to merge meshes, because I want to maintain control (hover, texture, rotation, scaling, etc) over each child.
关于此的任何好的教程吗?这是通过THREE.Object3D()实现的,是吗?
Any good tutorials on this out there? This is achieved with THREE.Object3D(), yes?
谢谢,丹尼尔
推荐答案
拖动将更加棘手,因为您需要确定鼠标在屏幕上(屏幕空间)的x/y位置在哪里在3D世界中,则需要投射光线并检查其是否与要拖动的对象相交.我想这将是一个不同的问题.
The dragging will be a bit more tricky because you need to work out where would the x/y positions of the mouse on the screen (screen space) will be in the 3D world, then you will need to cast a ray and check if it intersects the object you want to drag. I presume this will be a different question.
设置对象层次结构非常简单. 正如您所暗示的,您将使用THREE.Object3D实例使用其 add()方法将对象嵌套到其中.这个想法是,您将对具有几何形状的对象和Object3D实例使用网格,只需在其中嵌套元素即可.我建议从 canvas_geometry_hierarchy 示例开始.
Setting object hierarchy is fairly simple. As you hinted, you will use a THREE.Object3D instance to nest objects into using it's add() method. The idea is that you will use a Mesh for objects that have geometry, and Object3D instances, where you simply need to nest elements. I suggest starting with the canvas_geometry_hierarchy sample.
有趣的是:
group = new THREE.Object3D();//create an empty container
group.add( mesh );//add a mesh with geometry to it
scene.add( group );//when done, add the group to the scene
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