问题描述
我正在使用一个粒子系统来均匀分布球体上的点。这很好。
然后,将给定几何图形的实例放置在这些点上。这部分也适用。
我现在想旋转这些几何图形以匹配球体的表面角度。
I am using a particle system to evenly distribute points on a sphere. That works great.I then place instances of a given geometry on those points. This part also works.I would now like to rotate those geometries to match the surface angle of the sphere.
到目前为止,这个函数是:
Here is the function so far :
function placeGeometryAtPlatonicPoints (points) {
var len = points.length -1,
x, y, z,
geometry,
// subgroup a group to apply the rotations to
subgroup = new THREE.Object3D(),
mesh,
material = new THREE.MeshLambertMaterial({
color: 0x0992299
}),
r,
theta,
varphi;
// I wait to append this group because I am waiting for the
// particles to settle into there positions
scene.add(group);
for (len; len >= 0; len -= 1) {
// Geometry could be any geometry I am just using a cube to test.
geometry = new THREE.CubeGeometry( 25, 25, 25, 1, 1, 1 );
x = points[len].x;
y = points[len].y;
z = points[len].z;
// Move the geometry to the point on the sphere.
geometry.applyMatrix( new THREE.Matrix4().makeTranslation(x, y, z) );
mesh = new THREE.Mesh( geometry, material );
subgroup.add(mesh);
// This next portion is just some guess work about
// polar and azimuth coordinates
r = Math.sqrt(Math.pow(x,2) + Math.pow(y,2) + Math.pow(z,2));
theta = Math.acos(z/r);
varphi = Math.atan(y/x);
theta = theta * (180/Math.PI);
varphi = varphi * (180/Math.PI);
console.log({
theta : theta,
varphi : varphi
});
// This would be the implementation of the rotation degrees.
subgroup.rotation.x = 0;
subgroup.rotation.y = 0;
subgroup.rotation.z = 0;
group.add(subgroup);
}
}
我是三个js的新手,所以如果有的话一个更好的方法来做到这一点,请让我知道。这是我的。在渲染几何体之前,您必须先给它一秒才能正确放置粒子。我可以加快速度,但我喜欢动画:)
I am new to Three js, so if there is a better way to do all of this please let me know. Here is my WIP. You will have to give it a second to place the particle correctly before rendering the geometry. I could speed this up but i like the animation : )
推荐答案
如果你想让你的立方体旋转,然后将每个立方体想象成一个棒的末端。
If you want you cubes to be rotated so they are tangent to the sphere, then think of each cube as being on the end of a stick.
该棒是一个 Object3D
位于原点。立方体是位于(0,0,r)
处的棒的孩子。现在旋转棒到你想要的地方。 (但避免南北两极)。
The stick is an Object3D
located at the origin. The cube is a child of the stick located at ( 0, 0, r )
. Now rotate the stick to where you want. ( But avoid the north and south poles. )
var parent = new THREE.Object3D();
scene.add( parent );
var stick = new THREE.Object3D();
var point = new THREE.Vector3( x, y, z );
stick.lookAt( point );
parent.add( stick );
var geometry = new THREE.CubeGeometry( 25, 25, 25, 1, 1, 1 );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( 0, 0, r );
stick.add( mesh );
three.js r.64
three.js r.64
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