用three.js制作的三角形如何绕其边缘之一旋转?当我尝试旋转它时,它似乎围绕其中心旋转。
三角形是由:
var triangleMesh;
var triangleGeometry = new THREE.Geometry();
triangleGeometry.vertices.push( new THREE.Vector3( 0.0, 1.0, 0.0 ) );
triangleGeometry.vertices.push( new THREE.Vector3( -1.0, -1.0, 0.0 ) );
triangleGeometry.vertices.push( new THREE.Vector3( 1.0, -1.0, 0.0 ) );
triangleGeometry.faces.push( new THREE.Face3( 0, 1, 2 ) );
triangleGeometry.faces[0].vertexColors[0] = new THREE.Color(0xFF0000);
triangleGeometry.faces[0].vertexColors[1] = new THREE.Color(0x00FF00);
triangleGeometry.faces[0].vertexColors[2] = new THREE.Color(0x0000FF);
var triangleMaterial = new THREE.MeshBasicMaterial({ vertexColors:THREE.VertexColors, side:THREE.DoubleSide });
triangleMesh = new THREE.Mesh( triangleGeometry, triangleMaterial );
triangleMesh.position.set(-1.5, 0.0, 4.0 );
triangleMesh.position.z -= 5;
triangleMesh.rotation.z += angle * Math.PI / 180; // angle is from outer for loop
parent.add( triangleMesh );
我将需要围绕一个边缘旋转它以构建棱镜/六边形。
要围绕三角形的一个角旋转一个三角形,该角必须位于坐标中心。为此,您可以使用的.translate ( x, y, z )
方法THREE.Geometry()
。
看一下代码片段。
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 5);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var ngon = 11;
var radius = 2;
var angle = Math.PI / ngon;
var triHeight = Math.cos(angle) * radius;
var triWidth = Math.sin(angle) * radius;
var triangleMesh;
var triangleGeometry = new THREE.Geometry();
triangleGeometry.vertices.push(new THREE.Vector3(0.0, triHeight, 0.0));
triangleGeometry.vertices.push(new THREE.Vector3(-triWidth, 0, 0.0));
triangleGeometry.vertices.push(new THREE.Vector3(triWidth, 0, 0.0));
triangleGeometry.faces.push(new THREE.Face3(0, 1, 2));
triangleGeometry.faces[0].vertexColors[0] = new THREE.Color(0xFF0000);
triangleGeometry.faces[0].vertexColors[1] = new THREE.Color(0x00FF00);
triangleGeometry.faces[0].vertexColors[2] = new THREE.Color(0x0000FF);
triangleGeometry.translate(0, -triHeight, 0); // the upper vertex is at the center now
var triangleMaterial = new THREE.MeshBasicMaterial({
vertexColors: THREE.VertexColors,
side: THREE.DoubleSide
});
triangleMesh = new THREE.Mesh(triangleGeometry, triangleMaterial);
for (var i = 1; i < ngon; i++) {
var newTri = triangleMesh.clone();
newTri.rotation.z = i * angle * 2;
scene.add(newTri);
}
scene.add(triangleMesh);
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.min.js"></script>
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