three.js:结合 tween.js 围绕世界轴旋转对象
three.js: rotate object around world axis combined with tween.js
我目前正在尝试补间旋转 3D 立方体,多亏了这个 post (How to rotate a object on axis world three.js?),没有补间的旋转工作没有任何问题。所以目前我正在尝试将 setFromRotationMatrix 完成的旋转转移到我可以用作补间结束旋转的东西。
编辑:
这是我目前拥有的:
// function for rotation dice
function moveCube() {
// reset parent object rotation
pivot.rotation.set( 0, 0, 0 );
pivot.updateMatrixWorld();
// attach dice to pivot object
THREE.SceneUtils.attach( dice, scene, pivot );
// set variables for rotation direction
var rotateZ = -1;
var rotateX = -1;
if (targetRotationX < 0) {
rotateZ = 1;
} else if (targetRotationY < 0) {
rotateX = 1;
}
// check what drag direction was higher
if (Math.abs(targetRotationX) > Math.abs(targetRotationY)) {
// rotation
var newPosRotate = {z: rotateZ * (Math.PI / 2)};
new TWEEN.Tween(pivot.rotation)
.to(newPosRotate, 2000)
.easing(TWEEN.Easing.Sinusoidal.InOut)
.start();
//rotateAroundWorldAxis(dice, new THREE.Vector3(0, 0, rotateZ), Math.PI / 2);
} else {
// rotation
var newPosRotate = {x: -rotateX * (Math.PI / 2)};
new TWEEN.Tween(pivot.rotation)
.to(newPosRotate, 2000)
.easing(TWEEN.Easing.Sinusoidal.InOut)
.start();
//rotateAroundWorldAxis(dice, new THREE.Vector3(-rotateX, 0, 0), Math.PI / 2);
}
// detach dice from parent object
THREE.SceneUtils.detach( dice, pivot, scene );
}
多亏了 WestLangley,我想我终于接近于一个易于实现且能满足我的目的的解决方案。初始化枢轴对象时,我将其设置为与骰子完全相同的位置,因此旋转仍将围绕骰子的中心进行。
var loader = new THREE.JSONLoader();
loader.load(
'models/dice.json',
function ( geometry, materials ) {
material = new THREE.MeshFaceMaterial( materials );
dice = new THREE.Mesh( geometry, material );
dice.scale.set(1.95, 1.95, 1.95);
dice.position.set(2.88, 0.98, 0.96);
scene.add( dice );
pivot = new THREE.Object3D();
pivot.rotation.set( 0, 0, 0 );
pivot.position.set(dice.position.x, dice.position.y, dice.position.z);
scene.add( pivot );
}
);
我有 atm 的解决方案(上面的代码段)没有将骰子作为父对象附加到枢轴对象。我可能忽略了一些非常基本的东西......
编辑结束
因为我认为这是一件非常简单的事情,所以我必须做,让它工作:
我只需要将子对象(骰子)的分离移动到函数的开头,而不是将其放在函数的末尾,它就发挥了魅力。
这是工作代码:
// function for rotating dice
function moveCube() {
// detach dice from parent object first or attaching child object won't work as expected
THREE.SceneUtils.detach( dice, pivot, scene );
// reset parent object rotation
pivot.rotation.set( 0, 0, 0 );
pivot.updateMatrixWorld();
// attach dice to pivot object
THREE.SceneUtils.attach( dice, scene, pivot );
// set variables for rotation direction
var rotateZ = -1;
var rotateX = -1;
if (targetRotationX < 0) {
rotateZ = 1;
} else if (targetRotationY < 0) {
rotateX = 1;
}
// check what drag direction was higher
if (Math.abs(targetRotationX) > Math.abs(targetRotationY)) {
// rotation
var newPosRotate = {z: rotateZ * (Math.PI / 2)};
new TWEEN.Tween(pivot.rotation)
.to(newPosRotate, 2000)
.easing(TWEEN.Easing.Sinusoidal.InOut)
.start();
} else {
// rotation
var newPosRotate = {x: -rotateX * (Math.PI / 2)};
new TWEEN.Tween(pivot.rotation)
.to(newPosRotate, 2000)
.easing(TWEEN.Easing.Sinusoidal.InOut)
.start();
}
}
非常感谢您的帮助!
我目前正在尝试补间旋转 3D 立方体,多亏了这个 post (How to rotate a object on axis world three.js?),没有补间的旋转工作没有任何问题。所以目前我正在尝试将 setFromRotationMatrix 完成的旋转转移到我可以用作补间结束旋转的东西。
编辑:
这是我目前拥有的:
// function for rotation dice
function moveCube() {
// reset parent object rotation
pivot.rotation.set( 0, 0, 0 );
pivot.updateMatrixWorld();
// attach dice to pivot object
THREE.SceneUtils.attach( dice, scene, pivot );
// set variables for rotation direction
var rotateZ = -1;
var rotateX = -1;
if (targetRotationX < 0) {
rotateZ = 1;
} else if (targetRotationY < 0) {
rotateX = 1;
}
// check what drag direction was higher
if (Math.abs(targetRotationX) > Math.abs(targetRotationY)) {
// rotation
var newPosRotate = {z: rotateZ * (Math.PI / 2)};
new TWEEN.Tween(pivot.rotation)
.to(newPosRotate, 2000)
.easing(TWEEN.Easing.Sinusoidal.InOut)
.start();
//rotateAroundWorldAxis(dice, new THREE.Vector3(0, 0, rotateZ), Math.PI / 2);
} else {
// rotation
var newPosRotate = {x: -rotateX * (Math.PI / 2)};
new TWEEN.Tween(pivot.rotation)
.to(newPosRotate, 2000)
.easing(TWEEN.Easing.Sinusoidal.InOut)
.start();
//rotateAroundWorldAxis(dice, new THREE.Vector3(-rotateX, 0, 0), Math.PI / 2);
}
// detach dice from parent object
THREE.SceneUtils.detach( dice, pivot, scene );
}
多亏了 WestLangley,我想我终于接近于一个易于实现且能满足我的目的的解决方案。初始化枢轴对象时,我将其设置为与骰子完全相同的位置,因此旋转仍将围绕骰子的中心进行。
var loader = new THREE.JSONLoader();
loader.load(
'models/dice.json',
function ( geometry, materials ) {
material = new THREE.MeshFaceMaterial( materials );
dice = new THREE.Mesh( geometry, material );
dice.scale.set(1.95, 1.95, 1.95);
dice.position.set(2.88, 0.98, 0.96);
scene.add( dice );
pivot = new THREE.Object3D();
pivot.rotation.set( 0, 0, 0 );
pivot.position.set(dice.position.x, dice.position.y, dice.position.z);
scene.add( pivot );
}
);
我有 atm 的解决方案(上面的代码段)没有将骰子作为父对象附加到枢轴对象。我可能忽略了一些非常基本的东西......
编辑结束
因为我认为这是一件非常简单的事情,所以我必须做,让它工作:
我只需要将子对象(骰子)的分离移动到函数的开头,而不是将其放在函数的末尾,它就发挥了魅力。
这是工作代码:
// function for rotating dice
function moveCube() {
// detach dice from parent object first or attaching child object won't work as expected
THREE.SceneUtils.detach( dice, pivot, scene );
// reset parent object rotation
pivot.rotation.set( 0, 0, 0 );
pivot.updateMatrixWorld();
// attach dice to pivot object
THREE.SceneUtils.attach( dice, scene, pivot );
// set variables for rotation direction
var rotateZ = -1;
var rotateX = -1;
if (targetRotationX < 0) {
rotateZ = 1;
} else if (targetRotationY < 0) {
rotateX = 1;
}
// check what drag direction was higher
if (Math.abs(targetRotationX) > Math.abs(targetRotationY)) {
// rotation
var newPosRotate = {z: rotateZ * (Math.PI / 2)};
new TWEEN.Tween(pivot.rotation)
.to(newPosRotate, 2000)
.easing(TWEEN.Easing.Sinusoidal.InOut)
.start();
} else {
// rotation
var newPosRotate = {x: -rotateX * (Math.PI / 2)};
new TWEEN.Tween(pivot.rotation)
.to(newPosRotate, 2000)
.easing(TWEEN.Easing.Sinusoidal.InOut)
.start();
}
}
非常感谢您的帮助!