可能是3js的旋转问题没有9000,我只想拥有3个UI按钮来逐渐将对象旋转90度x,y和y; z方向每次点击一下,它有多难?
使用使用euler的常规旋转方法将导致万向节锁定,并且使用四元数时,轴将随机翻转,其中z轴将在某一点或另一点处为y轴。
请查看我的工作演示:http://grutex.com/webgl/demos/help/
编辑:这是旋转功能部分:
function z_rotate(){
var startAngle = 0;
var start = {angle: startAngle};
var end = {angle: startAngle + 90};
var lastAngle=0;
var tween = new TWEEN.Tween(start)
.to(end, 400)
.easing( TWEEN.Easing.Quadratic.Out )
.onUpdate(function(){
startAngle=this.angle;
my_object.rotateOnAxis(new THREE.Vector3(0,0,1),degreeToRadians(startAngle-lastAngle));
lastAngle=startAngle;
})
.start();
}
function x_rotate(){
var startAngle = 0;
var start = {angle: startAngle};
var end = {angle: startAngle + 90};
var lastAngle=0;
var tween = new TWEEN.Tween(start)
.to(end, 400)
.easing( TWEEN.Easing.Quadratic.Out )
.onUpdate(function(){
startAngle=this.angle;
my_object.rotateOnAxis(new THREE.Vector3(1,0,0),degreeToRadians(startAngle-lastAngle));
lastAngle=startAngle;
})
.start();
}
function y_rotate(){
var startAngle = 0;
var start = {angle: startAngle};
var end = {angle: startAngle + 90};
var lastAngle=0;
var tween = new TWEEN.Tween(start)
.to(end, 400)
.easing( TWEEN.Easing.Quadratic.Out )
.onUpdate(function(){
startAngle=this.angle;
my_object.rotateOnAxis(new THREE.Vector3(0,1,0),degreeToRadians(startAngle-lastAngle));
lastAngle=startAngle;
})
.start();
}
答案 0 :(得分:0)
正如@WestLangley所指出的那样,我应该将3d对象附加到父对象点(THREE.Object3D),并在补间开始之前将3d对象附加到枢轴点,并在补间完成和重置之后分离枢轴点它的旋转为(0,0,0)
@WestLangley回答:Three.js: Adding and Removing Children of Rotated Objects
新修改的旋转功能:
var axis_x = new THREE.Vector3( 1, 0, 0 ).normalize();
function x_rotate(){
pivot_attach();
var startAngle = 0;
var start = {angle: degreeToRadians(startAngle)};
var end = {angle: degreeToRadians(startAngle + 90)};
var lastAngle=0;
var tween = new TWEEN.Tween(start)
.to(end, 400)
.easing( TWEEN.Easing.Quadratic.Out )
.onUpdate(function(){
startAngle=this.angle;
pivot.rotateOnAxis(axis_x,startAngle-lastAngle);
lastAngle=startAngle;
})
.start().onComplete(pivot_detach);
}
function pivot_attach() {
pivot.updateMatrixWorld();
THREE.SceneUtils.attach( my_object, scene, pivot );
}
function pivot_detach() {
pivot.updateMatrixWorld();
my_object.updateMatrixWorld(); // if not done by the renderer
THREE.SceneUtils.detach( my_object, pivot, scene );
pivot.rotation.set( 0, 0, 0 );
}
并且不要忘记将枢轴添加到场景“scene.add(pivot);”