我正在尝试寻找一种方法来对Canadarm2的Collada模型中的孩子进行动画处理。该模型包含7个臂段,这些臂段的角度需要通过一次从一行7个电子表格列的每一行读取旋转角数据来设置。每行包含7列数据,表示一小时或更长时间的任务中每一秒的角度。
我希望有人可以提出一个解决方案,让我入门-也许类似我在下面的animate()函数中尝试过的猜测。
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var container, stats, clock;
var camera, scene, renderer, canadarm2;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 2000 );
camera.position.set( 8, 10, 80 );
camera.lookAt( new THREE.Vector3( 0, 3, 0 ) );
scene = new THREE.Scene();
clock = new THREE.Clock();
// loading manager
var loadingManager = new THREE.LoadingManager( function() {
scene.add( canadarm2 );
} );
// collada
var loader = new THREE.ColladaLoader( loadingManager );
//loader.load( 'examples/models/collada/elf/elf.dae', function ( collada ) {
loader.load( 'canadarm2.dae', function ( collada ) {
canadarm2 = collada.scene;
} );
//
var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
scene.add( ambientLight );
var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.8 );
directionalLight.position.set( 1, 1, 0 ).normalize();
scene.add( directionalLight );
//
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
/*
//#######################################
// doesn't work
var armEP = canadarm2.getChildByName("EP", true);// EP is one of 7 arms
armEP.position.x += 0.01;
armEP.rotation.y += 45;
//#######################################
*/
render();
stats.update();
}
function render() {
var delta = clock.getDelta();
if ( canadarm2 !== undefined ) {
canadarm2.rotation.z += delta * 0.5;
}
renderer.render( scene, camera );
}
答案 0 :(得分:0)
这似乎很有效,尽管它似乎是一种round回定位武器的方法。
scene.traverse(function (child) {
switch(child.name) {
case "SR":
child.rotation.x += 0.01;
break;
case "SP":
child.rotation.y += 0.01;
break;
case "SY":
child.rotation.y += 0.01;
break;
case "EP":
child.rotation.y += 0.01;
break;
case "WP":
child.rotation.x += 0.01;
break;
case "WY":
child.rotation.y += 0.01;
break;
case "WR":
child.rotation.x += 0.01;
break;
}
});