关于物体位移、旋转、缩放等属性可参考此文档 Object3D
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position
- position is not just an object,position inherit from Vector3
-
mesh.position.length()
计算从(0,0,0)到(x,y,z)的欧几里得长度,即直线长度
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mesh.position.distanceTo(vector3)
计算向量之间的距离,接收一个三维向量
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mesh.position.normalize()
转换为单位向量
// Cube
const geometry = new THREE.BoxGeometry(1,1,1) // 1表示一个单位
const material = new THREE.MeshBasicMaterial({
color: '#ff0000'
})
const mesh = new THREE.Mesh(geometry, material)
// 修改position写法1:
mesh.position.x = 0.7
mesh.position.y = -0.6
mesh.position.z = 8
// 修改position写法2:
// mesh.position.set(0.7,-0.6,8)
scene.add(mesh)
// 4. mesh.position.normalize() // 转换为单位向量
// 1. 场景中心(0,0,0)和物体之间的距离
// normalize后场景中心与物体间的距离为1
console.log(mesh.position.length())
// 2. 物体至某向量之间的距离,distanceTo方法接受一个三维向量
console.log(mesh.position.distanceTo(new THREE.Vector3(0.7,-0.6,8)))
// Sizes
const sizes = {
width: 800,
height: 600
}
// Camera
const camera = new THREE.PerspectiveCamera(75, sizes.width / sizes.height)
camera.position.set(0, 0, 10)
scene.add(camera)
// 3. 物体与camera之间的距离
console.log(mesh.position.distanceTo(camera.position))
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position - 父子元素
-
position
属性表示对象的局部位置
- 几何体直接
add
进场景时,几何体坐标(也就是几何体位置)是直接参照世界坐标系的,但当一个几何体被add
到另一个几何体时(父几何体),几何体位置则相对这个父几何体
- 以下代码的结果是:子几何体位于原点坐标位置
// 创建几何体(父子共用)
const geometry = new THREE.BoxGeometry(1, 1, 1)
// 子几何体
const material = new THREE.MeshBasicMaterial({
color: 0x00ff00
})
const cube = new THREE.Mesh(geometry, material)
cube.position.x = 3 // 修改子几何体位置
// 父几何体
const parentMaterial = new THREE.MeshBasicMaterial({
color: 0xff0000
})
const parentCube = new THREE.Mesh(geometry, parentMaterial)
parentCube.add(cube) // 将几何体添加进父几何体
parentCube.position.set(-3, 0 ,0) // 修改父几何体位置
// 将父几何体添加进场景
scene.add(parentCube)
-
坐标轴及方向 the direction of each axis is arbitrary,in three.js,we consider:
- y axis is going upward,green
- z axis is going backward,blue
- x axis is going to the right,red
// Axes helper
const axesHelper = new THREE.AxesHelper(6) // 坐标轴线段长度
scene.add(axesHelper)
-
scale
- the default value of each axis is 1
// 修改scale写法1:
// mesh.scale.x = 1.4
// mesh.scale.y = 0.5
// mesh.scale.z = 2
// 修改scale写法2:
mesh.scale.set(1.4, 0.5, 2)
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scale - 父子元素
-
scale
属性表示对象的局部缩放
- 父几何体的缩放会影响子几何体,假设父几何体放大2倍,意味着子几何体也会放大2倍;
- 以下代码结果是: 子几何体放大4倍
cube.scale.set(2, 2, 2) // 子几何体
parentCube.scale.set(2, 2, 2) // 父几何体
-
rotate
- with rotation or quaternion,互相绑定
- rotation has x,y and z properties, but it's a Euler
- when you change the x,y and z properties,you can imagine putting a stick througth your object's center in the axis's direction and then rotating object on that stick
- when you rotate on an axis,you might also rotate other axis,例如当在x轴旋转一定角度后,此时的y轴已经变化了
- 万向节锁:the rotation gose by default in the x,y and z order and you can get strange result like an axis not working anymore ,this is called gimbal lock; 变更旋转顺序:you can change the order by using the
object.rotation.reorder('YZX')
,do it before changing the rotation
// 默认旋转顺序:XYZ
// 修改rotation写法1:
// mesh.rotation.reorder('YXZ')
// mesh.rotation.x = Math.PI / 4
// mesh.rotation.y = Math.PI / 4
// 修改rotation写法2:
mesh.rotation.set(Math.PI / 4, Math.PI / 4, 0, 'YXZ')
-
rotate - 父子元素
-
rotation
属性表示物体局部旋转
- 以下代码表示,分别设置父元素旋转45°,子元素旋转45°,实际呈现的结果是子元素旋转了90°
cube.rotation.x = Math.PI / 4 // 子元素
parentCube.rotation.x = Math.PI / 4 // 父元素
camera.lookAt(mesh.position) // 相机看向物体
// camera.lookAt(new THREE.Vector3(0,1,0))
-
scene graph
- you can put objects inside groups and use position,rotation and scale on those groups
- 删除原先cube以及scle,rotation,position的部分
import * as THREE from "three"
// Scene
const scene = new THREE.Scene()
// group
const group = new THREE.Group()
group.position.y = 1
group.scale.x = 2
group.rotation.x = Math.PI / 4
scene.add(group)
const cube1 = new THREE.Mesh(
new THREE.BoxGeometry(1,1,1),
new THREE.MeshBasicMaterial({color: '#ff0000'})
)
cube1.position.x = 4
group.add(cube1)
const cube2 = new THREE.Mesh(
new THREE.BoxGeometry(1,1,1),
new THREE.MeshBasicMaterial({color: '#00ff00'})
)
cube2.position.set(0,4,0)
group.add(cube2)
const cube3 = new THREE.Mesh(
new THREE.BoxGeometry(1,1,1),
new THREE.MeshBasicMaterial({color: '#0000ff'})
)
cube3.position.set(0,0,4)
group.add(cube3)
// Axes helper
const axesHelper = new THREE.AxesHelper(6) // 坐标轴长度
scene.add(axesHelper)
// Sizes
const sizes = {
width: 800,
height: 600
}
// Camera
// 垂直视野,纵横比
const camera = new THREE.PerspectiveCamera(75, sizes.width / sizes.height)
// 修改camera位置,默认所有东西都在场景中心,也就是修改位置前camera位于立方体的内部中心
camera.position.set(2, 2, 10)
// camera.lookAt(mesh.position)
// camera.lookAt(new THREE.Vector3(3,0,0))
scene.add(camera)
// 物体与camera之间的距离
// console.log(mesh.position.distanceTo(camera.position))
// Render
const renderer = new THREE.WebGLRenderer({})
renderer.setSize(sizes.width, sizes.height)
document.body.appendChild(renderer.domElement)
renderer.render(scene, camera)
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