(新来的StackOverflow,新的WebGL / three.js所,...)
我使用three.js所R54绘制力,向图。 节点之间的边缘是THREE.Lines,这是好的,但线是不可选与raycaster。 所以我的目标是(与/沿)行采取缸,而不是(也因为我可以做一些进一步的东西:使用纹理,...)
这是我在做什么的地方气缸:
// init reference vector
var upVec = new THREE.Vector3(0,1,0);
//---withhin a loop---
// get direction
var direction = startPoint.subSelf(endPoint).clone();
// half length for cylinder height
var halfLength = direction.length() * 0.5;
// get offset
var offset = endPoint.clone().addSelf(direction.clone().multiplyScalar(0.5));
// normalize direc
direction.normalize();
//newUpVec = upVec - (upVec *(dot) direction) * direction - projection of direction
var newUpVec = upVec.clone().subSelf(direction.clone().multiplyScalar(upVec.dot(direction.clone()))).normalize();
var right = newUpVec.clone().crossSelf(direction.clone());
//build rotation matrix
var rot = new THREE.Matrix4(right.x, right.y, right.z, 0,
newUpVec.x, newUpVec.y, newUpVec.z, 0,
direction.x, direction.y, direction.z,0,
0,0,0,1);
//build translation matrix
var transla = new THREE.Matrix4(1, 0, 0, offset.x,
0, 1, 0, offset.y,
0, 0, 1, offset.z,
0, 0, 0, 1);
//build transformation matrix
var transfo = new THREE.Matrix4().multiply(transla, rot);
// create geometry
var cylgeo = new THREE.CylinderGeometry(2, 2, halfLength * 2, 12, 1, false);
cylgeo.applyMatrix(transfo);
var cylMesh = new THREE.Mesh(cylgeo, new THREE.MeshLambertMaterial({color:0x000000,
wireframe: true, shading: THREE.FlatShading}));
(descripted在: http://www.fastgraph.com/makegames/3drotation/ )
因此气缸被放置在右偏移,并以某种方式排列,而不是边缘的两个点(开始,结束)。
任何建议,将不胜感激!
使用: object3d旋转到对准到一个向量
给予2的Vector3和一个场景:
function drawCylinder(vstart, vend,scene){
var HALF_PI = +Math.PI * .5;
var distance = vstart.distanceTo(vend);
var position = vend.clone().addSelf(vstart).divideScalar(2);
var material = new THREE.MeshLambertMaterial({color:0x0000ff});
var cylinder = new THREE.CylinderGeometry(10,10,distance,10,10,false);
var orientation = new THREE.Matrix4();//a new orientation matrix to offset pivot
var offsetRotation = new THREE.Matrix4();//a matrix to fix pivot rotation
var offsetPosition = new THREE.Matrix4();//a matrix to fix pivot position
orientation.lookAt(vstart,vend,new THREE.Vector3(0,1,0));//look at destination
offsetRotation.rotateX(HALF_PI);//rotate 90 degs on X
orientation.multiplySelf(offsetRotation);//combine orientation with rotation transformations
cylinder.applyMatrix(orientation)
var mesh = new THREE.Mesh(cylinder,material);
mesh.position=position;
scene.add(mesh);
}
R58 +代码:
function drawCylinder(vstart, vend,scene){
var HALF_PI = Math.PI * .5;
var distance = vstart.distanceTo(vend);
var position = vend.clone().add(vstart).divideScalar(2);
var material = new THREE.MeshLambertMaterial({color:0x0000ff});
var cylinder = new THREE.CylinderGeometry(10,10,distance,10,10,false);
var orientation = new THREE.Matrix4();//a new orientation matrix to offset pivot
var offsetRotation = new THREE.Matrix4();//a matrix to fix pivot rotation
var offsetPosition = new THREE.Matrix4();//a matrix to fix pivot position
orientation.lookAt(vstart,vend,new THREE.Vector3(0,1,0));//look at destination
offsetRotation.makeRotationX(HALF_PI);//rotate 90 degs on X
orientation.multiply(offsetRotation);//combine orientation with rotation transformations
cylinder.applyMatrix(orientation)
var mesh = new THREE.Mesh(cylinder,material);
mesh.position=position;
scene.add(mesh);
}
@ jdregister的回答并没有完全为我工作的R77,由于气缸结束了其在vstart的中心(旋转的lookAt是另有罚款)。
这一修改R58 +答案的倒数第二行的伎俩:
mesh.position.set(position.x, position.y, position.z);
在R87的 “vend.clone()添加(的vstart).divideScalar(2);” 不管用
您可以定位项目这样mesh.position.copy(start); mesh.position.lerp(end, 0.5);
mesh.position.copy(start); mesh.position.lerp(end, 0.5);
所有的R58其他都很好:)