I am using a particle system to evenly distribute points on a sphere. That works great. I then place instances of a given geometry on those points. This part also works. I would now like to rotate those geometries to match the surface angle of the sphere.
Here is the function so far :
function placeGeometryAtPlatonicPoints (points) {
var len = points.length -1,
x, y, z,
geometry,
// subgroup a group to apply the rotations to
subgroup = new THREE.Object3D(),
mesh,
material = new THREE.MeshLambertMaterial({
color: 0x0992299
}),
r,
theta,
varphi;
// I wait to append this group because I am waiting for the
// particles to settle into there positions
scene.add(group);
for (len; len >= 0; len -= 1) {
// Geometry could be any geometry I am just using a cube to test.
geometry = new THREE.CubeGeometry( 25, 25, 25, 1, 1, 1 );
x = points[len].x;
y = points[len].y;
z = points[len].z;
// Move the geometry to the point on the sphere.
geometry.applyMatrix( new THREE.Matrix4().makeTranslation(x, y, z) );
mesh = new THREE.Mesh( geometry, material );
subgroup.add(mesh);
// This next portion is just some guess work about
// polar and azimuth coordinates
r = Math.sqrt(Math.pow(x,2) + Math.pow(y,2) + Math.pow(z,2));
theta = Math.acos(z/r);
varphi = Math.atan(y/x);
theta = theta * (180/Math.PI);
varphi = varphi * (180/Math.PI);
console.log({
theta : theta,
varphi : varphi
});
// This would be the implementation of the rotation degrees.
subgroup.rotation.x = 0;
subgroup.rotation.y = 0;
subgroup.rotation.z = 0;
group.add(subgroup);
}
}
I am new to Three js, so if there is a better way to do all of this please let me know. Here is my WIP. You will have to give it a second to place the particle correctly before rendering the geometry. I could speed this up but i like the animation : )
If you want you cubes to be rotated so they are tangent to the sphere, then think of each cube as being on the end of a stick.
The stick is an
Object3D
located at the origin. The cube is a child of the stick located at( 0, 0, r )
. Now rotate the stick to where you want. ( But avoid the north and south poles. )three.js r.64