我在场景中有一个给定的向量 V。该矢量由世界坐标 (VWx,VWy,VWz) 定义。请注意,它是方向向量而不是位置向量。
在场景中,我还有一个具有随机方向(和位置)的 Object3D。
我希望找到方向向量 V 的局部(即相对于 Object3D)坐标 (VLx,VLy,VLz)。
我尝试了以下代码(从 this question 中 WestLangley 的答案推断),但它似乎没有给出正确的结果。
var VW = new THREE.Vector3(10,20,30);
var VL = new THREE.Vector3(0,0,0);
givenObject.updateMatrixWorld();
var ob_WorldQuaternion = new THREE.Quaternion();
ob_WorldQuaternion = givenObject.getWorldQuaternion();
var ob_InvWorldQuaternion = new THREE.Quaternion();
ob_InvWorldQuaternion = ob_WorldQuaternion.inverse();
VL = VW.applyQuaternion( ob_InvWorldQuaternion);
编辑(1) 请注意,THREE.js Object3D 方法 .worldToLocal(vector) 不适合,因为它仅用于转换位置向量,而不是方向向量。
EIDT(2) This jsfiddle说明了一个示例应用程序。绿色圆锥体是绿色盒子的子项。该应用程序试图保持绿色锥体与白色世界锥体指向相同的世界方向。
最佳答案
(我之前答案的改进版本)。
This jsfiddle说明了对齐子锥体的 3 种方法。
红色圆锥体相对于其父框具有固定方向。
绿色锥体已对齐,使其 z 轴与白色世界锥体对齐。
蓝色锥体的 XYZ 轴与白色世界锥体的 XYZ 轴对齐。
代码(来自 init 函数):-
cone_geometry = new THREE.CylinderGeometry(3, 40, 120, 40, 10, false);
//... The following mod is as recommended by WestLangley's answer at:-
//... http://stackoverflow.com/questions/13757483/three-js-lookat-seems-to-be-flipped
//... cone.LookAt(PosX) will then point the cone Z-axis towards PosX
//... (assuming cone.position and PosX are relative to the same coordinate system).
cone_geometry.applyMatrix( new THREE.Matrix4().makeRotationX( Math.PI / 2 ) );
核心代码(来自更新/动画功能):-
worldCone.lookAt(target.position);
var worldVec = new THREE.Vector3();
worldVec.copy(target.position).sub(worldCone.position);
worldBox.rotation.x += 0.01;
worldBox.rotation.y += 0.03;
worldBox.rotation.z += 0.02;
var localVec = new THREE.Vector3();
localVec = F_get_LocalDirectionVector_relativeTo_Object3D_of_WorldDirectionVector
( worldBox, worldVec, localVec) ;
//=================================================================
function F_get_LocalDirectionVector_relativeTo_Object3D_of_WorldDirectionVector
( givenObject, WDV, LDV)
{
givenObject.updateMatrixWorld();
//FLABBY method: - works but verbose and excessive object creation
/*
var ob_InvWorldQuaternion = new THREE.Quaternion();
ob_InvWorldQuaternion = ob_WorldQuaternion.inverse();
LDV.copy( WDV ).applyQuaternion( ob_InvWorldQuaternion );
*/
//LEAN method: copies WDV value into LDV
//then applies inverse world quaternion of givenObject.
LDV.copy( WDV )
.applyQuaternion(
givenObject.getWorldQuaternion().inverse()
);
return LDV;
}
//=================================================================
//... Apply localVec
//... Get the localCone_G to point in the direction of the LocalVec
var localCone_G_target_pos = new THREE.Vector3();
//... LHS becomes sum of two RHS vectors
localCone_G_target_pos.addVectors( localCone_G.position, localVec );
//... ORIENT THE CHILD CONES
//...Cone_R has fixed orientation relative to parent cube
localCone_R.lookAt(1,0,0);
//... Cone_G has z-vector pointing in the same direction as world cone
localCone_G.lookAt(localCone_G_target_pos);
//... Cone_B has its' xyz axes aligned with the world cone
localCone_B.lookAt(1,0,0);
localCone_B.quaternion.multiply( worldBox.getWorldQuaternion().inverse() );
localCone_B.quaternion.multiply( worldCone.quaternion );
关于javascript - Three.js 获取具有给定世界方向坐标的场景向量的对象相对局部方向,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/35663737/