我正在尝试实现 2x2x2 魔方的实验版本。我采纳了之前两篇关于子对象附加和分离问题的帖子中的说明:Three.js: Proper way to add and remove child objects using THREE.SceneUtils.attach/detach functions和 Three.js: Adding and Removing Children of Rotated Objects并已经能够成功理解如何独立旋转两个面。
但是,当我在代码中实现相同的功能时,当连续应用旋转时,我会得到奇怪的结果,这表明某些变换在某处出错,尽管我似乎无法理解在哪里。但话又说回来,与父对象相关的每个矩阵都会在旋转结束后重置,所以我不太明白为什么会发生这种情况。不过,当独立应用时,轮换可以正常工作,这证实了我做了大约 50% 的事情:)。可以在此处查看示例:sample 2x2x2 cube.
以下是相关代码示例: --> 用于旋转右面的事件处理程序
function rotateR()
{
for(var i = 0; i < cubies.length; i++)
if((pos(cubies[i]).x >= 53) && (pos(cubies[i]).x <= 55))
active.push(cubies[i]);
for(var i = 0; i < active.length; i++)
console.log(active[i]);
//reset pivot rotation
pivot.rotation.set( 0, 0, 0 );
pivot.updateMatrixWorld();
//attach active[i] cubies to the pivot
for (var i = 0; i < 4; i++)
THREE.SceneUtils.attach(active[i], scene, pivot);
console.log("attached!");
attachedR = true;
}
在渲染函数中:
if((pivot.rotation.x <= 1.580000000000001) && (attachedR === true))
{
pivot.rotation.x += 0.02;
console.log(pivot.rotation.x);
if(pivot.rotation.x == 1.580000000000001)
{
attachedR = false;
for(var i = 0; i < active.length; i++)
console.log(pos(active[i]).x + ", " + pos(active[i]).y + ", " + pos(active[i]).z);
//Detach active[i] cubies from the parent pivot
pivot.updateMatrixWorld();
for(var i = 0; i < active.length; i++)
{
active[i].updateWorldMatrix();
THREE.SceneUtils.detach(active[i], pivot, scene);
}
}
}
上表面的事件处理程序和增量动画函数是相同的并且位于相同的位置。 pos(cubies[i]) 函数返回网格对象的世界坐标。我的脸部旋转哪里出了问题? 任何帮助将不胜感激。谢谢。
最佳答案
我认为最大的问题是事件数组从未被清空
此外,您正在进行大量的矩阵更新,而实际上并不需要这样做
我重做了你的javaScript,现在它只是附加立方体,进行旋转,最后分离立方体并重置旋转。
JavaScript
//Rotate Right face of cube
function rotateR()
{
//Find cubies that lie in the right face of cube and store them in active[i]
for(var i = 0; i < cubies.length; i++) {
var x = pos(cubies[i]).x;
if(x >= 54 && x <= 56)
active.push(cubies[i]);
}
if (active.length != 4) alert ("active num wrong");
//attach active[i] cubies to the pivot
for (var i = 0; i < 4; i++)
THREE.SceneUtils.attach(active[i], scene, pivot);
attachedR = true;
}
//Rotate Upper face of the cube
function rotateU()
{
//Find cubies that lie in the up face of cube and store them in active[i]
for(var i = 0; i < cubies.length; i++) {
var position = pos(cubies[i]);
if(position.y >= 54 && position.y <= 56) {
active.push(cubies[i]);
}
}
if (active.length != 4) alert ("active num wrong");
//attach active[i] cubies to the pivot
for (var i = 0; i < 4; i++)
THREE.SceneUtils.attach(active[i], scene, pivot);
attachedU = true;
}
function detachAndReset()
{
for(var i = 0; i < active.length; i++)
{
THREE.SceneUtils.detach(active[i], pivot, scene);
}
active.length = 0;
attachedR = false;
attachedU = false;
pivot.rotation.x = 0;
pivot.rotation.y = 0;
}
//get world position of cubies[i]
function pos(object)
{
var position = new THREE.Vector3();
position.setFromMatrixPosition( object.matrixWorld );
return position;
}
function render()
{
var endAnimation = false;
//Math.PI / 2 == 1.580000000000001
//Rotate Right face of cube
if(attachedR === true)
{
pivot.rotation.x += 0.02;
if(pivot.rotation.x >= Math.PI / 2.0) {
pivot.rotation.x = Math.PI / 2.0;
endAnimation = true;
}
}
//Math.PI / 2 == 1.580000000000001
//Rotate Upper face of cube
if(attachedU === true)
{
pivot.rotation.y += 0.02;
if(pivot.rotation.y >= Math.PI / 2.0) {
pivot.rotation.y = Math.PI / 2.0;
endAnimation = true;
}
}
renderer.render(scene, camera);
if (endAnimation) {
detachAndReset();
}
}
关于javascript - Three.js:子对象的奇怪旋转,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/23485212/