Javascript 如何使一组对象居中?
我开始使用Three.js(新手),但我不知道如何更改一组对象的中心原点。在本例中,您可以看到原点设置为添加到编组的第一个对象,问题是如何将此原点设置为编组中心Javascript 如何使一组对象居中?,javascript,three.js,Javascript,Three.js,我开始使用Three.js(新手),但我不知道如何更改一组对象的中心原点。在本例中,您可以看到原点设置为添加到编组的第一个对象,问题是如何将此原点设置为编组中心 var three = THREE; var scene = new three.Scene(); var camera = new three.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000); var renderer = new thr
var three = THREE;
var scene = new three.Scene();
var camera = new three.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000);
var renderer = new three.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera.position.z = 30;
var cubeMatrix = new THREE.Object3D();
var nextHeight = 0;
for(var j = 0, x = 0, y = 0; j < 220; j++, x++) {
var z = Math.floor(Math.random() * 12) + 1;
var geometry = new THREE.BoxGeometry(1, 1 , z);
var material = new THREE.MeshBasicMaterial({vertexColors: THREE.VertexColors});
var color = Math.random() * 0xFFFFFF;
for(var i = 0; i < geometry.faces.length; i += 2) {
geometry.faces[i].color.setHex(color);
geometry.faces[i + 1].color.setHex(color);
}
var cube = new THREE.Mesh(geometry, material);
cube.position.set(x,y,z/2);
if (x === 10) {
x = -1;
y++;
}
//cube.position.y = y * 1;
cubeMatrix.add(cube);
}
scene.add(cubeMatrix);
scene.add(new THREE.AxisHelper());
var isDragging = false;
var previousMousePosition = {
x: 0,
y: 0
};
$(renderer.domElement).on('mousedown', function(e) {
isDragging = true;
})
.on('mousemove', function(e) {
//console.log(e);
var deltaMove = {
x: e.offsetX-previousMousePosition.x,
y: e.offsetY-previousMousePosition.y
};
if(isDragging) {
var deltaRotationQuaternion = new three.Quaternion()
.setFromEuler(new three.Euler(
(Math.PI / 180) * (deltaMove.y * 1),
(Math.PI / 180) * (deltaMove.x * 1),
0,
'XYZ'
));
cubeMatrix.quaternion.multiplyQuaternions(deltaRotationQuaternion, cubeMatrix.quaternion);
}
previousMousePosition = {
x: e.offsetX,
y: e.offsetY
};
});
/* */
$(document).on('mouseup', function(e) {
isDragging = false;
});
// shim layer with setTimeout fallback
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
function render() {
renderer.render(scene, camera);
requestAnimFrame(render);
}
render();
var三=三;
var scene=new three.scene();
var摄像机=新的三透视摄像机(75,window.innerWidth/window.innerHeight,0.11000);
var renderer=new three.WebGLRenderer({antialas:true});
renderer.setSize(window.innerWidth、window.innerHeight);
document.body.appendChild(renderer.doElement);
摄像机位置z=30;
var cubeMatrix=new THREE.Object3D();
var nextHeight=0;
对于(变量j=0,x=0,y=0;j<220;j++,x++){
Varz=Math.floor(Math.random()*12)+1;
var geometry=新的3.BoxGeometry(1,1,z);
var material=新的三个.MeshBasicMaterial({vertexColors:THREE.vertexColors});
var color=Math.random()*0xFFFFFF;
对于(变量i=0;i
通过
var bbox=new THREE.Box3().setFromObject(cubeMatrix);
将cubeMatrix
置换为边界框长度和宽度的负一半:
cubeMatrix.position.set(-(bbox.min.x+bbox.max.x)/2,-(bbox.min.y+bbox.max.y)/2,0);
将cubeMatrix
添加到另一组pivot
:
var pivot=new THREE.Group();
pivot.add(立方体矩阵);
并将组pivot
添加到场景中:
scene.add(pivot);
在“mousemove”
事件中,旋转组轴
,而不是立方体矩阵
:
if(isDraging){
var deltaRotationQuaternion=new three.Quaternion()
.setFromEuler(新的三个.Euler(
(数学PI/180)*(deltaMove.y*1),
(数学PI/180)*(deltaMove.x*1),
0,
“XYZ”
));
pivot.quaternion.MultiplyQuaternion(三角旋转四元数,pivot.quaternion);
}
请参见示例,其中我将更改应用于原始代码:
var三=三;
var scene=new three.scene();
var摄像机=新的三透视摄像机(75,window.innerWidth/window.innerHeight,0.11000);
var renderer=new three.WebGLRenderer({antialas:true});
renderer.setSize(window.innerWidth、window.innerHeight);
container=document.getElementById('container');
container.appendChild(renderer.domeElement);
摄像机位置z=30;
var cubeMatrix=new THREE.Object3D();
var nextHeight=0;
对于(变量j=0,x=0,y=0;j<220;j++,x++){
Varz=Math.floor(Math.random()*12)+1;
var geometry=新的3.BoxGeometry(1,1,z);
var material=新的三个.MeshBasicMaterial({vertexColors:THREE.vertexColors});
var color=Math.random()*0xFFFFFF;
对于(变量i=0;i