Object 旋转带有纹理问题的三维对象
我试着模仿 通过使用3d.obj文件和纹理贴图 但我一直收到以下错误,加上旋转完全关闭 未捕获的TypeError:无法读取未定义的属性“rotation”Object 旋转带有纹理问题的三维对象,object,3d,rotation,three.js,loader,Object,3d,Rotation,Three.js,Loader,我试着模仿 通过使用3d.obj文件和纹理贴图 但我一直收到以下错误,加上旋转完全关闭 未捕获的TypeError:无法读取未定义的属性“rotation” 完整演示在这里为组分配值加载代码尚未执行,且obj没有值。在加载函数中移动这10行代码 我已经做到了,如果有人需要知道你需要应用矩阵旋转 这里有一个例子 function onWindowResize() { windowHalfX = window.innerWidth / 2; windowHalfY = window
完整演示在这里为
组分配值
加载代码尚未执行,且obj
没有值。在加载函数中移动这10行代码 我已经做到了,如果有人需要知道你需要应用矩阵旋转
这里有一个例子
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function onDocumentMouseDown( event ) {
event.preventDefault();
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'mouseup', onDocumentMouseUp, false );
document.addEventListener( 'mouseout', onDocumentMouseOut, false );
mouseXOnMouseDown = event.clientX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
}
function onDocumentMouseMove( event ) {
mouseX = event.clientX - windowHalfX;
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;
}
function onDocumentMouseUp( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentMouseOut( event ) {
document.removeEventListener( 'mousemove', onDocumentMouseMove, false );
document.removeEventListener( 'mouseup', onDocumentMouseUp, false );
document.removeEventListener( 'mouseout', onDocumentMouseOut, false );
}
function onDocumentTouchStart( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
targetRotationOnMouseDown = targetRotation;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length === 1 ) {
event.preventDefault();
mouseX = event.touches[ 0 ].pageX - windowHalfX;
targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;
}
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render() {
//plane.rotation.y = group.rotation.y += ( targetRotation - group.rotation.y ) * 0.05;
var rotation = new THREE.Matrix4().makeRotationY(Math.PI/2);
var translation = new THREE.Matrix4().makeTranslation(0, 0, 0);
rotation = group.rotation.y += (targetRotation - group.rotation.y);
var transformation = new THREE.Matrix4().makeTranslation(0, 0, 0).makeRotationY(rotation * 0.01 * 0.3) ;
group.applyMatrix(transformation);
renderer.render( scene, camera );
}
谢谢你,我已经把它修好了,但是你知道如何设置旋转点吗?你的
render()
逻辑没有什么意义。另外,每秒实例化3 x 60=180Matrix4
s。您需要能够解释每行代码都在做什么。